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Seele/res/shaders/VisibilityCompute.slang
T

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import Common;
import Scene;
struct VisibilityCullingData
{
Texture2D<uint> visibilityTexture;
RWStructuredBuffer<MeshletCullingInfo> cullingInfos;
};
ParameterBlock<VisibilityCullingData> pVisibilityParams;
[numthreads(BLOCK_SIZE, 1, 1)]
[shader("compute")]
void computeMain(
uint3 dispatchThreadID: SV_DispatchThreadID,
){
//int3 texCoords = int3(dispatchThreadID.xy, 0);
//uint encoded = pVisibilityParams.visibilityTexture.Load(texCoords).r;
//uint2 decoded = decodePrimitive(encoded);
//uint arrIdx = decoded.x / 32;
//uint bit = decoded.x % 32;
pVisibilityParams.cullingInfos[dispatchThreadID.x].visible[0] = 0x0;
pVisibilityParams.cullingInfos[dispatchThreadID.x].visible[1] = 0x0;
pVisibilityParams.cullingInfos[dispatchThreadID.x].visible[2] = 0x0;
pVisibilityParams.cullingInfos[dispatchThreadID.x].visible[3] = 0x0;
pVisibilityParams.cullingInfos[dispatchThreadID.x].visible[4] = 0x0;
pVisibilityParams.cullingInfos[dispatchThreadID.x].visible[5] = 0x0;
pVisibilityParams.cullingInfos[dispatchThreadID.x].visible[6] = 0x0;
pVisibilityParams.cullingInfos[dispatchThreadID.x].visible[7] = 0x0;
}