1#version 450 2#extension GL_NV_geometry_shader_passthrough : require 3layout(triangles) in; 4 5layout(passthrough) in gl_PerVertex 6{ 7 vec4 gl_Position; 8} gl_in[]; 9 10layout(passthrough, location = 0) in VertexBlock 11{ 12 int a; 13 int b; 14} v1[3]; 15 16layout(location = 2) in VertexBlock2 17{ 18 int a; 19 layout(passthrough) int b; 20} v2[3]; 21 22 23void main() 24{ 25 gl_Layer = (gl_InvocationID + v1[0].a) + v2[1].b; 26} 27 28