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