| #version 310 es |
| |
| uvec3 tint_select(uvec3 param_0, uvec3 param_1, bvec3 param_2) { |
| return uvec3(param_2[0] ? param_1[0] : param_0[0], param_2[1] ? param_1[1] : param_0[1], param_2[2] ? param_1[2] : param_0[2]); |
| } |
| |
| |
| uvec3 tint_ftou(vec3 v) { |
| return tint_select(uvec3(4294967295u), tint_select(uvec3(v), uvec3(0u), lessThan(v, vec3(0.0f))), lessThan(v, vec3(4294967040.0f))); |
| } |
| |
| struct Uniforms { |
| uint numTriangles; |
| uint gridSize; |
| uint pad1; |
| uint pad2; |
| vec3 bbMin; |
| uint pad; |
| vec3 bbMax; |
| uint pad_1; |
| }; |
| |
| struct Dbg { |
| 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; |
| }; |
| |
| layout(binding = 0, std140) uniform uniforms_block_ubo { |
| Uniforms inner; |
| } 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_block_ssbo { |
| Dbg inner; |
| } dbg; |
| |
| vec3 toVoxelPos(vec3 position) { |
| vec3 bbMin = vec3(uniforms.inner.bbMin.x, uniforms.inner.bbMin.y, uniforms.inner.bbMin.z); |
| vec3 bbMax = vec3(uniforms.inner.bbMax.x, uniforms.inner.bbMax.y, uniforms.inner.bbMax.z); |
| vec3 bbSize = (bbMax - bbMin); |
| float cubeSize = max(max(bbSize.x, bbSize.y), bbSize.z); |
| float gridSize = float(uniforms.inner.gridSize); |
| float gx = ((gridSize * (position.x - uniforms.inner.bbMin.x)) / cubeSize); |
| float gy = ((gridSize * (position.y - uniforms.inner.bbMin.y)) / cubeSize); |
| float gz = ((gridSize * (position.z - uniforms.inner.bbMin.z)) / cubeSize); |
| return vec3(gx, gy, gz); |
| } |
| |
| uint toIndex1D(uint gridSize, vec3 voxelPos) { |
| uvec3 icoord = tint_ftou(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 g42 = uniforms.inner.numTriangles; |
| uint kj6 = dbg.inner.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.inner.numTriangles)) { |
| return; |
| } |
| doIgnore(); |
| uint i0 = indices.values[((3u * triangleIndex) + 0u)]; |
| uint i1 = indices.values[((3u * triangleIndex) + 1u)]; |
| uint i2 = indices.values[((3u * triangleIndex) + 2u)]; |
| vec3 p0 = loadPosition(i0); |
| vec3 p1 = loadPosition(i1); |
| vec3 p2 = loadPosition(i2); |
| vec3 center = (((p0 + p1) + p2) / 3.0f); |
| vec3 voxelPos = toVoxelPos(center); |
| uint voxelIndex = toIndex1D(uniforms.inner.gridSize, voxelPos); |
| uint acefg = atomicAdd(counters.values[voxelIndex], 1u); |
| if ((triangleIndex == 0u)) { |
| dbg.inner.value0 = uniforms.inner.gridSize; |
| dbg.inner.value_f32_0 = center.x; |
| dbg.inner.value_f32_1 = center.y; |
| dbg.inner.value_f32_2 = center.z; |
| } |
| } |
| |
| layout(local_size_x = 128, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| main_count(gl_GlobalInvocationID); |
| return; |
| } |
| #version 310 es |
| |
| struct Uniforms { |
| uint numTriangles; |
| uint gridSize; |
| uint pad1; |
| uint pad2; |
| vec3 bbMin; |
| uint pad; |
| vec3 bbMax; |
| uint pad_1; |
| }; |
| |
| struct Dbg { |
| 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; |
| }; |
| |
| layout(binding = 0, std140) uniform uniforms_block_ubo { |
| Uniforms inner; |
| } 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_block_ssbo { |
| Dbg inner; |
| } dbg; |
| |
| void doIgnore() { |
| uint g42 = uniforms.inner.numTriangles; |
| uint kj6 = dbg.inner.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_create_lut(uvec3 GlobalInvocationID) { |
