| #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); |
| } |