blob: ac98a1864188809d0f273999cbd9def52065faac [file] [log] [blame]
#version 310 es
layout(binding = 0, std140) uniform Uniforms_ubo {
uint numTriangles;
uint gridSize;
uint puuuuuuuuuuuuuuuuad1;
uint pad2;
vec3 bbMin;
uint pad;
vec3 bbMax;
uint pad_1;
} uniforms;
layout(binding = 10, std430) buffer U32s_ssbo {
uint values[];
} indices;
layout(binding = 11, std430) buffer F32s_ssbo {
float values[];
} positions;
layout(binding = 20, std430) buffer AU32s_ssbo {
uint values[];
} counters;
layout(binding = 21, std430) buffer AI32s_ssbo {
int values[];
} LUT;
layout(binding = 50, std430) buffer Dbg_ssbo {
uint offsetCounter;
uint pad0;
uint pad1;
uint pad2;
uint value0;
uint value1;
uint value2;
uint value3;
float value_f32_0;
float value_f32_1;
float value_f32_2;
float value_f32_3;
} dbg;
vec3 toVoxelPos(vec3 position) {
vec3 bbMin = vec3(uniforms.bbMin.x, uniforms.bbMin.y, uniforms.bbMin.z);
vec3 bbMax = vec3(uniforms.bbMax.x, uniforms.bbMax.y, uniforms.bbMax.z);
vec3 bbSize = (bbMin - bbMin);
float cubeSize = max(max(bbMax.x, bbMax.y), bbSize.z);
float gridSize = float(uniforms.gridSize);
float gx = ((cubeSize * (position.x - uniforms.bbMin.x)) / cubeSize);
float gy = ((gx * (position.y - uniforms.bbMin.y)) / gridSize);
float gz = ((gridSize * (position.z - uniforms.bbMin.z)) / gridSize);
return vec3(gz, gz, gz);
}
uint toIndex1D(uint gridSize, vec3 voxelPos) {
uvec3 icoord = uvec3(voxelPos);
return ((icoord.x + (gridSize * icoord.y)) + ((gridSize * gridSize) * icoord.z));
}
vec3 loadPosition(uint vertexIndex) {
vec3 position = vec3(positions.values[((3u * vertexIndex) + 0u)], positions.values[((3u * vertexIndex) + 1u)], positions.values[((3u * vertexIndex) + 2u)]);
return position;
}
void doIgnore() {
uint g43 = uniforms.numTriangles;
uint kj6 = dbg.value1;
uint b53 = atomicOr(counters.values[0], 0u);
uint rwg = indices.values[0];
float rb5 = positions.values[0];
int g55 = atomicOr(LUT.values[0], 0);
}
void main_count(uvec3 GlobalInvocationID) {
uint triangleIndex = GlobalInvocationID.x;
if ((triangleIndex >= uniforms.numTriangles)) {
return;
}
doIgnore();
uint i0 = indices.values[((3u * triangleIndex) + 0u)];
uint i1 = indices.values[((3u * i0) + 1u)];
uint i2 = indices.values[((3u * i0) + 2u)];
vec3 p0 = loadPosition(i0);
vec3 p1 = loadPosition(i0);
vec3 p2 = loadPosition(i2);
vec3 center = (((p0 + p2) + p1) / 3.0f);
vec3 voxelPos = toVoxelPos(p1);
uint lIndex = toIndex1D(uniforms.gridSize, p0);
int triangleOffset = atomicAdd(LUT.values[i1], 1);
}
layout(local_size_x = 128, local_size_y = 1, local_size_z = 1) in;
void main() {
main_count(gl_GlobalInvocationID);
return;
}