#version 450 #define MAX_VER 81 #define MAX_PRIM 32 #define MAX_VIEWS gl_MaxMeshViewCountNV #define BARRIER() \ memoryBarrierShared(); \ barrier(); #extension GL_NV_mesh_shader : enable layout(local_size_x = 32) in; layout(max_vertices=MAX_VER) out; layout(max_primitives=MAX_PRIM) out; layout(triangles) out; // test use of per-view builtin attributes void main() { uint iid = gl_LocalInvocationID.x; uint viewID = gl_MeshViewIndicesNV[gl_MeshViewCountNV%MAX_VIEWS]; gl_MeshVerticesNV[iid].gl_PositionPerViewNV[viewID] = vec4(1.0, 2.0, 3.0, 4.0); gl_MeshVerticesNV[iid].gl_ClipDistancePerViewNV[viewID][2] = 5.0; gl_MeshVerticesNV[iid].gl_CullDistancePerViewNV[viewID][3] = 6.0; gl_MeshPrimitivesNV[iid].gl_LayerPerViewNV[viewID] = 7; gl_MeshPrimitivesNV[iid].gl_ViewportMaskPerViewNV[viewID][0] = 8; BARRIER(); gl_MeshVerticesNV[iid+1].gl_PositionPerViewNV[viewID] = gl_MeshVerticesNV[iid].gl_PositionPerViewNV[viewID]; gl_MeshVerticesNV[iid+1].gl_ClipDistancePerViewNV[viewID][2] = gl_MeshVerticesNV[iid].gl_ClipDistancePerViewNV[viewID][2]; gl_MeshVerticesNV[iid+1].gl_CullDistancePerViewNV[viewID][3] = gl_MeshVerticesNV[iid].gl_CullDistancePerViewNV[viewID][3]; gl_MeshPrimitivesNV[iid+1].gl_LayerPerViewNV[viewID] = gl_MeshPrimitivesNV[iid].gl_LayerPerViewNV[viewID]; gl_MeshPrimitivesNV[iid+1].gl_ViewportMaskPerViewNV[viewID][0] = gl_MeshPrimitivesNV[iid].gl_ViewportMaskPerViewNV[viewID][0]; BARRIER(); }