blob: d0d8806ad2a8de15e066e964f4f273e78e1de416 [file] [log] [blame]
#version 450
#extension GL_NV_geometry_shader_passthrough : require
layout(triangles) in;
layout(passthrough) in gl_PerVertex
{
vec4 gl_Position;
} gl_in[];
layout(passthrough, location = 0) in VertexBlock
{
int a;
int b;
} v1[3];
layout(location = 2) in VertexBlock2
{
int a;
layout(passthrough) int b;
} v2[3];
void main()
{
gl_Layer = (gl_InvocationID + v1[0].a) + v2[1].b;
}