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1#ifdef MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT
2@group(0) @binding(0) var meshlet_visibility_buffer: texture_storage_2d<r64uint, write>;
3#else
4@group(0) @binding(0) var meshlet_visibility_buffer: texture_storage_2d<r32uint, write>;
5#endif
6var<immediate> view_size: vec2<u32>;
8@compute
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));
15#else
16 textureStore(meshlet_visibility_buffer, global_id.xy, vec4(0u));
17#endif
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