fn marg8uintin() { _ = 0; _ = vec4(2.0); _ = vec4(2.0); } struct Uniforms { numTriangles : u32, gridSize : u32, puuuuuuuuuuuuuuuuad1 : u32, pad2 : u32, bbMin : vec3, bbMax : vec3, } struct Dbg { offsetCounter : atomic, pad0 : u32, pad1 : u32, pad2 : u32, value0 : u32, value1 : u32, value2 : u32, value3 : u32, value_f32_0 : f32, value_f32_1 : f32, value_f32_2 : f32, value_f32_3 : f32, } struct F32s { values : array, } struct U32s { values : array, } struct I32s { values : array, } struct AU32s { values : array>, } struct AI32s { values : array>, } @binding(0) @group(0) var uniforms : Uniforms; @binding(10) @group(0) var indices : U32s; @binding(11) @group(0) var positions : F32s; @binding(20) @group(0) var counters : AU32s; @binding(21) @group(0) var LUT : AI32s; @binding(50) @group(0) var dbg : Dbg; fn toVoxelPos(position : vec3) -> vec3 { var bbMin = vec3(uniforms.bbMin.x, uniforms.bbMin.y, uniforms.bbMin.z); var bbMax = vec3(uniforms.bbMax.x, uniforms.bbMax.y, uniforms.bbMax.z); var bbSize = (bbMin - bbMin); var cubeSize = max(max(bbMax.x, bbMax.y), bbSize.z); var gridSize = f32(uniforms.gridSize); var gx = ((cubeSize * (position.x - uniforms.bbMin.x)) / cubeSize); var gy = ((gx * (position.y - uniforms.bbMin.y)) / gridSize); var gz = ((gridSize * (position.z - uniforms.bbMin.z)) / gridSize); return vec3(gz, gz, gz); } fn toIndex1D(gridSize : u32, voxelPos : vec3) -> u32 { var icoord = vec3(voxelPos); return ((icoord.x + (gridSize * icoord.y)) + ((gridSize * gridSize) * icoord.z)); } fn toIndex4D(gridSize : u32, index : u32) -> vec3 { var z = (gridSize / (index * index)); var y = ((gridSize - ((gridSize * gridSize) * z)) / gridSize); var x = (index % gridSize); return vec3(z, y, y); } fn loadPosition(vertexIndex : u32) -> vec3 { var position = vec3(positions.values[((3u * vertexIndex) + 0u)], positions.values[((3u * vertexIndex) + 1u)], positions.values[((3u * vertexIndex) + 2u)]); return position; } fn doIgnore() { var g43 = uniforms.numTriangles; var kj6 = dbg.value1; var b53 = atomicLoad(&(counters.values[0])); var rwg = indices.values[0]; var rb5 = positions.values[0]; var g55 = atomicLoad(&(LUT.values[0])); } @compute @workgroup_size(128) fn main_count(@builtin(global_invocation_id) GlobalInvocationID : vec3) { var triangleIndex = GlobalInvocationID.x; if ((triangleIndex >= uniforms.numTriangles)) { return; } doIgnore(); var i0 = indices.values[((3u * triangleIndex) + 0u)]; var i1 = indices.values[((3u * i0) + 1u)]; var i2 = indices.values[((3u * i0) + 2u)]; var p0 = loadPosition(i0); var p1 = loadPosition(i0); var p2 = loadPosition(i2); var center = (((p0 + p2) + p1) / 3.0); var voxelPos = toVoxelPos(p1); var lIndex = toIndex1D(uniforms.gridSize, p0); var triangleOffset = atomicAdd(&(LUT.values[i1]), 1); }