2@compute @workgroup_size(#{TEMPORAL_SORT_WINDOW_SIZE})3fn temporal_sort_flip(4 @builtin(local_invocation_id) gl_LocalInvocationID: vec3<u32>,5 @builtin(global_invocation_id) gl_GlobalInvocationID: vec3<u32>,6) {7 // let start_index = gl_GlobalInvocationID.x * #{TEMPORAL_SORT_WINDOW_SIZE}u;8 // let end_index = start_index + #{TEMPORAL_SORT_WINDOW_SIZE}u;9}11@compute @workgroup_size(#{TEMPORAL_SORT_WINDOW_SIZE})12fn temporal_sort_flop(13 @builtin(local_invocation_id) gl_LocalInvocationID: vec3<u32>,14 @builtin(global_invocation_id) gl_GlobalInvocationID: vec3<u32>,15) {16 // // TODO: pad sorting buffers to 1.5 window size17 // let start_index = gl_GlobalInvocationID.x * #{TEMPORAL_SORT_WINDOW_SIZE}u + #{TEMPORAL_SORT_WINDOW_SIZE}u / 2u;18 // let end_index = start_index + #{TEMPORAL_SORT_WINDOW_SIZE}u;20 // // pair sort entries in window size21 // for (var i = start_index; i < end_index; i += 2u) {22 // let pos_a = points[input_entries[i][0]].position_visibility.xyz;23 // let depth_a = world_to_clip(pos_a).z;24 // }25}