#pragma pack_matrix(column_major) #ifdef SLANG_HLSL_ENABLE_NVAPI #include "nvHLSLExtns.h" #endif #pragma warning(disable: 3557) static const float2 positions_0[int(3)] = { float2(0.0, -0.5), float2(0.5, 0.5), float2(-0.5, 0.5) }; static const float3 colors_0[int(3)] = { float3(1.0, 1.0, 0.0), float3(0.0, 1.0, 1.0), float3(1.0, 0.0, 1.0) }; struct Vertex_0 { float4 pos_0 : SV_Position; float3 color_0 : Color; }; [shader("mesh")][numthreads(3, 1, 1)] [outputtopology("triangle")] void main(uint tig_0 : SV_GROUPINDEX, vertices vertices out Vertex_0 verts_0[int(3)], indices indices out uint3 triangles_0[int(1)]) { SetMeshOutputCounts(3U, 1U); if(tig_0 < 3U) { verts_0[tig_0].pos_0 = float4(positions_0[tig_0], 0.0, 1.0); verts_0[tig_0].color_0 = colors_0[tig_0]; } else { } if(tig_0 < 1U) { triangles_0[tig_0] = uint3(0U, 1U, 2U); } else { } return; }