Sorting works
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#version 460 core
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layout(local_size_x=OUTPUT_SIZE) in;
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layout(binding = MIN_ID_BUFFER_BINDING, std430) restrict readonly buffer VisibilityDataBuffer {
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uint minVisIds[OUTPUT_SIZE];
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};
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layout(binding = NODE_BUFFER_BINDING, std430) restrict readonly buffer NodeData {
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uvec4[] nodes;
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};
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layout(binding = OUTPUT_BUFFER_BINDING, std430) restrict writeonly buffer OutputBuffer {
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uvec2 outputBuffer[OUTPUT_SIZE];
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};
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layout(binding = QQQQQQ, std430) restrict buffer QQQ {
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uint[] qq;
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};
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void main() {
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outputBuffer[gl_LocalInvocationID.x] = nodes[minVisIds[gl_LocalInvocationID.x]].xy;//Move the position of the node id into the output buffer
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//outputBuffer[gl_LocalInvocationID.x].x = qq[minVisIds[gl_LocalInvocationID.x]];//
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}
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