#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 46 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 47 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 24 3 layout(std430, binding = 0, set = 3) readonly buffer StructuredBuffer_float4_t_0 { vec4 _data[]; } vertexData_positions_0; #line 24 layout(std430, binding = 1, set = 3) readonly buffer StructuredBuffer_float2_t_0 { vec2 _data[]; } vertexData_texCoords_0; #line 24 layout(std430, binding = 2, set = 3) readonly buffer StructuredBuffer_float3_t_0 { vec3 _data[]; } vertexData_normals_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 24 1 uint gs_numVertices_0_init() { #line 24 return 0U; } shared uint gs_numVertices_0 = gs_numVertices_0_init(); #line 5 3 struct StaticMeshVertexAttributes_0 { vec4 position_0; vec2 texCoords_0; vec3 normal_0; }; #line 22 1 shared StaticMeshVertexAttributes_0 gs_vertices_0[64]; uint gs_numPrimitives_0_init() { #line 25 return 0U; } shared uint gs_numPrimitives_0 = gs_numPrimitives_0_init(); #line 23 shared uvec3 gs_indices_0[126]; #line 11 struct MeshShaderPayload_0 { uint instanceId_0; uint meshletId_0; }; #line 20 3 StaticMeshVertexAttributes_0 StaticMeshVertexData_getAttributes_0(uint _S2, InstanceData_0 _S3) { #line 28 StaticMeshVertexAttributes_0 attr_0; attr_0.position_0 = (((((((((vertexData_positions_0._data[_S2]) * (_S3.transformMatrix_0)))) * (viewParams_0.viewMatrix_0)))) * (viewParams_0.projectionMatrix_0))); attr_0.texCoords_0 = vertexData_texCoords_0._data[_S2]; attr_0.normal_0 = vertexData_normals_0._data[_S2]; 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() { #line 39 MeshShaderPayload_0 p_0; #line 46 InstanceData_0 _S4 = scene_instances_0._data[p_0.instanceId_0]; MeshletDescription_0 _S5 = meshlets_meshletInfos_0._data[p_0.meshletId_0]; uint _S6 = uvec3(gl_LocalInvocationIndex).x; uint _S7 = _S5.vertexCount_0 - 1U; #line 64 uint _S8 = _S5.primitiveCount_0 - 1U; #line 64 uint loop_0 = 0U; #line 64 for(;;) { #line 52 uint v_0 = min(_S6 + loop_0 * 32U, _S7); atomicMax((gs_numVertices_0), (v_0 + 1U)); gs_vertices_0[v_0] = StaticMeshVertexData_getAttributes_0(uint(int(meshlets_vertexIndices_0._data[_S5.vertexOffset_0 + v_0])), _S4); #line 49 uint loop_1 = loop_0 + 1U; #line 49 if(loop_1 < 2U) { } else { #line 49 break; } #line 49 loop_0 = loop_1; #line 49 } #line 49 loop_0 = 0U; #line 49 for(;;) { #line 64 uint p_1 = min(_S6 + loop_0 * 32U, _S8); atomicMax((gs_numPrimitives_0), (p_1 + 1U)); uint _S9 = p_1 * 3U; #line 67 uint _S10 = _S5.primitiveOffset_0 + _S9; uint idx1_0 = meshlets_vertexIndices_0._data[_S5.vertexOffset_0 + uint(meshlets_primitiveIndices_0._data[_S10 + 1U])]; uint idx2_0 = meshlets_vertexIndices_0._data[_S5.vertexOffset_0 + uint(meshlets_primitiveIndices_0._data[_S10 + 2U])]; gs_indices_0[_S9] = uvec3(meshlets_vertexIndices_0._data[_S5.vertexOffset_0 + uint(meshlets_primitiveIndices_0._data[_S10])]); gs_indices_0[_S9 + 1U] = uvec3(idx1_0); gs_indices_0[_S9 + 2U] = uvec3(idx2_0); #line 61 uint loop_2 = loop_0 + 1U; #line 61 if(loop_2 < 4U) { } else { #line 61 break; } #line 61 loop_0 = loop_2; #line 61 } #line 78 barrier(); SetMeshOutputsEXT(gs_numVertices_0, gs_numPrimitives_0); barrier(); #line 93 return; }