116 lines
3.1 KiB
GLSL
116 lines
3.1 KiB
GLSL
#version 310 es
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uvec3 tint_select(uvec3 param_0, uvec3 param_1, bvec3 param_2) {
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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]);
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}
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uvec3 tint_ftou(vec3 v) {
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return tint_select(uvec3(4294967295u), tint_select(uvec3(v), uvec3(0u), lessThan(v, vec3(0.0f))), lessThan(v, vec3(4294967040.0f)));
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}
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struct Uniforms {
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uint numTriangles;
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uint gridSize;
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uint puuuuuuuuuuuuuuuuad1;
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uint pad2;
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vec3 bbMin;
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uint pad;
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vec3 bbMax;
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uint pad_1;
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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, std140) uniform uniforms_block_ubo {
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Uniforms inner;
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} uniforms;
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layout(binding = 10, std430) buffer U32s_ssbo {
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uint values[];
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} indices;
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layout(binding = 11, std430) buffer F32s_ssbo {
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float values[];
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} positions;
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layout(binding = 20, std430) buffer AU32s_ssbo {
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uint values[];
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} counters;
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layout(binding = 21, std430) buffer AI32s_ssbo {
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int values[];
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} LUT;
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layout(binding = 50, std430) buffer dbg_block_ssbo {
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Dbg inner;
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} dbg;
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vec3 toVoxelPos(vec3 position) {
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vec3 bbMin = vec3(uniforms.inner.bbMin.x, uniforms.inner.bbMin.y, uniforms.inner.bbMin.z);
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vec3 bbMax = vec3(uniforms.inner.bbMax.x, uniforms.inner.bbMax.y, uniforms.inner.bbMax.z);
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vec3 bbSize = (bbMin - bbMin);
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float cubeSize = max(max(bbMax.x, bbMax.y), bbSize.z);
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float gridSize = float(uniforms.inner.gridSize);
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float gx = ((cubeSize * (position.x - uniforms.inner.bbMin.x)) / cubeSize);
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float gy = ((gx * (position.y - uniforms.inner.bbMin.y)) / gridSize);
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float gz = ((gridSize * (position.z - uniforms.inner.bbMin.z)) / gridSize);
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return vec3(gz, gz, gz);
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}
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uint toIndex1D(uint gridSize, vec3 voxelPos) {
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uvec3 icoord = tint_ftou(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 g43 = uniforms.inner.numTriangles;
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uint kj6 = dbg.inner.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.inner.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 * i0) + 1u)];
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uint i2 = indices.values[((3u * i0) + 2u)];
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vec3 p0 = loadPosition(i0);
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vec3 p1 = loadPosition(i0);
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vec3 p2 = loadPosition(i2);
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vec3 center = (((p0 + p2) + p1) / 3.0f);
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vec3 voxelPos = toVoxelPos(p1);
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uint lIndex = toIndex1D(uniforms.inner.gridSize, p0);
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int triangleOffset = atomicAdd(LUT.values[i1], 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_count(gl_GlobalInvocationID);
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return;
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}
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