SPIRV-Cross/shaders/mesh/mesh-shader-basic-points.spv14.vk.nocompat.mesh
Hans-Kristian Arntzen ec42cb1c41 Roll deps.
2024-01-05 13:36:34 +01:00

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#version 450
#extension GL_EXT_mesh_shader : require
#extension GL_EXT_fragment_shading_rate : require
layout(local_size_x = 2, local_size_y = 3, local_size_z = 4) in;
layout(points, 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_PrimitivePointIndicesEXT[gl_LocalInvocationIndex] = 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;
}
}