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