#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[]; | |
layout(location = 2) in VertexBlock2 | |
{ | |
int a; | |
layout(passthrough) int b; | |
} v2[]; | |
layout(passthrough, location = 4) in vec4 vPoint[]; | |
void main() | |
{ | |
gl_Layer = gl_InvocationID + v1[0].a + v2[1].b; | |
} |