1#ifdef MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT 2@group(0) @binding(0) var meshlet_visibility_buffer: texture_storage_2d<r64uint, write>; 4@group(0) @binding(0) var meshlet_visibility_buffer: texture_storage_2d<r32uint, write>; 6var<push_constant> view_size: vec2<u32>; 9@workgroup_size(16, 16, 1) 10fn clear_visibility_buffer(@builtin(global_invocation_id) global_id: vec3<u32>) { 11 if any(global_id.xy >= view_size) { return; } 13#ifdef MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT 14 textureStore(meshlet_visibility_buffer, global_id.xy, vec4(0lu)); 16 textureStore(meshlet_visibility_buffer, global_id.xy, vec4(0u));