/* To be compile with common_subdiv_lib.glsl */ /* Generate triangles from subdivision quads indices. */ layout(std430, binding = 1) writeonly buffer outputTriangles { uint output_tris[]; }; #ifndef SINGLE_MATERIAL layout(std430, binding = 2) readonly buffer inputPolygonMatOffset { int polygon_mat_offset[]; }; #endif void main() { uint quad_index = get_global_invocation_index(); if (quad_index >= total_dispatch_size) { return; } uint loop_index = quad_index * 4; #ifdef SINGLE_MATERIAL uint triangle_loop_index = quad_index * 6; #else uint coarse_quad_index = coarse_polygon_index_from_subdiv_quad_index(quad_index, coarse_poly_count); int mat_offset = polygon_mat_offset[coarse_quad_index]; int triangle_loop_index = (int(quad_index) + mat_offset) * 6; #endif output_tris[triangle_loop_index + 0] = loop_index + 0; output_tris[triangle_loop_index + 1] = loop_index + 1; output_tris[triangle_loop_index + 2] = loop_index + 2; output_tris[triangle_loop_index + 3] = loop_index + 0; output_tris[triangle_loop_index + 4] = loop_index + 2; output_tris[triangle_loop_index + 5] = loop_index + 3; }