| uint voxelIndex = GlobalInvocationID.x; |
| doIgnore(); |
| uint maxVoxels = ((uniforms.inner.gridSize * uniforms.inner.gridSize) * uniforms.inner.gridSize); |
| if ((voxelIndex >= maxVoxels)) { |
| return; |
| } |
| uint numTriangles = atomicOr(counters.values[voxelIndex], 0u); |
| int offset = -1; |
| if ((numTriangles > 0u)) { |
| uint tint_symbol = atomicAdd(dbg.inner.offsetCounter, numTriangles); |
| offset = int(tint_symbol); |
| } |
| atomicExchange(LUT.values[voxelIndex], offset); |
| } |
| |
| layout(local_size_x = 128, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| main_create_lut(gl_GlobalInvocationID); |
| return; |
| } |
| #version 310 es |
| |
| uvec3 tint_select(uvec3 param_0, uvec3 param_1, bvec3 param_2) { |
| return uvec3(param_2[0] ? param_1[0] : param_0[0], param_2[1] ? param_1[1] : param_0[1], param_2[2] ? param_1[2] : param_0[2]); |
| } |
| |
| |
| uvec3 tint_ftou(vec3 v) { |
| return tint_select(uvec3(4294967295u), tint_select(uvec3(v), uvec3(0u), lessThan(v, vec3(0.0f))), lessThan(v, vec3(4294967040.0f))); |
| } |
| |
| struct Uniforms { |
| uint numTriangles; |
| uint gridSize; |
| uint pad1; |
| uint pad2; |
| vec3 bbMin; |
| uint pad; |
| vec3 bbMax; |
| uint pad_1; |
| }; |
| |
| struct Dbg { |
| 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; |
| }; |
| |
| layout(binding = 0, std140) uniform uniforms_block_ubo { |
| Uniforms inner; |
| } 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_block_ssbo { |
| Dbg inner; |
| } dbg; |
| |
| vec3 toVoxelPos(vec3 position) { |
| vec3 bbMin = vec3(uniforms.inner.bbMin.x, uniforms.inner.bbMin.y, uniforms.inner.bbMin.z); |
| vec3 bbMax = vec3(uniforms.inner.bbMax.x, uniforms.inner.bbMax.y, uniforms.inner.bbMax.z); |
| vec3 bbSize = (bbMax - bbMin); |
| float cubeSize = max(max(bbSize.x, bbSize.y), bbSize.z); |
| float gridSize = float(uniforms.inner.gridSize); |
| float gx = ((gridSize * (position.x - uniforms.inner.bbMin.x)) / cubeSize); |
| float gy = ((gridSize * (position.y - uniforms.inner.bbMin.y)) / cubeSize); |
| float gz = ((gridSize * (position.z - uniforms.inner.bbMin.z)) / cubeSize); |
| return vec3(gx, gy, gz); |
| } |
| |
| uint toIndex1D(uint gridSize, vec3 voxelPos) { |
| uvec3 icoord = tint_ftou(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 g42 = uniforms.inner.numTriangles; |
| uint kj6 = dbg.inner.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_sort_triangles(uvec3 GlobalInvocationID) { |
| uint triangleIndex = GlobalInvocationID.x; |
| doIgnore(); |
| if ((triangleIndex >= uniforms.inner.numTriangles)) { |
| return; |
| } |
| uint i0 = indices.values[((3u * triangleIndex) + 0u)]; |
| uint i1 = indices.values[((3u * triangleIndex) + 1u)]; |
| uint i2 = indices.values[((3u * triangleIndex) + 2u)]; |
| vec3 p0 = loadPosition(i0); |
| vec3 p1 = loadPosition(i1); |
| vec3 p2 = loadPosition(i2); |
| vec3 center = (((p0 + p1) + p2) / 3.0f); |
| vec3 voxelPos = toVoxelPos(center); |
| uint voxelIndex = toIndex1D(uniforms.inner.gridSize, voxelPos); |
| int triangleOffset = atomicAdd(LUT.values[voxelIndex], 1); |
| } |
| |
| layout(local_size_x = 128, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| main_sort_triangles(gl_GlobalInvocationID); |
| return; |
| } |