#version 450 #extension GL_EXT_mesh_shader : require layout(local_size_x = 2, local_size_y = 3, local_size_z = 4) in; layout(max_vertices = 24, max_primitives = 8, triangles) out; struct _12 { float _m0; }; layout(location = 1) out vec4 B[24]; layout(location = 3) perprimitiveEXT out vec4 C[8]; shared float _32[64]; taskPayloadSharedEXT _12 _38; void main() { _32[gl_LocalInvocationIndex] = float(gl_LocalInvocationIndex); barrier(); SetMeshOutputsEXT(24u, 8u); gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position.x = _32[gl_LocalInvocationIndex]; gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position.y = _32[gl_LocalInvocationIndex]; gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position.z = _32[gl_LocalInvocationIndex]; gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position.w = _32[gl_LocalInvocationIndex]; float _59 = _38._m0 + _32[gl_LocalInvocationIndex ^ 1u]; B[gl_LocalInvocationIndex].x = _59; B[gl_LocalInvocationIndex].y = _59; B[gl_LocalInvocationIndex].z = _59; B[gl_LocalInvocationIndex].w = _59; if (gl_LocalInvocationIndex < 8u) { uint _65 = gl_LocalInvocationIndex * 3u; gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex] = uvec3(_65, _65 + 1u, _65 + 2u); gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_CullPrimitiveEXT = (gl_LocalInvocationIndex & 1u) != 0u; gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveID = int(gl_LocalInvocationIndex); gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_Layer = int(gl_LocalInvocationIndex); uint _78 = gl_LocalInvocationIndex ^ 2u; C[gl_LocalInvocationIndex].x = _32[_78]; C[gl_LocalInvocationIndex].y = _32[_78]; C[gl_LocalInvocationIndex].z = _32[_78]; C[gl_LocalInvocationIndex].w = _32[_78]; } }