Crafter.Graphics/test.mesh
2025-04-27 01:57:25 +02:00

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/* Copyright (c) 2021, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
#version 450
#extension GL_EXT_mesh_shader : require
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 view;
} ubo;
layout (binding = 1) buffer VERTEX
{
vec4 pos[];
} vertex;
layout (binding = 2) buffer INDEX {
uint index[];
} index;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(triangles, max_vertices = 3, max_primitives = 1) out;
layout(location = 0) out VertexOutput
{
vec4 color;
} vertexOutput[];
const vec4[3] colors = {
vec4(0.0, 1.0, 0.0, 1.0),
vec4(0.0, 0.0, 1.0, 1.0),
vec4(1.0, 0.0, 0.0, 1.0)
};
void main()
{
uint iid = gl_LocalInvocationID.x;
SetMeshOutputsEXT(3, 1);
mat4 mvp = ubo.projection * ubo.view * ubo.model;
gl_MeshVerticesEXT[0].gl_Position = mvp * vertex.pos[0];
gl_MeshVerticesEXT[1].gl_Position = mvp * vertex.pos[1];
gl_MeshVerticesEXT[2].gl_Position = mvp * vertex.pos[2];
vertexOutput[0].color = colors[0];
vertexOutput[1].color = colors[1];
vertexOutput[2].color = colors[2];
gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex] = uvec3(0, 1, 2);
}