#version 450 #extension GL_EXT_mesh_shader : require layout(row_major) uniform; layout(row_major) buffer; #line 27 0 layout(local_size_x = 3, local_size_y = 1, local_size_z = 1) in; layout(max_vertices = 12) out; layout(max_primitives = 4) out; layout(triangles) out; void main() { SetMeshOutputsEXT(12U, 4U); #line 46 return; }