| #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 puuuuuuuuuuuuuuuuad1; | 
 |   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 = (bbMin - bbMin); | 
 |   float cubeSize = max(max(bbMax.x, bbMax.y), bbSize.z); | 
 |   float gridSize = float(uniforms.inner.gridSize); | 
 |   float gx = ((cubeSize * (position.x - uniforms.inner.bbMin.x)) / cubeSize); | 
 |   float gy = ((gx * (position.y - uniforms.inner.bbMin.y)) / gridSize); | 
 |   float gz = ((gridSize * (position.z - uniforms.inner.bbMin.z)) / gridSize); | 
 |   return vec3(gz, gz, 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 g43 = 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 * 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.inner.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; | 
 | } |