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#version 450
#define MAX_VER 81
#define MAX_PRIM 32
#define MAX_VIEWS gl_MaxMeshViewCountNV
#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 redeclared per-view builtin attributes
out gl_MeshPerVertexNV {
perviewNV vec4 gl_PositionPerViewNV[MAX_VIEWS]; // explicitly sized view dim
perviewNV float gl_ClipDistancePerViewNV[MAX_VIEWS][4]; // explicitly sized view dim
perviewNV float gl_CullDistancePerViewNV[MAX_VIEWS][4]; // explicitly sized view dim
} gl_MeshVerticesNV[];
perprimitiveNV out gl_MeshPerPrimitiveNV {
perviewNV int gl_LayerPerViewNV[]; // implicitly sized view dim
perviewNV int gl_ViewportMaskPerViewNV[][1]; // implicitly sized view dim
} gl_MeshPrimitivesNV[];
void main()
{
uint iid = gl_LocalInvocationID.x;
uint viewID = gl_MeshViewIndicesNV[gl_MeshViewCountNV%MAX_VIEWS];
gl_MeshVerticesNV[iid].gl_PositionPerViewNV[viewID] = vec4(1.0, 2.0, 3.0, 4.0);
gl_MeshVerticesNV[iid].gl_ClipDistancePerViewNV[viewID][2] = 5.0;
gl_MeshVerticesNV[iid].gl_CullDistancePerViewNV[viewID][3] = 6.0;
gl_MeshPrimitivesNV[iid].gl_LayerPerViewNV[viewID] = 7;
gl_MeshPrimitivesNV[iid].gl_ViewportMaskPerViewNV[viewID][0] = 8;
BARRIER();
gl_MeshVerticesNV[iid+1].gl_PositionPerViewNV[viewID] = gl_MeshVerticesNV[iid].gl_PositionPerViewNV[viewID];
gl_MeshVerticesNV[iid+1].gl_ClipDistancePerViewNV[viewID][2] = gl_MeshVerticesNV[iid].gl_ClipDistancePerViewNV[viewID][2];
gl_MeshVerticesNV[iid+1].gl_CullDistancePerViewNV[viewID][3] = gl_MeshVerticesNV[iid].gl_CullDistancePerViewNV[viewID][3];
gl_MeshPrimitivesNV[iid+1].gl_LayerPerViewNV[viewID] = gl_MeshPrimitivesNV[iid].gl_LayerPerViewNV[viewID];
gl_MeshPrimitivesNV[iid+1].gl_ViewportMaskPerViewNV[viewID][0] = gl_MeshPrimitivesNV[iid].gl_ViewportMaskPerViewNV[viewID][0];
BARRIER();
}