Manually expanded shader
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@@ -19,8 +19,17 @@ layout(binding = SCENE_UNIFORM_BINDING, std140) uniform SceneUniform {
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#import <voxy:lod/hierarchical/node.glsl>
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#import <voxy:lod/hierarchical/node.glsl>
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#import <voxy:lod/hierarchical/screenspace.glsl>
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#import <voxy:lod/hierarchical/screenspace.glsl>
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SIMPLE_QUEUE(uvec2, requestQueue, REQUEST_QUEUE_BINDING);
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//SIMPLE_QUEUE(uvec2, requestQueue, REQUEST_QUEUE_BINDING);
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SIMPLE_QUEUE(uint, renderQueue, RENDER_QUEUE_BINDING);
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layout(binding = REQUEST_QUEUE_BINDING, std430) restrict buffer requestQueueStruct {
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uvec2 requestQueueIndex;
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uvec2[] requestQueue;
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};
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//SIMPLE_QUEUE(uint, renderQueue, RENDER_QUEUE_BINDING);
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layout(binding = RENDER_QUEUE_BINDING, std430) restrict buffer renderQueueStruct {
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uint renderQueueIndex;
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uint[] renderQueue;
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};
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void addRequest(inout UnpackedNode node) {
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void addRequest(inout UnpackedNode node) {
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//printf("Put node decend request");
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//printf("Put node decend request");
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