35 lines
961 B
Plaintext
35 lines
961 B
Plaintext
#version 450
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#extension GL_EXT_mesh_shader : enable
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struct PositionColor {
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vec4 position;
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vec4 color;
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};
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layout(set=0, binding=0, std430) readonly buffer PositionColorBlock {
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PositionColor posColor[];
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} vtxData;
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layout(push_constant, std430) uniform PushConstantBlock {
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uint vertexOffset;
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} pc;
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layout(local_size_x=1) in;
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layout(triangles) out;
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layout(max_vertices=3, max_primitives=1) out;
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layout(location = 0) out vec4 outColor[];
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void main() {
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SetMeshOutputsEXT(3u, 1u);
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const uint firstVertex = uint(gl_WorkGroupID.x) + pc.vertexOffset;
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for (uint i = 0u; i < 3u; ++i)
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{
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const uint srcIdx = firstVertex + i;
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gl_MeshVerticesEXT[i].gl_Position = vtxData.posColor[srcIdx].position;
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outColor[i] = vtxData.posColor[srcIdx].color;
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}
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gl_PrimitiveTriangleIndicesEXT[0] = uvec3(0, 1, 2);
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gl_MeshPrimitivesEXT[0].gl_ViewportIndex = int(round(vtxData.posColor[firstVertex].position.z * 3.0));
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}
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