Crafter.Graphics/MeshShaderXYZUV.mesh

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2025-05-03 06:51:33 +02:00
#version 450
#extension GL_EXT_mesh_shader : require
layout (binding = 0) uniform UBO
{
mat4 modelProjectionView;
} ubo;
struct VertexType
{
vec4 position;
vec2 uv;
vec2 pad;
};
layout (std140, binding = 1) buffer VERTEX
{
VertexType pos[];
} vertex;
layout (binding = 2) buffer INDEX {
uint index[];
} index;
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
layout(triangles, max_vertices = 192, max_primitives = 64) out;
layout (location = 0) out PerVertexData
{
vec2 uv;
} outVert[];
void main()
{
SetMeshOutputsEXT(192, 64);
uint triangleID = ((gl_WorkGroupID.x * gl_WorkGroupSize.x) + gl_LocalInvocationIndex.x)*3;
uint localID = gl_LocalInvocationIndex.x*3;
gl_MeshVerticesEXT[localID].gl_Position = ubo.modelProjectionView * vertex.pos[index.index[triangleID]].position;
gl_MeshVerticesEXT[localID+1].gl_Position = ubo.modelProjectionView * vertex.pos[index.index[triangleID+1]].position;
gl_MeshVerticesEXT[localID+2].gl_Position = ubo.modelProjectionView * vertex.pos[index.index[triangleID+2]].position;
outVert[localID].uv = vertex.pos[index.index[triangleID]].uv;
outVert[localID + 1].uv = vertex.pos[index.index[triangleID+1]].uv;
outVert[localID + 2].uv = vertex.pos[index.index[triangleID+2]].uv;
gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex.x] = uvec3(localID, localID+1, localID+2);
}