VoxelEngine2/shaders/rt_compute.comp
2025-04-02 11:10:12 +02:00

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#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 SceneInfoBuffer {
uint gridsIn[];
};
layout(binding = 4) buffer SceneInfoBuffer2 {
uint volumes[];
};
layout (local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
void main() {
uint index = gl_GlobalInvocationID.x;
volumes[index] = gridsIn[index];
}