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24 lines
806 B
GLSL

#version 460
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_samplerless_texture_functions : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_ray_tracing : enable
#extension GL_EXT_ray_query : enable
// SLAM TSDF reconstruction from depth buffer.
#define SHARED_SAMPLER_SET 1
#include "common_shader.glsl"
layout (set = 0, binding = 0) uniform texture2D inDepth;
layout (set = 0, binding = 1) buffer SSBOPerObject { PerObjectInfo objectDatas[]; };
layout (set = 0, binding = 2) uniform UniformFrameData { PerFrameData frameData; };
layout (set = 0, binding = 3, rgba16f) uniform image3D imageTruncSDF;
layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
void main()
{
}