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2025-09-04 10:54:47 +08:00

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#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);
}