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- #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();
- }
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