46 lines
1.3 KiB
Text
46 lines
1.3 KiB
Text
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#version 450
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#extension GL_EXT_mesh_shader : require
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layout (binding = 0) uniform UBO
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{
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mat4 modelProjectionView;
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} ubo;
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struct VertexType
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{
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vec4 position;
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vec2 uv;
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vec2 pad;
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};
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layout (std140, binding = 1) buffer VERTEX
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{
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VertexType pos[];
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} vertex;
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layout (binding = 2) buffer INDEX {
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uint index[];
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} index;
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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layout(triangles, max_vertices = 192, max_primitives = 64) out;
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layout (location = 0) out PerVertexData
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{
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vec2 uv;
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} outVert[];
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void main()
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{
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SetMeshOutputsEXT(192, 64);
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uint triangleID = ((gl_WorkGroupID.x * gl_WorkGroupSize.x) + gl_LocalInvocationIndex.x)*3;
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uint localID = gl_LocalInvocationIndex.x*3;
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gl_MeshVerticesEXT[localID].gl_Position = ubo.modelProjectionView * vertex.pos[index.index[triangleID]].position;
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gl_MeshVerticesEXT[localID+1].gl_Position = ubo.modelProjectionView * vertex.pos[index.index[triangleID+1]].position;
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gl_MeshVerticesEXT[localID+2].gl_Position = ubo.modelProjectionView * vertex.pos[index.index[triangleID+2]].position;
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outVert[localID].uv = vertex.pos[index.index[triangleID]].uv;
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outVert[localID + 1].uv = vertex.pos[index.index[triangleID+1]].uv;
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outVert[localID + 2].uv = vertex.pos[index.index[triangleID+2]].uv;
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gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex.x] = uvec3(localID, localID+1, localID+2);
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}
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