#version 320 es #define MAX_VER 81 #define MAX_PRIM 32 #define BARRIER() \ memoryBarrierShared(); \ barrier(); #extension GL_NV_mesh_shader : enable layout(local_size_x = 32) in; layout(max_vertices=MAX_VER) out; layout(max_primitives=MAX_PRIM) out; layout(triangles) out; // test use of user defined interface out blocks: // per-primitive block perprimitiveNV layout(location=0) out myblock { float f; float fArr[4]; vec3 pos; vec4 posArr[4]; mat4 m; mat3 mArr[2]; } blk[]; // per-vertex block layout(location=20) out myblock2 { float f; vec4 pos; mat4 m; } blk2[]; void main() { int iid = int(gl_LocalInvocationID.x); int gid = int(gl_WorkGroupID.x); blk[iid].f = 11.0; blk[iid+1].fArr[gid] = blk[iid].f; blk[iid/2].pos.yzx = vec3(14.0, 15.0, 13.0); blk[iid*2].posArr[1].yzw = blk[iid/2].pos; blk[iid/4].m[2].wzyx = vec4(13.0, 14.0, 15.0, 16.0); blk[iid].mArr[0][1][1] = blk[iid/4].m[2].w; blk[iid*4].mArr[1][gid] = vec3(17.0, 18.0, 19.0); BARRIER(); blk2[iid].f = blk2[iid-1].f + 20.0; blk2[iid].pos = vec4(21.0, 22.0, 23.0, 24.0); blk2[iid+1].m[gid] = blk2[iid].pos; blk2[iid+1].m[gid][2] = 29.0; blk2[iid+2].m[3] = blk2[iid+1].m[gid]; BARRIER(); }