SPIRV-Cross/reference/shaders/geom/geometry-passthrough.geom
2020-01-15 16:18:29 +01:00

28 lines
409 B
GLSL

#version 450
#extension GL_NV_geometry_shader_passthrough : require
layout(triangles) in;
layout(passthrough) in gl_PerVertex
{
vec4 gl_Position;
} gl_in[];
layout(passthrough, location = 0) in VertexBlock
{
int a;
int b;
} v1[3];
layout(location = 2) in VertexBlock2
{
int a;
layout(passthrough) int b;
} v2[3];
void main()
{
gl_Layer = (gl_InvocationID + v1[0].a) + v2[1].b;
}