#version 430 core
layout (local_size_x = 1) in;
struct Vertex {
vec3 pos;
vec3 norm;
vec2 uv;
};
layout(std430, binding=0) readonly buffer Vertices {
Vertex vertices[];
};
layout(std430, binding=1) readonly buffer EdgeIndices {
unsigned int indices[][4];
};
layout(std430, binding=2) writeonly buffer Output {
Vertex edges[];
};
void main(){
edges[gl_GlobalInvocationID.x].norm = vec3(0.0, 0.0, 0.0);
edges[gl_GlobalInvocationID.x].uv = vec2(0.0, 0.0);
edges[gl_GlobalInvocationID.x].pos = 3.0/8.0 * (vertices[indices[gl_GlobalInvocationID.x][0]].pos + vertices[indices[gl_GlobalInvocationID.x][1]].pos) + 1.0/8.0 * (vertices[indices[gl_GlobalInvocationID.x][2]].pos + vertices[indices[gl_GlobalInvocationID.y][3]].pos);
}