#version 450 core #extension GL_EXT_scalar_block_layout : require #extension GL_EXT_shader_8bit_storage : require layout (local_size_x = 16, local_size_y = 1, local_size_z = 1) in; layout (std430, set = 0, binding = 0) uniform index_buffer_pattern { int ibp_pattern[8]; int ibp_primitive_vertices; int ibp_primitive_vertices_out; int ibp_index_size; int ibp_index_size_out; int ibp_base_index; int ibp_index_stride; int src_offset; int total_primitives; }; layout (std430, set = 1, binding = 1) buffer in_s { uint8_t[] in_data; }; layout (std430, set = 1, binding = 2) buffer out_s { uint8_t[] out_data; }; void main() { int primitiveIndex = int(gl_GlobalInvocationID.x); if (primitiveIndex >= total_primitives) { return; } int inOffset = primitiveIndex * ibp_index_stride; int outOffset = primitiveIndex * ibp_primitive_vertices_out; for (int i = 0; i < ibp_primitive_vertices_out; i++) { int j; int io = max(0, inOffset + ibp_base_index + ibp_pattern[i]) * ibp_index_size; int oo = (outOffset + i) * ibp_index_size_out; for (j = 0; j < ibp_index_size; j++) { out_data[oo + j] = in_data[src_offset + io + j]; } for (; j < ibp_index_size_out; j++) { out_data[oo + j] = uint8_t(0); } } }