#ifdef GPUCOMPRESS layout(binding=1, std430) buffer indexBuffer #else #ifdef GPUINDEXING layout(binding=0, std430) buffer offsetBuffer #else layout(binding=2, std430) buffer countBuffer #endif #endif { uint index[]; }; uniform uint width; void main() { atomicAdd(index[uint(gl_FragCoord.y)*width+uint(gl_FragCoord.x)],1u); discard; }