330 lines
8.0 KiB
GLSL
330 lines
8.0 KiB
GLSL
#version 310 es
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precision mediump float;
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struct Uniforms {
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uint numTriangles;
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uint gridSize;
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uint pad1;
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uint pad2;
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vec3 bbMin;
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vec3 bbMax;
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};
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struct Dbg {
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uint offsetCounter;
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uint pad0;
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uint pad1;
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uint pad2;
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uint value0;
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uint value1;
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uint value2;
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uint value3;
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float value_f32_0;
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float value_f32_1;
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float value_f32_2;
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float value_f32_3;
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};
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layout(binding = 0) uniform Uniforms_1 {
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uint numTriangles;
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uint gridSize;
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uint pad1;
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uint pad2;
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vec3 bbMin;
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vec3 bbMax;
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} uniforms;
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layout(binding = 10, std430) buffer U32s_1 {
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uint values[];
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} indices;
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layout(binding = 11, std430) buffer F32s_1 {
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float values[];
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} positions;
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layout(binding = 20, std430) buffer AU32s_1 {
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uint values[];
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} counters;
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layout(binding = 21, std430) buffer AI32s_1 {
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int values[];
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} LUT;
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layout(binding = 50, std430) buffer Dbg_1 {
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uint offsetCounter;
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uint pad0;
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uint pad1;
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uint pad2;
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uint value0;
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uint value1;
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uint value2;
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uint value3;
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float value_f32_0;
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float value_f32_1;
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float value_f32_2;
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float value_f32_3;
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} dbg;
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vec3 toVoxelPos(vec3 position) {
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vec3 bbMin = vec3(uniforms.bbMin.x, uniforms.bbMin.y, uniforms.bbMin.z);
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vec3 bbMax = vec3(uniforms.bbMax.x, uniforms.bbMax.y, uniforms.bbMax.z);
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vec3 bbSize = (bbMax - bbMin);
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float cubeSize = max(max(bbSize.x, bbSize.y), bbSize.z);
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float gridSize = float(uniforms.gridSize);
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float gx = ((gridSize * (position.x - uniforms.bbMin.x)) / cubeSize);
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float gy = ((gridSize * (position.y - uniforms.bbMin.y)) / cubeSize);
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float gz = ((gridSize * (position.z - uniforms.bbMin.z)) / cubeSize);
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return vec3(gx, gy, gz);
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}
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uint toIndex1D(uint gridSize, vec3 voxelPos) {
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uvec3 icoord = uvec3(voxelPos);
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return ((icoord.x + (gridSize * icoord.y)) + ((gridSize * gridSize) * icoord.z));
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}
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vec3 loadPosition(uint vertexIndex) {
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vec3 position = vec3(positions.values[((3u * vertexIndex) + 0u)], positions.values[((3u * vertexIndex) + 1u)], positions.values[((3u * vertexIndex) + 2u)]);
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return position;
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}
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void doIgnore() {
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uint g42 = uniforms.numTriangles;
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uint kj6 = dbg.value1;
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uint b53 = atomicOr(counters.values[0], 0u);
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uint rwg = indices.values[0];
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float rb5 = positions.values[0];
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int g55 = atomicOr(LUT.values[0], 0);
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}
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void main_count(uvec3 GlobalInvocationID) {
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uint triangleIndex = GlobalInvocationID.x;
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if ((triangleIndex >= uniforms.numTriangles)) {
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return;
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}
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doIgnore();
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uint i0 = indices.values[((3u * triangleIndex) + 0u)];
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uint i1 = indices.values[((3u * triangleIndex) + 1u)];
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uint i2 = indices.values[((3u * triangleIndex) + 2u)];
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vec3 p0 = loadPosition(i0);
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vec3 p1 = loadPosition(i1);
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vec3 p2 = loadPosition(i2);
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vec3 center = (((p0 + p1) + p2) / 3.0f);
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vec3 voxelPos = toVoxelPos(center);
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uint voxelIndex = toIndex1D(uniforms.gridSize, voxelPos);
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uint acefg = atomicAdd(counters.values[voxelIndex], 1u);
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if ((triangleIndex == 0u)) {
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dbg.value0 = uniforms.gridSize;
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dbg.value_f32_0 = center.x;
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dbg.value_f32_1 = center.y;
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dbg.value_f32_2 = center.z;
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}
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}
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layout(local_size_x = 128, local_size_y = 1, local_size_z = 1) in;
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void main() {
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main_count(gl_GlobalInvocationID);
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return;
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}
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#version 310 es
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precision mediump float;
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struct Uniforms {
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uint numTriangles;
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uint gridSize;
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uint pad1;
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uint pad2;
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vec3 bbMin;
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vec3 bbMax;
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};
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struct Dbg {
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uint offsetCounter;
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uint pad0;
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uint pad1;
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uint pad2;
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uint value0;
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uint value1;
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uint value2;
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uint value3;
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float value_f32_0;
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float value_f32_1;
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float value_f32_2;
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float value_f32_3;
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};
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layout(binding = 0) uniform Uniforms_1 {
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uint numTriangles;
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uint gridSize;
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uint pad1;
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uint pad2;
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vec3 bbMin;
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vec3 bbMax;
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} uniforms;
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layout(binding = 10, std430) buffer U32s_1 {
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uint values[];
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} indices;
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layout(binding = 11, std430) buffer F32s_1 {
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float values[];
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} positions;
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layout(binding = 20, std430) buffer AU32s_1 {
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uint values[];
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} counters;
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layout(binding = 21, std430) buffer AI32s_1 {
