1#version 450
2
3#extension GL_NV_viewport_array2 :require
4#extension GL_NV_stereo_view_rendering : require
5
6layout(vertices = 4) out;
7
8out gl_PerVertex {
9    int gl_SecondaryViewportMaskNV[2];
10    vec4 gl_SecondaryPositionNV;
11} gl_out[4];
12
13layout (viewport_relative, secondary_view_offset = 1) out highp int gl_Layer;
14
15void main()
16{
17    gl_out[gl_InvocationID].gl_SecondaryViewportMaskNV[0]            = 1;
18    gl_out[gl_InvocationID].gl_SecondaryPositionNV = gl_in[1].gl_Position + gl_in[1].gl_SecondaryPositionNV;
19}
20