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1@if(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>;
5var<immediate> view_size: vec2<u32>;
7@compute
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));
14 @else
15 textureStore(meshlet_visibility_buffer, global_id.xy, vec4(0u));
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