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2026-05-06 23:44:13 +02:00

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#version 450
#extension GL_EXT_mesh_shader : enable
struct PositionColor {
vec4 position;
vec4 color;
};
layout(set=0, binding=0, std430) readonly buffer PositionColorBlock {
PositionColor posColor[];
} vtxData;
layout(push_constant, std430) uniform PushConstantBlock {
uint vertexOffset;
} pc;
layout(local_size_x=1) in;
layout(lines) out;
layout(max_vertices=2, max_primitives=1) out;
layout(location = 0) out vec4 outColor[];
void main() {
SetMeshOutputsEXT(2u, 1u);
const uint firstVertex = uint(gl_WorkGroupID.x) + pc.vertexOffset;
for (uint i = 0u; i < 2u; ++i)
{
const uint srcIdx = firstVertex + i;
gl_MeshVerticesEXT[i].gl_Position = vtxData.posColor[srcIdx].position;
outColor[i] = vtxData.posColor[srcIdx].color;
}
gl_PrimitiveLineIndicesEXT[0] = uvec2(0, 1);
}