45 lines
1.8 KiB
Plaintext
45 lines
1.8 KiB
Plaintext
#version 450
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#extension GL_EXT_mesh_shader : require
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layout(local_size_x = 2, local_size_y = 3, local_size_z = 4) in;
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layout(max_vertices = 24, max_primitives = 8, triangles) out;
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struct _12
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{
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float _m0;
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};
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layout(location = 1) out vec4 B[24];
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layout(location = 3) perprimitiveEXT out vec4 C[8];
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shared float _9[64];
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taskPayloadSharedEXT _12 _11;
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void main()
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{
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_9[gl_LocalInvocationIndex] = float(gl_LocalInvocationIndex);
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barrier();
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SetMeshOutputsEXT(24u, 8u);
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gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position.x = _9[gl_LocalInvocationIndex];
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gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position.y = _9[gl_LocalInvocationIndex];
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gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position.z = _9[gl_LocalInvocationIndex];
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gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position.w = _9[gl_LocalInvocationIndex];
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float _63 = _11._m0 + _9[gl_LocalInvocationIndex ^ 1u];
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B[gl_LocalInvocationIndex].x = _63;
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B[gl_LocalInvocationIndex].y = _63;
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B[gl_LocalInvocationIndex].z = _63;
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B[gl_LocalInvocationIndex].w = _63;
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if (gl_LocalInvocationIndex < 8u)
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{
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uint _71 = gl_LocalInvocationIndex * 3u;
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gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex] = uvec3(_71, _71 + 1u, _71 + 2u);
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gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_CullPrimitiveEXT = (gl_LocalInvocationIndex & 1u) != 0u;
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gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveID = int(gl_LocalInvocationIndex);
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gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_Layer = int(gl_LocalInvocationIndex);
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uint _81 = gl_LocalInvocationIndex ^ 2u;
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C[gl_LocalInvocationIndex].x = _9[_81];
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C[gl_LocalInvocationIndex].y = _9[_81];
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C[gl_LocalInvocationIndex].z = _9[_81];
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C[gl_LocalInvocationIndex].w = _9[_81];
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}
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}
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