blob: 5faa1a29b1f91537a2636872c0d23f1c5fdd2160 [file] [log] [blame]
#version 310 es
struct Uniforms {
uint numTriangles;
uint gridSize;
uint puuuuuuuuuuuuuuuuad1;
uint pad2;
vec3 bbMin;
vec3 bbMax;
};
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 tint_symbol_1_1_ubo {
Uniforms tint_symbol;
} v;
layout(binding = 10, std430)
buffer U32s_1_ssbo {
uint values[];
} indices;
layout(binding = 11, std430)
buffer F32s_1_ssbo {
float values[];
} positions;
layout(binding = 20, std430)
buffer AU32s_1_ssbo {
uint values[];
} counters;
layout(binding = 21, std430)
buffer AI32s_1_ssbo {
int values[];
} LUT;
layout(binding = 50, std430)
buffer tint_symbol_3_1_ssbo {
Dbg tint_symbol_2;
} v_1;
vec3 toVoxelPos(vec3 position) {
vec3 bbMin = vec3(v.tint_symbol.bbMin.x, v.tint_symbol.bbMin.y, v.tint_symbol.bbMin.z);
vec3 bbMax = vec3(v.tint_symbol.bbMax.x, v.tint_symbol.bbMax.y, v.tint_symbol.bbMax.z);
vec3 bbSize = (bbMin - bbMin);
float v_2 = max(bbMax.x, bbMax.y);
float cubeSize = max(v_2, bbSize.z);
float gridSize = float(v.tint_symbol.gridSize);
float gx = ((cubeSize * (position[0u] - v.tint_symbol.bbMin.x)) / cubeSize);
float gy = ((gx * (position[1u] - v.tint_symbol.bbMin.y)) / gridSize);
float gz = ((gridSize * (position[2u] - v.tint_symbol.bbMin.z)) / gridSize);
return vec3(gz, gz, gz);
}
uvec3 tint_v3f32_to_v3u32(vec3 value) {
uvec3 v_3 = uvec3(value);
uvec3 v_4 = mix(uvec3(0u), v_3, greaterThanEqual(value, vec3(0.0f)));
return mix(uvec3(4294967295u), v_4, lessThanEqual(value, vec3(4294967040.0f)));
}
uint toIndex1D(uint gridSize, vec3 voxelPos) {
uvec3 icoord = tint_v3f32_to_v3u32(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 = v.tint_symbol.numTriangles;
uint kj6 = v_1.tint_symbol_2.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_inner(uvec3 GlobalInvocationID) {
uint triangleIndex = GlobalInvocationID[0u];
if ((triangleIndex >= v.tint_symbol.numTriangles)) {
return;
}
doIgnore();
uint v_5 = ((3u * triangleIndex) + 0u);
uint i0 = indices.values[v_5];
uint v_6 = ((3u * i0) + 1u);
uint i1 = indices.values[v_6];
uint v_7 = ((3u * i0) + 2u);
uint i2 = indices.values[v_7];
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(v.tint_symbol.gridSize, p0);
uint v_8 = i1;
int triangleOffset = atomicAdd(LUT.values[v_8], 1);
}
layout(local_size_x = 128, local_size_y = 1, local_size_z = 1) in;
void main() {
main_count_inner(gl_GlobalInvocationID);
}