#version 450 #extension GL_NV_viewport_array2 :require layout(vertices = 4) out; out gl_PerVertex { int gl_ViewportMask[2]; } gl_out[4]; layout (viewport_relative) out highp int gl_Layer; void main() { gl_out[gl_InvocationID].gl_ViewportMask[0] = 1; gl_ViewportIndex = 2; }