| #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(); |
| } |
| |