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int values[];
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} LUT;
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layout(binding = 50, std430) buffer Dbg_1 {
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uint offsetCounter;
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uint pad0;
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uint pad1;
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uint pad2;
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uint value0;
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uint value1;
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uint value2;
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uint value3;
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float value_f32_0;
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float value_f32_1;
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float value_f32_2;
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float value_f32_3;
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} dbg;
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void doIgnore() {
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uint g42 = uniforms.numTriangles;
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uint kj6 = dbg.value1;
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uint b53 = atomicOr(counters.values[0], 0u);
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uint rwg = indices.values[0];
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float rb5 = positions.values[0];
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int g55 = atomicOr(LUT.values[0], 0);
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}
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void main_create_lut(uvec3 GlobalInvocationID) {
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uint voxelIndex = GlobalInvocationID.x;
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doIgnore();
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uint maxVoxels = ((uniforms.gridSize * uniforms.gridSize) * uniforms.gridSize);
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if ((voxelIndex >= maxVoxels)) {
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return;
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}
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uint numTriangles = atomicOr(counters.values[voxelIndex], 0u);
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int offset = -1;
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if ((numTriangles > 0u)) {
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offset = int(atomicAdd(dbg.offsetCounter, numTriangles));
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}
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atomicExchange(LUT.values[voxelIndex], offset);
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}
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layout(local_size_x = 128, local_size_y = 1, local_size_z = 1) in;
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void main() {
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main_create_lut(gl_GlobalInvocationID);
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return;
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}
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#version 310 es
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precision mediump float;
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struct Uniforms {
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uint numTriangles;
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uint gridSize;
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uint pad1;
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uint pad2;
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vec3 bbMin;
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vec3 bbMax;
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};
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struct Dbg {
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uint offsetCounter;
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uint pad0;
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uint pad1;
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uint pad2;
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uint value0;
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uint value1;
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uint value2;
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uint value3;
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float value_f32_0;
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float value_f32_1;
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float value_f32_2;
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float value_f32_3;
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};
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layout(binding = 0) uniform Uniforms_1 {
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uint numTriangles;
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uint gridSize;
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uint pad1;
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uint pad2;
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vec3 bbMin;
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vec3 bbMax;
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} uniforms;
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layout(binding = 10, std430) buffer U32s_1 {
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uint values[];
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} indices;
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layout(binding = 11, std430) buffer F32s_1 {
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float values[];
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} positions;
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layout(binding = 20, std430) buffer AU32s_1 {
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uint values[];
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} counters;
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layout(binding = 21, std430) buffer AI32s_1 {
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int values[];
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} LUT;
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layout(binding = 50, std430) buffer Dbg_1 {
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uint offsetCounter;
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uint pad0;
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uint pad1;
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uint pad2;
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uint value0;
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uint value1;
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uint value2;
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uint value3;
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float value_f32_0;
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float value_f32_1;
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float value_f32_2;
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float value_f32_3;
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} dbg;
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vec3 toVoxelPos(vec3 position) {
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vec3 bbMin = vec3(uniforms.bbMin.x, uniforms.bbMin.y, uniforms.bbMin.z);
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vec3 bbMax = vec3(uniforms.bbMax.x, uniforms.bbMax.y, uniforms.bbMax.z);
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vec3 bbSize = (bbMax - bbMin);
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float cubeSize = max(max(bbSize.x, bbSize.y), bbSize.z);
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float gridSize = float(uniforms.gridSize);
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float gx = ((gridSize * (position.x - uniforms.bbMin.x)) / cubeSize);
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float gy = ((gridSize * (position.y - uniforms.bbMin.y)) / cubeSize);
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float gz = ((gridSize * (position.z - uniforms.bbMin.z)) / cubeSize);
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return vec3(gx, gy, gz);
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}
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uint toIndex1D(uint gridSize, vec3 voxelPos) {
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uvec3 icoord = uvec3(voxelPos);
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return ((icoord.x + (gridSize * icoord.y)) + ((gridSize * gridSize) * icoord.z));
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}
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vec3 loadPosition(uint vertexIndex) {
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vec3 position = vec3(positions.values[((3u * vertexIndex) + 0u)], positions.values[((3u * vertexIndex) + 1u)], positions.values[((3u * vertexIndex) + 2u)]);
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return position;
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}
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void doIgnore() {
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uint g42 = uniforms.numTriangles;
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uint kj6 = dbg.value1;
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uint b53 = atomicOr(counters.values[0], 0u);
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uint rwg = indices.values[0];
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float rb5 = positions.values[0];
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int g55 = atomicOr(LUT.values[0], 0);
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}
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void main_sort_triangles(uvec3 GlobalInvocationID) {
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uint triangleIndex = GlobalInvocationID.x;
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doIgnore();
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if ((triangleIndex >= uniforms.numTriangles)) {
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return;
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}
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uint i0 = indices.values[((3u * triangleIndex) + 0u)];
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uint i1 = indices.values[((3u * triangleIndex) + 1u)];
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uint i2 = indices.values[((3u * triangleIndex) + 2u)];
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vec3 p0 = loadPosition(i0);
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vec3 p1 = loadPosition(i1);
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vec3 p2 = loadPosition(i2);
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vec3 center = (((p0 + p1) + p2) / 3.0f);
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vec3 voxelPos = toVoxelPos(center);
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uint voxelIndex = toIndex1D(uniforms.gridSize, voxelPos);
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int triangleOffset = atomicAdd(LUT.values[voxelIndex], 1);
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}
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layout(local_size_x = 128, local_size_y = 1, local_size_z = 1) in;
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void main() {
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main_sort_triangles(gl_GlobalInvocationID);
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return;
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}
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