float gl_PointSize;
float gl_ClipDistance[4];
float gl_CullDistance[4];
-} gl_MeshVerticesNV[MAX_VER]; // explicitly sized to MAX_VER
+} gl_MeshVerticesNV[MAX_VER]; // explicitly sized to MAX_VER
perprimitiveNV out gl_MeshPerPrimitiveNV {
int gl_PrimitiveID;
int gl_Layer;
int gl_ViewportIndex;
int gl_ViewportMask[];
-} gl_MeshPrimitivesNV[]; // implicitly sized to MAX_PRIM
+} gl_MeshPrimitivesNV[]; // implicitly sized to MAX_PRIM
-out uint gl_PrimitiveIndicesNV[]; // explicitly sized to MAX_PRIM * 3
+out uint gl_PrimitiveIndicesNV[MAX_PRIM*3]; // explicitly sized to MAX_PRIM * 3
void main()
{