#version 450

layout(binding = 0) uniform UniformBufferObject {
    mat4 model;
    mat4 geom_rot;
    mat4 view;
    mat4 proj;
    vec3 camera_pos;
    bool[16] use_geom_shader;
} ubo;

layout(binding = 3) readonly buffer CompoundBuffer {
   uint compounds[];
};

layout(binding = 4) readonly buffer ColorBuffer {
   uint grid_in[];
};

layout(binding = 9) readonly buffer TransparentBuffer {
   bool transparent_grid[];
};

layout(binding = 8) buffer SizeBuffer3D {
   uint grid_size_in[];
};

layout (local_size_x = 16, local_size_y = 1, local_size_z = 1) in;

void main() {
    uint index = gl_GlobalInvocationID.x;
    uint output_offset = 0;
    uint compound_start = 0;
    // iterate over the compounds and find the work index inside of it
    while (index > compounds[compound_start] * compounds[compound_start]) {
        output_offset += compounds[compound_start] * compounds[compound_start] * compounds[compound_start] * 2;
        index -= compounds[compound_start] * compounds[compound_start];
        compound_start = compounds[compound_start + 2];
    }
    // grid pos in the task
    uint compound_grid_size = compounds[compound_start];
    float compound_scale = uintBitsToFloat(compounds[compound_start + 1]);
    vec3 mid_offset = vec3(compound_scale * 0.5, compound_scale * 0.5, compound_scale * 0.5);
    uint x = index % compound_grid_size;
    uint y = ((index) % (compound_grid_size * compound_grid_size) - x) / (compound_grid_size);
    uint z = (index - x - y * compound_grid_size) / (compound_grid_size * compound_grid_size);

    uint size_x = grid_size_in[output_offset + (x * compound_grid_size * compound_grid_size + y * compound_grid_size + z) * 3];
    uint size_y = grid_size_in[output_offset + (x * compound_grid_size * compound_grid_size + y * compound_grid_size + z) * 3 + 1];
    uint size_z = grid_size_in[output_offset + (x * compound_grid_size * compound_grid_size + y * compound_grid_size + z) * 3 + 2];
}