spv.viewportArray2.tesc 306 B

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  1. #version 450
  2. #extension GL_NV_viewport_array2 :require
  3. layout(vertices = 4) out;
  4. out gl_PerVertex {
  5. int gl_ViewportMask[2];
  6. } gl_out[4];
  7. layout (viewport_relative) out highp int gl_Layer;
  8. void main()
  9. {
  10. gl_out[gl_InvocationID].gl_ViewportMask[0] = 1;
  11. gl_ViewportIndex = 2;
  12. }