#version 450 #extension GL_EXT_mesh_shader : require layout(local_size_x = 2, local_size_y = 3, local_size_z = 4) in; layout(triangles, max_vertices = 24, max_primitives = 22) out; out gl_MeshPerVertexEXT { vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[1]; float gl_CullDistance[2]; } gl_MeshVerticesEXT[]; layout(location = 0) out vec4 vOut[]; layout(location = 1) perprimitiveEXT out vec4 vPrim[]; layout(location = 2) out BlockOut { vec4 a; vec4 b; } outputs[]; layout(location = 4) perprimitiveEXT out BlockOutPrim { vec4 a; vec4 b; } prim_outputs[]; shared float shared_float[16]; struct TaskPayload { float a; float b; int c; }; taskPayloadSharedEXT TaskPayload payload; void main() { SetMeshOutputsEXT(24, 22); gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position = vec4(gl_GlobalInvocationID, 1.0); // gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_PointSize = 2.0; gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_ClipDistance[0] = 4.0; gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_CullDistance[1] = 5.0; vOut[gl_LocalInvocationIndex] = vec4(gl_GlobalInvocationID, 2.0); outputs[gl_LocalInvocationIndex].a = vec4(5.0); outputs[gl_LocalInvocationIndex].b = vec4(6.0); barrier(); if (gl_LocalInvocationIndex < 22) { vPrim[gl_LocalInvocationIndex] = vec4(gl_WorkGroupID, 3.0); prim_outputs[gl_LocalInvocationIndex].a = vec4(payload.a); prim_outputs[gl_LocalInvocationIndex].b = vec4(payload.b); gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex] = uvec3(0, 1, 2) + gl_LocalInvocationIndex; gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveID = int(gl_GlobalInvocationID.x); gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_Layer = int(gl_GlobalInvocationID.x) + 1; gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_ViewportIndex = int(gl_GlobalInvocationID.x) + 2; gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_CullPrimitiveEXT = bool(gl_GlobalInvocationID.x & 1); gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveShadingRateEXT = int(gl_GlobalInvocationID.x) + 3; } }