1#version 320 es 2 3#define MAX_VER 81 4#define MAX_PRIM 32 5 6#define BARRIER() \ 7 memoryBarrierShared(); \ 8 barrier(); 9 10#extension GL_NV_mesh_shader : enable 11 12layout(local_size_x = 32) in; 13 14layout(max_vertices=MAX_VER) out; 15layout(max_primitives=MAX_PRIM) out; 16layout(triangles) out; 17 18// test use of user defined interface out blocks: 19 20// per-primitive block 21perprimitiveNV layout(location=0) out myblock { 22 float f; 23 float fArr[4]; 24 vec3 pos; 25 vec4 posArr[4]; 26 mat4 m; 27 mat3 mArr[2]; 28} blk[]; 29 30// per-vertex block 31layout(location=20) out myblock2 { 32 float f; 33 vec4 pos; 34 mat4 m; 35} blk2[]; 36 37void main() 38{ 39 int iid = int(gl_LocalInvocationID.x); 40 int gid = int(gl_WorkGroupID.x); 41 42 blk[iid].f = 11.0; 43 blk[iid+1].fArr[gid] = blk[iid].f; 44 blk[iid/2].pos.yzx = vec3(14.0, 15.0, 13.0); 45 blk[iid*2].posArr[1].yzw = blk[iid/2].pos; 46 blk[iid/4].m[2].wzyx = vec4(13.0, 14.0, 15.0, 16.0); 47 blk[iid].mArr[0][1][1] = blk[iid/4].m[2].w; 48 blk[iid*4].mArr[1][gid] = vec3(17.0, 18.0, 19.0); 49 50 BARRIER(); 51 52 blk2[iid].f = blk2[iid-1].f + 20.0; 53 blk2[iid].pos = vec4(21.0, 22.0, 23.0, 24.0); 54 blk2[iid+1].m[gid] = blk2[iid].pos; 55 blk2[iid+1].m[gid][2] = 29.0; 56 blk2[iid+2].m[3] = blk2[iid+1].m[gid]; 57 58 BARRIER(); 59} 60