pre-setup
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@@ -1,8 +1,9 @@
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#version 460 core
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#extension GL_ARB_gpu_shader_int64 : enable
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#define VISIBILITY_ACCESS
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#define VISIBILITY_BUFFER_BINDING 2
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#import <voxy:lod/gl46/bindings.glsl>
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layout(binding = VISIBILITY_BUFFER_BINDING, std430) restrict buffer VisibilityBuffer {
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uint visibilityData[];
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};
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layout(early_fragment_tests) in;
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flat in uint id;
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@@ -11,5 +12,5 @@ flat in uint value;
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void main() {
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visibilityData[id] = value;
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//colour = vec4(float(id&7u)/7, float((id>>3)&7u)/7, float((id>>6)&7u)/7, 1);
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//colour = vec4(float(id&7u)/7, float((id>>3)&7u)/7, float((id>>6)&7u)/7, 0);
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}
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