const static float2 positions[3] = { float2(0.0, -0.5), float2(0.5, 0.5), float2(-0.5, 0.5) }; const static float3 colors[3] = { float3(1.0, 1.0, 0.0), float3(0.0, 1.0, 1.0), float3(1.0, 0.0, 1.0) }; struct Vertex { float4 pos : SV_Position; float3 color : Color; int index : Index; }; const static uint MAX_VERTS = 12; const static uint MAX_PRIMS = 4; [outputtopology("triangle")] [shader("mesh")] [numthreads(3, 1, 1)] void meshMain( in uint tig : SV_GroupIndex, out Vertices verts, out Indices triangles) { const uint numVertices = 12; const uint numPrimitives = 4; SetMeshOutputCounts(numVertices, numPrimitives); for(uint i = tig; i < numVertices; ++i) { const int tri = i / 3; verts[i] = {float4(positions[i % 3], 0, 1), colors[i % 3], tri}; } for(uint i = tig; i < numPrimitives; ++i) { triangles[i] = i * 3 + uint3(0,1,2); } }