#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); }