#version 310 es precision mediump float; struct Uniforms { uint numTriangles; uint gridSize; uint pad1; 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) uniform Uniforms_1 { uint numTriangles; uint gridSize; uint pad1; uint pad2; vec3 bbMin; vec3 bbMax; } uniforms; layout(binding = 10, std430) buffer U32s_1 { uint values[]; } indices; layout(binding = 11, std430) buffer F32s_1 { float values[]; } positions; layout(binding = 20, std430) buffer AU32s_1 { uint values[]; } counters; layout(binding = 21, std430) buffer AI32s_1 { int values[]; } LUT; layout(binding = 50, std430) buffer Dbg_1 { 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 = (bbMax - bbMin); float cubeSize = max(max(bbSize.x, bbSize.y), bbSize.z); float gridSize = float(uniforms.gridSize); float gx = ((gridSize * (position.x - uniforms.bbMin.x)) / cubeSize); float gy = ((gridSize * (position.y - uniforms.bbMin.y)) / cubeSize); float gz = ((gridSize * (position.z - uniforms.bbMin.z)) / cubeSize); return vec3(gx, gy, 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 g42 = 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 * 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.gridSize, voxelPos); uint acefg = atomicAdd(counters.values[voxelIndex], 1u); if ((triangleIndex == 0u)) { dbg.value0 = uniforms.gridSize; dbg.value_f32_0 = center.x; dbg.value_f32_1 = center.y; dbg.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 precision mediump float; struct Uniforms { uint numTriangles; uint gridSize; uint pad1; 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) uniform Uniforms_1 { uint numTriangles; uint gridSize; uint pad1; uint pad2; vec3 bbMin; vec3 bbMax; } uniforms; layout(binding = 10, std430) buffer U32s_1 { uint values[]; } indices; layout(binding = 11, std430) buffer F32s_1 { float values[]; } positions; layout(binding = 20, std430) buffer AU32s_1 { uint values[]; } counters; layout(binding = 21, std430) buffer AI32s_1 { int values[]; } LUT; layout(binding = 50, std430) buffer Dbg_1 { 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; void doIgnore() { uint g42 = 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_create_lut(uvec3 GlobalInvocationID) { uint voxelIndex = GlobalInvocationID.x; doIgnore(); uint maxVoxels = ((uniforms.gridSize * uniforms.gridSize) * uniforms.gridSize); if ((voxelIndex >= maxVoxels)) { return; } uint numTriangles = atomicOr(counters.values[voxelIndex], 0u); int offset = -1; if ((numTriangles > 0u)) { offset = int(atomicAdd(dbg.offsetCounter, numTriangles)); } 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 precision mediump float; struct Uniforms { uint numTriangles; uint gridSize; uint pad1; 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) uniform Uniforms_1 { uint numTriangles; uint gridSize; uint pad1; uint pad2; vec3 bbMin; vec3 bbMax; } uniforms; layout(binding = 10, std430) buffer U32s_1 { uint values[]; } indices; layout(binding = 11, std430) buffer F32s_1 { float values[]; } positions; layout(binding = 20, std430) buffer AU32s_1 { uint values[]; } counters; layout(binding = 21, std430) buffer AI32s_1 { int values[]; } LUT; layout(binding = 50, std430) buffer Dbg_1 { 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 = (bbMax - bbMin); float cubeSize = max(max(bbSize.x, bbSize.y), bbSize.z); float gridSize = float(uniforms.gridSize); float gx = ((gridSize * (position.x - uniforms.bbMin.x)) / cubeSize); float gy = ((gridSize * (position.y - uniforms.bbMin.y)) / cubeSize); float gz = ((gridSize * (position.z - uniforms.bbMin.z)) / cubeSize); return vec3(gx, gy, 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 g42 = 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_sort_triangles(uvec3 GlobalInvocationID) { uint triangleIndex = GlobalInvocationID.x; doIgnore(); if ((triangleIndex >= uniforms.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.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; }