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#version 450
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/* Copyright (c) 2023, Holochip Corporation
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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layout(location = 3) in vec3 inColor;
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layout(location = 0) out vec4 outColor;
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void main()
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{
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outColor = vec4(inColor, 1.0);
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}
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#version 450
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/* Copyright (c) 2023-2025, Holochip Corporation
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#extension GL_EXT_mesh_shader: require
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#extension GL_GOOGLE_include_directive: require
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#include "mesh_shader_shared.h"
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layout(local_size_x = numMeshInvocationsX, local_size_y = numMeshInvocationsY, local_size_z = 1) in;
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// we'll emit 4 vertices on 2 primitives per mesh shader invocation
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layout(triangles, max_vertices = 4 * numMeshInvocationsX * numMeshInvocationsY, max_primitives = 2 * numMeshInvocationsX * numMeshInvocationsY) out;
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taskPayloadSharedEXT SharedData sharedData;
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// Example of a default output layout and location format:
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layout (location=3) out vec3 outColor[];
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void main()
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{
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if ( gl_LocalInvocationIndex == 0 )
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{
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// set the number of vertices and primitives to put out just once for the complete workgroup
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SetMeshOutputsEXT( 4 * numMeshInvocationsX * numMeshInvocationsY, 2 * numMeshInvocationsX * numMeshInvocationsY);
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}
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// determine 4 vertices by combining some global position and offset, as well as some local offset and size
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vec2 globalOffset = sharedData.offsets[gl_WorkGroupID.x];
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vec2 localSize = sharedData.size / gl_WorkGroupSize.xy;
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vec2 localOffset = gl_LocalInvocationID.xy * localSize;
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vec2 v0 = sharedData.position + globalOffset + localOffset;
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vec2 v1 = v0 + vec2( localSize.x, 0.0f );
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vec2 v2 = v0 + localSize;
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vec2 v3 = v0 + vec2( 0.0f, localSize.y );
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uint vertexBaseIndex = 4 * gl_LocalInvocationIndex;
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gl_MeshVerticesEXT[vertexBaseIndex + 0].gl_Position = vec4( v0, 0.0f, 1.0f );
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gl_MeshVerticesEXT[vertexBaseIndex + 1].gl_Position = vec4( v1, 0.0f, 1.0f );
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gl_MeshVerticesEXT[vertexBaseIndex + 2].gl_Position = vec4( v2, 0.0f, 1.0f );
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gl_MeshVerticesEXT[vertexBaseIndex + 3].gl_Position = vec4( v3, 0.0f, 1.0f );
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uint primitiveBaseIndex = 2 * gl_LocalInvocationIndex;
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gl_PrimitiveTriangleIndicesEXT[primitiveBaseIndex + 0] = uvec3( vertexBaseIndex + 0, vertexBaseIndex + 1, vertexBaseIndex + 2 );
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gl_PrimitiveTriangleIndicesEXT[primitiveBaseIndex + 1] = uvec3( vertexBaseIndex + 2, vertexBaseIndex + 3, vertexBaseIndex + 0 );
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outColor[vertexBaseIndex + 0] = vec3( 1.0f, 0.0f, 0.0f );
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outColor[vertexBaseIndex + 1] = vec3( 0.0f, 1.0f, 0.0f );
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outColor[vertexBaseIndex + 2] = vec3( 0.0f, 0.0f, 1.0f );
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outColor[vertexBaseIndex + 3] = vec3( 1.0f, 1.0f, 0.0f );
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}
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#version 450
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/* Copyright (c) 2023-2025, Holochip Corporation
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#extension GL_EXT_mesh_shader: require
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#extension GL_GOOGLE_include_directive: require
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#extension GL_KHR_shader_subgroup_ballot : require // subgroupBallot, subgroupBallotBitCount, subgroupBallotExclusiveBitCount
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#include "mesh_shader_shared.h"
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// Use numTaskInvocationsX * numTaskInvocationsY task shader invocations per task shader workgroup,
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// resulting in N * N * numTaskInvocationsX * numTaskInvocationsY invocations
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layout(local_size_x = numTaskInvocationsX, local_size_y = numTaskInvocationsY, local_size_z = 1) in;
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layout (binding = 0) uniform UBO
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{
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float cull_center_x;
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float cull_center_y;
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float cull_radius;
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float meshlet_density;
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} ubo;
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taskPayloadSharedEXT SharedData sharedData;
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float square(float x)
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{
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return x * x;
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}
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float square(vec2 p )
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{
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return p.x * p.x + p.y * p.y;
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}
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void main()
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{
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// calculate size and offset of sub-rect per task shader invocation
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vec2 size = 2.0f / ( gl_NumWorkGroups.xy * gl_WorkGroupSize.xy );
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vec2 offset = gl_GlobalInvocationID.xy * size;
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// determine the four corners of the sub-rect and check if it's completely out of the culling circle
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// (ignoring the case that a sub-rect could completely include the culling circle...)
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vec2 position = vec2(ubo.cull_center_x, ubo.cull_center_y);
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vec2 p0 = position + offset;
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vec2 p1 = p0 + vec2(size.x, 0.0f);
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vec2 p2 = p0 + size;
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vec2 p3 = p0 + vec2(0.0f, size.y);
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float squaredRadius = square(ubo.cull_radius);
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bool isValid = ( square(p0) < squaredRadius )
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&& ( square(p1) < squaredRadius )
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&& ( square(p2) < squaredRadius)
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&& ( square(p3) < squaredRadius);
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// contribute a single bit by this task shader invocation
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uvec4 validVotes = subgroupBallot(isValid);
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if ( isValid )
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{
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// get the next free index into the offsets array
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uint index = subgroupBallotExclusiveBitCount(validVotes);
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sharedData.offsets[index] = offset;
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}
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if ( gl_LocalInvocationIndex == 0 )
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{
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// for just one task shader invocation we can emit mesh shaders
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sharedData.position = position;
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sharedData.size = size;
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// get the actual number of task shader invocations that are determined to display something
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uint validCount = subgroupBallotBitCount(validVotes);
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EmitMeshTasksEXT(validCount, 1, 1);
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}
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}
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/* Copyright (c) 2023, Holochip Corporation
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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// Example of the data shared with its associated mesh shader:
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// Note that all of these could be removed. One can pass positionTransformation, subDimension, and cullRadius from a UBO.
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// however, in the interests of demonstrating how to use shared data between task and mesh shaders.
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// Number of task shader invocations per task shader workgroup
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const uint numTaskInvocationsX = 2;
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const uint numTaskInvocationsY = 2;
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const uint numMeshInvocationsX = 2;
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const uint numMeshInvocationsY = 2;
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struct SharedData
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{
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vec2 position;
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vec2 offsets[numTaskInvocationsX * numTaskInvocationsY];
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vec2 size;
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};
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