| #version 310 es |
| |
| layout(binding = 0) uniform Uniforms_ubo { |
| uint numTriangles; |
| uint gridSize; |
| uint puuuuuuuuuuuuuuuuad1; |
| uint pad2; |
| vec3 bbMin; |
| vec3 bbMax; |
| } 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; |
| } |