#version 450
#extension GL_EXT_mesh_shader : require
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(max_vertices = 3, max_primitives = 1, triangles) out;

out gl_MeshPerVertexEXT
{
    invariant vec4 gl_Position;
} gl_MeshVerticesEXT[];

void main()
{
    SetMeshOutputsEXT(3u, 1u);
    gl_MeshVerticesEXT[0].gl_Position = vec4(1.0);
    gl_MeshVerticesEXT[1].gl_Position = vec4(1.0);
    gl_MeshVerticesEXT[2].gl_Position = vec4(1.0);
    gl_PrimitiveTriangleIndicesEXT[0] = uvec3(0u, 1u, 2u);
}

