69 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			69 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
#version 450
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#define MAX_VER  81
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#define MAX_PRIM 32
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#define MAX_VIEWS gl_MaxMeshViewCountNV
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#define BARRIER() \
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    memoryBarrierShared(); \
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    barrier();
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#extension GL_NV_mesh_shader : enable
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layout(local_size_x = 32) in;
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layout(max_vertices=MAX_VER) out;
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layout(max_primitives=MAX_PRIM) out;
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layout(triangles) out;
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// test use of user-defined per-view attributes
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// mix of single-view and per-view attributes
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layout(location=0) out block {
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    perprimitiveNV perviewNV vec4 color1[][3];  // Implicitly sized
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    perprimitiveNV vec4 color2[3];
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    perviewNV vec4 color3[MAX_VIEWS][3];        // Explicitly sized
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    vec4 color4;
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} b[];
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// per-view block attributes
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perviewNV layout(location=10) out perviewBlock {
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    perprimitiveNV vec4 color5[];              // Implicitly sized
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    perprimitiveNV vec4 color6[MAX_VIEWS][3];  // Explicitly sized
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    vec4 color7[][3];                          // Implicitly sized
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    vec4 color8[MAX_VIEWS];                    // Explicitly sized
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} b2[];
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// per-view non-block attributes
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perviewNV                layout(location=18) out vec4 nonBlk1[MAX_VER][MAX_VIEWS]; // Explicit+Explicit
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perviewNV perprimitiveNV layout(location=19) out vec4 nonBlk2[MAX_PRIM][];         // Explicit+Implicit
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perviewNV                layout(location=20) out vec4 nonBlk3[][MAX_VIEWS];        // Implicit+Explicit
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perviewNV perprimitiveNV layout(location=21) out vec4 nonBlk4[][];                 // Implicit+Implicit
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// per-view non-block array attributes
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perviewNV                layout(location=22) out vec4 nonBlkArr1[MAX_VER][MAX_VIEWS][2]; // Explicit+Explicit
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perviewNV perprimitiveNV layout(location=24) out vec4 nonBlkArr2[MAX_PRIM][][2];         // Explicit+Implicit
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perviewNV                layout(location=26) out vec4 nonBlkArr3[][MAX_VIEWS][2];        // Implicit+Explicit
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perviewNV perprimitiveNV layout(location=28) out vec4 nonBlkArr4[][][2];                 // Implicit+Implicit
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void main()
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{
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    uint iid = gl_LocalInvocationID.x;
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    uint viewID = gl_MeshViewIndicesNV[gl_MeshViewCountNV%MAX_VIEWS];
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    b[iid].color1[viewID][2] = vec4(1.0);
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    b[iid].color2[1]         = vec4(2.0);
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    b[iid].color3[viewID][2] = vec4(3.0);
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    b[iid].color4            = vec4(4.0);
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    BARRIER();
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    b2[iid].color5[viewID]    = vec4(5.0);
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    b2[iid].color6[viewID][1] = vec4(6.0);
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    b2[iid].color7[viewID][2] = vec4(7.0);
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    b2[iid].color8[viewID]    = vec4(8.0);
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    BARRIER();
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}
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