34 lines
1.2 KiB
Plaintext
34 lines
1.2 KiB
Plaintext
#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);
|
|
}
|