1#version 450
2
3#define MAX_VER  81
4#define MAX_PRIM 32
5#define MAX_VIEWS gl_MaxMeshViewCountNV
6
7#define BARRIER() \
8    memoryBarrierShared(); \
9    barrier();
10
11#extension GL_NV_mesh_shader : enable
12
13layout(local_size_x = 32) in;
14
15layout(max_vertices=MAX_VER) out;
16layout(max_primitives=MAX_PRIM) out;
17layout(triangles) out;
18
19// test use of per-view builtin attributes
20
21void main()
22{
23    uint iid = gl_LocalInvocationID.x;
24    uint viewID = gl_MeshViewIndicesNV[gl_MeshViewCountNV%MAX_VIEWS];
25
26    gl_MeshVerticesNV[iid].gl_PositionPerViewNV[viewID]          = vec4(1.0, 2.0, 3.0, 4.0);
27    gl_MeshVerticesNV[iid].gl_ClipDistancePerViewNV[viewID][2]   = 5.0;
28    gl_MeshVerticesNV[iid].gl_CullDistancePerViewNV[viewID][3]   = 6.0;
29    gl_MeshPrimitivesNV[iid].gl_LayerPerViewNV[viewID]           = 7;
30    gl_MeshPrimitivesNV[iid].gl_ViewportMaskPerViewNV[viewID][0] = 8;
31
32    BARRIER();
33
34    gl_MeshVerticesNV[iid+1].gl_PositionPerViewNV[viewID]          = gl_MeshVerticesNV[iid].gl_PositionPerViewNV[viewID];
35    gl_MeshVerticesNV[iid+1].gl_ClipDistancePerViewNV[viewID][2]   = gl_MeshVerticesNV[iid].gl_ClipDistancePerViewNV[viewID][2];
36    gl_MeshVerticesNV[iid+1].gl_CullDistancePerViewNV[viewID][3]   = gl_MeshVerticesNV[iid].gl_CullDistancePerViewNV[viewID][3];
37    gl_MeshPrimitivesNV[iid+1].gl_LayerPerViewNV[viewID]           = gl_MeshPrimitivesNV[iid].gl_LayerPerViewNV[viewID];
38    gl_MeshPrimitivesNV[iid+1].gl_ViewportMaskPerViewNV[viewID][0] = gl_MeshPrimitivesNV[iid].gl_ViewportMaskPerViewNV[viewID][0];
39
40    BARRIER();
41}
42
43