#version 450 #extension GL_EXT_mesh_shader : require /* Copyright (c) 2023-2024 Holochip Corporation * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; layout(triangles, max_vertices = 3, max_primitives = 1) out; void main() { uint vertexCount = 3; uint triangleCount = 1; SetMeshOutputsEXT(vertexCount, triangleCount); gl_MeshVerticesEXT[0].gl_Position = vec4(0.5,-0.5, 0, 1); gl_MeshVerticesEXT[1].gl_Position = vec4(0.5, 0.5, 0, 1); gl_MeshVerticesEXT[2].gl_Position = vec4(-0.5, 0.5, 0, 1); gl_PrimitiveTriangleIndicesEXT[0] = uvec3(0, 1, 2); }