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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 size
17 // 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 size
21 // 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 // }
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