#version 450 #extension GL_EXT_mesh_shader : require layout(local_size_x = 4, local_size_y = 3, local_size_z = 2) in; struct Payload { float v[3]; }; shared float vs[24]; taskPayloadSharedEXT Payload p; void main() { vs[gl_LocalInvocationIndex] = 10.0; barrier(); if (gl_LocalInvocationIndex < 12u) { vs[gl_LocalInvocationIndex] += vs[gl_LocalInvocationIndex + 12u]; } barrier(); if (gl_LocalInvocationIndex < 6u) { vs[gl_LocalInvocationIndex] += vs[gl_LocalInvocationIndex + 6u]; } barrier(); if (gl_LocalInvocationIndex < 3u) { vs[gl_LocalInvocationIndex] += vs[gl_LocalInvocationIndex + 3u]; } barrier(); p.v[gl_LocalInvocationIndex] = vs[gl_LocalInvocationIndex]; EmitMeshTasksEXT(uint(int(vs[4])), uint(int(vs[6])), uint(int(vs[8]))); }