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mesh-shader-basic-lines.spv14.vk.nocompat.mesh « mesh « shaders-hlsl - github.com/KhronosGroup/SPIRV-Cross.git - Unnamed repository; edit this file 'description' to name the repository.
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#version 450
#extension GL_EXT_mesh_shader : require
layout(local_size_x = 2, local_size_y = 3, local_size_z = 4) in;
layout(lines, max_vertices = 24, max_primitives = 22) out;

out gl_MeshPerVertexEXT
{
	vec4 gl_Position;
	float gl_PointSize;
	float gl_ClipDistance[1];
	float gl_CullDistance[2];
} gl_MeshVerticesEXT[];

layout(location = 0) out vec4 vOut[];
layout(location = 1) perprimitiveEXT out vec4 vPrim[];

layout(location = 2) out BlockOut
{
	vec4 a;
	vec4 b;
} outputs[];

layout(location = 4) perprimitiveEXT out BlockOutPrim
{
	vec4 a;
	vec4 b;
} prim_outputs[];

shared float shared_float[16];

struct TaskPayload
{
	float a;
	float b;
	int c;
};

taskPayloadSharedEXT TaskPayload payload;

void main()
{
	SetMeshOutputsEXT(24, 22);
	gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position = vec4(gl_GlobalInvocationID, 1.0);
	// gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_PointSize = 2.0;
	gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_ClipDistance[0] = 4.0;
	gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_CullDistance[1] = 5.0;
	vOut[gl_LocalInvocationIndex] = vec4(gl_GlobalInvocationID, 2.0);
	outputs[gl_LocalInvocationIndex].a = vec4(5.0);
	outputs[gl_LocalInvocationIndex].b = vec4(6.0);
	barrier();
	if (gl_LocalInvocationIndex < 22)
	{
		vPrim[gl_LocalInvocationIndex] = vec4(gl_WorkGroupID, 3.0);
		prim_outputs[gl_LocalInvocationIndex].a = vec4(payload.a);
		prim_outputs[gl_LocalInvocationIndex].b = vec4(payload.b);
		gl_PrimitiveLineIndicesEXT[gl_LocalInvocationIndex] = uvec2(0, 1) + gl_LocalInvocationIndex;
		gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveID = int(gl_GlobalInvocationID.x);
		gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_Layer = int(gl_GlobalInvocationID.x) + 1;
		gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_ViewportIndex = int(gl_GlobalInvocationID.x) + 2;
		gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_CullPrimitiveEXT = bool(gl_GlobalInvocationID.x & 1);
		gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveShadingRateEXT = int(gl_GlobalInvocationID.x) + 3;
	}
}