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layout(local_size_x=LOCAL_SIZE_X) in;
uniform uint offset2;
uniform uint final;
layout(binding=2, std430) buffer localSumBuffer
{
uint localSum[];
};
layout(binding=3, std430) buffer globalSumBuffer
{
uint globalSum[];
};
layout(binding=7, std430) buffer opaqueDepthBuffer
{
uint maxSize;
float opaqueDepth[];
};
void main(void)
{
uint id=gl_GlobalInvocationID.x;
uint row=offset2+LOCAL_SIZE_X*id;
uint stop=row+LOCAL_SIZE_X;
uint Sum=localSum[row];
for(uint i=row+1u; i < stop; ++i)
localSum[i]=Sum += localSum[i];
uint id1=id+1u;
if(id1 < gl_WorkGroupSize.x*gl_NumWorkGroups.x)
globalSum[id1]=Sum;
else {
globalSum[0]=maxSize;
globalSum[id1]=Sum+localSum[offset2-1u]+localSum[final];
}
}
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