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#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();
}