//TEST:SIMPLE(filecheck=CHECK): -target spirv -profile sm_6_6 -stage mesh -entry main struct MeshOutput { float4 position : SV_Position; float3 color : COLOR0; } // Uniform variable for time-based animation uniform uint iTime; [shader("mesh")] [outputtopology("triangle")] [numthreads(1, 1, 1)] void main( in uint tig : SV_GroupIndex, OutputVertices vertices, OutputIndices triangles ) { // Set the number of vertices and primitives SetMeshOutputCounts(3, 1); // Define the triangle indices triangles[0] = uint3(0, 1, 2); // Use uiColor as in the original shader // This line should now work after the fix - it was causing the "subscript had no getter" error uint uiColor = triangles[0].x + iTime; // Create triangle vertices with time-based animation float timeOffset = float(iTime) * 0.01; // Convert to float and scale float colorOffset = float(uiColor) * 0.005; // Use uiColor for color variation // Vertex 0 - Red vertex (top) with uiColor influence vertices[0].position = float4(0.0, 0.5 + sin(timeOffset) * 0.1, 0.0, 1.0); vertices[0].color = float3(1.0, (sin(colorOffset) + 1.0) * 0.5, 0.0); // Red with green modulation from uiColor // Vertex 1 - Green vertex (bottom left) vertices[1].position = float4(-0.5, -0.5, 0.0, 1.0); vertices[1].color = float3(0.0, 1.0, 0.0); // Green // Vertex 2 - Blue vertex (bottom right) vertices[2].position = float4(0.5, -0.5, 0.0, 1.0); vertices[2].color = float3(0.0, 0.0, 1.0); // Blue } // CHECK: OpCapability MeshShadingEXT // CHECK: OpExtension "SPV_EXT_mesh_shader" // CHECK: OpEntryPoint MeshEXT %main "main" // CHECK: OpExecutionMode %main OutputPrimitivesEXT 1 // CHECK: OpExecutionMode %main OutputVertices 3 // CHECK: OpExecutionMode %main LocalSize 1 1 1 // CHECK: OpExecutionMode %main OutputTrianglesEXT