2018-10-04 23:39:18 +00:00
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#version 460
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#define MAX_VER 81
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#define MAX_PRIM 32
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#define BARRIER() \
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memoryBarrierShared(); \
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barrier();
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#extension GL_NV_mesh_shader : enable
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layout(local_size_x = 32) in;
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layout(max_vertices=MAX_VER) out;
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layout(max_primitives=MAX_PRIM) out;
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layout(triangles) out;
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// test use of redeclared single-view builtins in mesh shaders:
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out gl_MeshPerVertexNV {
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vec4 gl_Position;
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float gl_PointSize;
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float gl_ClipDistance[4];
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float gl_CullDistance[4];
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2019-02-12 20:27:21 +00:00
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} gl_MeshVerticesNV[MAX_VER]; // explicitly sized to MAX_VER
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2018-10-04 23:39:18 +00:00
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perprimitiveNV out gl_MeshPerPrimitiveNV {
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int gl_PrimitiveID;
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int gl_Layer;
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int gl_ViewportIndex;
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int gl_ViewportMask[];
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2019-02-12 20:27:21 +00:00
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} gl_MeshPrimitivesNV[]; // implicitly sized to MAX_PRIM
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2019-02-11 23:12:13 +00:00
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2019-02-12 20:27:21 +00:00
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out uint gl_PrimitiveIndicesNV[MAX_PRIM*3]; // explicitly sized to MAX_PRIM * 3
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2018-10-04 23:39:18 +00:00
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void main()
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{
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uint iid = gl_LocalInvocationID.x;
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uint gid = gl_WorkGroupID.x;
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gl_MeshVerticesNV[iid].gl_Position = vec4(1.0);
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gl_MeshVerticesNV[iid].gl_PointSize = 2.0;
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gl_MeshVerticesNV[iid].gl_ClipDistance[3] = 3.0;
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gl_MeshVerticesNV[iid].gl_CullDistance[2] = 4.0;
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BARRIER();
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gl_MeshVerticesNV[iid+1].gl_Position = gl_MeshVerticesNV[iid].gl_Position;
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gl_MeshVerticesNV[iid+1].gl_PointSize = gl_MeshVerticesNV[iid].gl_PointSize;
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gl_MeshVerticesNV[iid+1].gl_ClipDistance[3] = gl_MeshVerticesNV[iid].gl_ClipDistance[3];
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gl_MeshVerticesNV[iid+1].gl_CullDistance[2] = gl_MeshVerticesNV[iid].gl_CullDistance[2];
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BARRIER();
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gl_MeshPrimitivesNV[iid].gl_PrimitiveID = 6;
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gl_MeshPrimitivesNV[iid].gl_Layer = 7;
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gl_MeshPrimitivesNV[iid].gl_ViewportIndex = 8;
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gl_MeshPrimitivesNV[iid].gl_ViewportMask[0] = 9;
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BARRIER();
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gl_MeshPrimitivesNV[iid+1].gl_PrimitiveID = gl_MeshPrimitivesNV[iid].gl_PrimitiveID;
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gl_MeshPrimitivesNV[iid+1].gl_Layer = gl_MeshPrimitivesNV[iid].gl_Layer;
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gl_MeshPrimitivesNV[iid+1].gl_ViewportIndex = gl_MeshPrimitivesNV[iid].gl_ViewportIndex;
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gl_MeshPrimitivesNV[iid+1].gl_ViewportMask[0] = gl_MeshPrimitivesNV[iid].gl_ViewportMask[0];
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BARRIER();
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2019-02-11 23:12:13 +00:00
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// check bound limits
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gl_PrimitiveIndicesNV[0] = 1;
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gl_PrimitiveIndicesNV[(MAX_PRIM * 3) - 1] = 2;
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gl_PrimitiveCountNV = MAX_PRIM * 3;
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2018-10-04 23:39:18 +00:00
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}
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