1@if(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>; 5var<immediate> view_size: vec2<u32>; 8@workgroup_size(16, 16, 1) 9fn clear_visibility_buffer(@builtin(global_invocation_id) global_id: vec3<u32>) { 10 if any(global_id.xy >= view_size) { return; } 12 @if(MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT) 13 textureStore(meshlet_visibility_buffer, global_id.xy, vec4(0lu)); 15 textureStore(meshlet_visibility_buffer, global_id.xy, vec4(0u));