#version 450 #extension GL_EXT_mesh_shader : require #extension GL_EXT_shader_8bit_storage : require #extension GL_EXT_shader_explicit_arithmetic_types : require layout(row_major) uniform; layout(row_major) buffer; #line 1 0 struct InstanceData_0 { mat4x4 transformMatrix_0; }; #line 45 1 layout(std430, binding = 0, set = 2) readonly buffer StructuredBuffer_InstanceData_t_0 { InstanceData_0 _data[]; } scene_instances_0; #line 1 2 struct MeshletDescription_0 { uint vertexCount_0; uint primitiveCount_0; uint vertexOffset_0; uint primitiveOffset_0; }; #line 46 1 layout(std430, binding = 0, set = 1) readonly buffer StructuredBuffer_MeshletDescription_t_0 { MeshletDescription_0 _data[]; } meshlets_meshletInfos_0; #line 9 2 layout(std430, binding = 1, set = 1) readonly buffer StructuredBuffer_uint8_t_0 { uint8_t _data[]; } meshlets_primitiveIndices_0; #line 9 layout(std430, binding = 2, set = 1) readonly buffer StructuredBuffer_uint_t_0 { uint _data[]; } meshlets_vertexIndices_0; #line 35 3 layout(std430, binding = 0, set = 3) readonly buffer StructuredBuffer_float3_t_0 { vec3 _data[]; } vertexData_positions_0; #line 35 layout(std430, binding = 1, set = 3) readonly buffer StructuredBuffer_float2_t_0 { vec2 _data[]; } vertexData_texCoords_0; #line 35 layout(std430, binding = 2, set = 3) readonly buffer StructuredBuffer_float3_t_1 { vec3 _data[]; } vertexData_normals_0; #line 35 layout(std430, binding = 3, set = 3) readonly buffer StructuredBuffer_float3_t_2 { vec3 _data[]; } vertexData_tangents_0; #line 35 layout(std430, binding = 4, set = 3) readonly buffer StructuredBuffer_float3_t_3 { vec3 _data[]; } vertexData_biTangents_0; #line 5 4 struct ViewParameter_0 { mat4x4 viewMatrix_0; mat4x4 projectionMatrix_0; vec4 cameraPos_WS_0; vec2 screenDimensions_0; }; layout(binding = 0) layout(std140) uniform _S1 { mat4x4 viewMatrix_0; mat4x4 projectionMatrix_0; vec4 cameraPos_WS_0; vec2 screenDimensions_0; }viewParams_0; #line 1267 5 out gl_MeshPerVertexEXT { vec4 gl_Position; } gl_MeshVerticesEXT[64]; #line 24 1 shared uint gs_numVertices_0; #line 5 3 struct StaticMeshVertexAttributes_0 { vec4 clipPosition_0; vec3 worldPosition_0; vec2 texCoords_0; vec3 normal_0; vec3 tangent_0; vec3 biTangent_0; }; #line 22 1 shared StaticMeshVertexAttributes_0 gs_vertices_0[64]; shared uint gs_numPrimitives_0; #line 23 shared uvec3 gs_indices_0[126]; #line 7910 6 layout(location = 0) out vec3 _S2[64]; #line 7910 layout(location = 1) out vec2 _S3[64]; #line 7910 layout(location = 2) out vec3 _S4[64]; #line 7910 layout(location = 3) out vec3 _S5[64]; #line 7910 layout(location = 4) out vec3 _S6[64]; #line 7910 out uvec3 gl_PrimitiveTriangleIndicesEXT[126]; #line 900 7 StaticMeshVertexAttributes_0 StaticMeshVertexData_getAttributes_0(uint _S7, InstanceData_0 _S8) { #line 41 3 vec4 worldPos_0 = (((vec4(vertexData_positions_0._data[_S7], 1.0)) * (_S8.transformMatrix_0))); #line 39 StaticMeshVertexAttributes_0 attr_0; #line 44 attr_0.clipPosition_0 = ((((((worldPos_0) * (viewParams_0.viewMatrix_0)))) * (viewParams_0.projectionMatrix_0))); attr_0.worldPosition_0 = worldPos_0.xyz; attr_0.texCoords_0 = vertexData_texCoords_0._data[_S7]; attr_0.normal_0 = vertexData_normals_0._data[_S7]; attr_0.tangent_0 = vertexData_tangents_0._data[_S7]; attr_0.biTangent_0 = vertexData_biTangents_0._data[_S7]; return attr_0; } #line 39 1 layout(local_size_x = 32, local_size_y = 1, local_size_z = 1) in; layout(max_vertices = 64) out; layout(max_primitives = 126) out; layout(triangles) out; void main() { InstanceData_0 _S9 = scene_instances_0._data[gl_LocalInvocationIndex]; MeshletDescription_0 m_0 = meshlets_meshletInfos_0._data[gl_WorkGroupID.x]; #line 51 uint _S10 = m_0.vertexCount_0 - 1U; #line 63 uint _S11 = m_0.primitiveCount_0 - 1U; #line 82 uint v_0 = min(gl_LocalInvocationIndex, _S10); uint v_1 = gl_LocalInvocationIndex + 32U; uint v_2 = min(v_1, _S10); #line 92 uint p_0 = min(gl_LocalInvocationIndex, _S11); #line 98 uint p_1 = min(v_1, _S11); #line 104 uint p_2 = min(gl_LocalInvocationIndex + 64U, _S11); #line 110 uint p_3 = min(gl_LocalInvocationIndex + 96U, _S11); #line 110 uint loop_0 = 0U; #line 110 for(;;) { #line 51 uint v_3 = min(gl_LocalInvocationIndex + loop_0 * 32U, _S10); atomicMax((gs_numVertices_0), (v_3 + 1U)); gs_vertices_0[v_3] = StaticMeshVertexData_getAttributes_0(uint(int(meshlets_vertexIndices_0._data[m_0.vertexOffset_0 + v_3])), _S9); #line 48 uint loop_1 = loop_0 + 1U; #line 48 if(loop_1 < 2U) { } else { #line 48 break; } #line 48 loop_0 = loop_1; #line 48 } #line 48 loop_0 = 0U; #line 48 for(;;) { #line 63 uint p_4 = min(gl_LocalInvocationIndex + loop_0 * 32U, _S11); atomicMax((gs_numPrimitives_0), (p_4 + 1U)); uint _S12 = p_4 * 3U; #line 66 uint _S13 = m_0.primitiveOffset_0 + _S12; uint idx1_0 = meshlets_vertexIndices_0._data[m_0.vertexOffset_0 + uint(meshlets_primitiveIndices_0._data[_S13 + 1U])]; uint idx2_0 = meshlets_vertexIndices_0._data[m_0.vertexOffset_0 + uint(meshlets_primitiveIndices_0._data[_S13 + 2U])]; gs_indices_0[_S12] = uvec3(meshlets_vertexIndices_0._data[m_0.vertexOffset_0 + uint(meshlets_primitiveIndices_0._data[_S13])]); gs_indices_0[_S12 + 1U] = uvec3(idx1_0); gs_indices_0[_S12 + 2U] = uvec3(idx2_0); #line 60 uint loop_2 = loop_0 + 1U; #line 60 if(loop_2 < 4U) { } else { #line 60 break; } #line 60 loop_0 = loop_2; #line 60 } #line 77 barrier(); SetMeshOutputsEXT(gs_numVertices_0, gs_numPrimitives_0); barrier(); StaticMeshVertexAttributes_0 _S14 = gs_vertices_0[v_0]; #line 83 gl_MeshVerticesEXT[v_0].gl_Position = gs_vertices_0[v_0].clipPosition_0; #line 83 _S2[v_0] = _S14.worldPosition_0; #line 83 _S3[v_0] = _S14.texCoords_0; #line 83 _S4[v_0] = _S14.normal_0; #line 83 _S5[v_0] = _S14.tangent_0; #line 83 _S6[v_0] = _S14.biTangent_0; #line 88 StaticMeshVertexAttributes_0 _S15 = gs_vertices_0[v_2]; #line 88 gl_MeshVerticesEXT[v_2].gl_Position = gs_vertices_0[v_2].clipPosition_0; #line 88 _S2[v_2] = _S15.worldPosition_0; #line 88 _S3[v_2] = _S15.texCoords_0; #line 88 _S4[v_2] = _S15.normal_0; #line 88 _S5[v_2] = _S15.tangent_0; #line 88 _S6[v_2] = _S15.biTangent_0; #line 93 gl_PrimitiveTriangleIndicesEXT[p_0] = gs_indices_0[p_0]; #line 99 gl_PrimitiveTriangleIndicesEXT[p_1] = gs_indices_0[p_1]; #line 105 gl_PrimitiveTriangleIndicesEXT[p_2] = gs_indices_0[p_2]; #line 111 gl_PrimitiveTriangleIndicesEXT[p_3] = gs_indices_0[p_3]; return; }