blob: 7f1997c76a0a2f77e47759c70a08520efaccce8b [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[];
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;
}