// Generates mesh quads for a voxel chunk using a simple greedy algorithm. // Each invocation processes a slice of the chunk along one axis. // Results are stored in a vertex/index buffer. struct Params { origin: vec3, step: f32, axis: u32, dir: i32, slice: u32, n: vec3, }; struct Vertex { pos: vec3, normal: vec3, uv: vec2, }; @group(0) @binding(0) var voxels: array; @group(0) @binding(1) var params: Params; @group(0) @binding(2) var vertices: array; @group(0) @binding(3) var indices: array; @group(0) @binding(4) var counts: atomic; const N: u32 = 16u; @compute @workgroup_size(1) fn main(@builtin(global_invocation_id) id: vec3) { // TODO: implement full greedy algorithm. // This shader currently only reserves space for CPU-driven meshing. }