{"action":"opened","issue":{"url":"https://api.github.com/repos/KhronosGroup/GLSL/issues/31","repository_url":"https://api.github.com/repos/KhronosGroup/GLSL","labels_url":"https://api.github.com/repos/KhronosGroup/GLSL/issues/31/labels{/name}","comments_url":"https://api.github.com/repos/KhronosGroup/GLSL/issues/31/comments","events_url":"https://api.github.com/repos/KhronosGroup/GLSL/issues/31/events","html_url":"https://github.com/KhronosGroup/GLSL/issues/31","id":372410908,"node_id":"MDU6SXNzdWUzNzI0MTA5MDg=","number":31,"title":"GL_NV_mesh_shader has a typo for per-primitive fragment shader inputs","user":{"login":"zeux","id":1106629,"node_id":"MDQ6VXNlcjExMDY2Mjk=","avatar_url":"https://avatars2.githubusercontent.com/u/1106629?v=4","gravatar_id":"","url":"https://api.github.com/users/zeux","html_url":"https://github.com/zeux","followers_url":"https://api.github.com/users/zeux/followers","following_url":"https://api.github.com/users/zeux/following{/other_user}","gists_url":"https://api.github.com/users/zeux/gists{/gist_id}","starred_url":"https://api.github.com/users/zeux/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/zeux/subscriptions","organizations_url":"https://api.github.com/users/zeux/orgs","repos_url":"https://api.github.com/users/zeux/repos","events_url":"https://api.github.com/users/zeux/events{/privacy}","received_events_url":"https://api.github.com/users/zeux/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":0,"created_at":"2018-10-22T06:49:38Z","updated_at":"2018-10-22T06:49:38Z","closed_at":null,"author_association":"NONE","body":"The extension spec says:\r\n\r\n```\r\n    (add a new example to the second paragraph, p. 48)\r\n\r\n      primitive in vec3 triangleNormal;\r\n```\r\n\r\nBut it should use `perprimitiveNV` instead as far as I understand (perprimitiveNV is accepted by glslang, primitive isn't)."}}
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