#version 450 #extension GL_EXT_mesh_shader : require 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); }