#version 450
#extension GL_EXT_mesh_shader : require
#extension GL_EXT_fragment_shading_rate : require
layout(local_size_x = 2, local_size_y = 3, local_size_z = 4) in;
layout(max_vertices = 24, max_primitives = 22, triangles) out;

out gl_MeshPerVertexEXT
{
    vec4 gl_Position;
    float gl_PointSize;
    float gl_ClipDistance[1];
    float gl_CullDistance[2];
} gl_MeshVerticesEXT[];

struct TaskPayload
{
    float a;
    float b;
    int c;
};

layout(location = 0) out vec4 vOut[24];
layout(location = 2) out BlockOut
{
    vec4 a;
    vec4 b;
} outputs[24];

layout(location = 1) perprimitiveEXT out vec4 vPrim[22];
layout(location = 4) perprimitiveEXT out BlockOutPrim
{
    vec4 a;
    vec4 b;
} prim_outputs[22];

taskPayloadSharedEXT TaskPayload payload;
shared float shared_float[16];

void main()
{
    SetMeshOutputsEXT(24u, 22u);
    gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_Position = vec4(vec3(gl_GlobalInvocationID), 1.0);
    gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_PointSize = 2.0;
    gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_ClipDistance[0] = 4.0;
    gl_MeshVerticesEXT[gl_LocalInvocationIndex].gl_CullDistance[1] = 5.0;
    vOut[gl_LocalInvocationIndex] = vec4(vec3(gl_GlobalInvocationID), 2.0);
    outputs[gl_LocalInvocationIndex].a = vec4(5.0);
    outputs[gl_LocalInvocationIndex].b = vec4(6.0);
    barrier();
    if (gl_LocalInvocationIndex < 22u)
    {
        vPrim[gl_LocalInvocationIndex] = vec4(vec3(gl_WorkGroupID), 3.0);
        prim_outputs[gl_LocalInvocationIndex].a = vec4(payload.a);
        prim_outputs[gl_LocalInvocationIndex].b = vec4(payload.b);
        gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex] = uvec3(0u, 1u, 2u) + uvec3(gl_LocalInvocationIndex);
        gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveID = int(gl_GlobalInvocationID.x);
        gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_Layer = int(gl_GlobalInvocationID.x) + 1;
        gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_ViewportIndex = int(gl_GlobalInvocationID.x) + 2;
        gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_CullPrimitiveEXT = (gl_GlobalInvocationID.x & 1u) != 0u;
        gl_MeshPrimitivesEXT[gl_LocalInvocationIndex].gl_PrimitiveShadingRateEXT = int(gl_GlobalInvocationID.x) + 3;
    }
}

