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layout(binding=0) uniform atomic_uint elements;
layout(binding=1, std430) buffer indexBuffer
{
uint index[];
};
layout(binding=2, std430) buffer countBuffer
{
uint maxSize;
uint count[];
};
uniform uint width;
void main()
{
uint pixel=uint(gl_FragCoord.y)*width+uint(gl_FragCoord.x);
uint Count=index[pixel];
if(Count > 0u)
count[(index[pixel]=atomicCounterIncrement(elements))]=Count;
discard;
}
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