52 lines
1.2 KiB
Text
52 lines
1.2 KiB
Text
/* Copyright (c) 2021, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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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 projection;
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mat4 model;
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mat4 view;
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} ubo;
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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layout(triangles, max_vertices = 3, max_primitives = 1) out;
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layout(location = 0) out VertexOutput
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{
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vec4 color;
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} vertexOutput[];
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const vec4[3] positions = {
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vec4( 0.0, -1.0, 0.0, 1.0),
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vec4(-1.0, 1.0, 0.0, 1.0),
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vec4( 1.0, 1.0, 0.0, 1.0)
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};
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const vec4[3] colors = {
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vec4(0.0, 1.0, 0.0, 1.0),
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vec4(0.0, 0.0, 1.0, 1.0),
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vec4(1.0, 0.0, 0.0, 1.0)
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};
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void main()
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{
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uint iid = gl_LocalInvocationID.x;
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vec4 offset = vec4(0.0, 0.0, gl_GlobalInvocationID.x, 0.0);
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SetMeshOutputsEXT(3, 1);
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mat4 mvp = ubo.projection * ubo.view * ubo.model;
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gl_MeshVerticesEXT[0].gl_Position = mvp * (positions[0] + offset);
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gl_MeshVerticesEXT[1].gl_Position = mvp * (positions[1] + offset);
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gl_MeshVerticesEXT[2].gl_Position = mvp * (positions[2] + offset);
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vertexOutput[0].color = colors[0];
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vertexOutput[1].color = colors[1];
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vertexOutput[2].color = colors[2];
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gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex] = uvec3(0, 1, 2);
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}
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