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