#version 430 //in uvec3 gl_NumWorkGroups; //in uvec3 gl_WorkGroupID; //in uvec3 gl_LocalInvocationID; //in uvec3 gl_GlobalInvocationID; //in uint gl_LocalInvocationIndex; #define NUM_LIGHTS 3 #define MAX_LIGHTS_PER_TILE 200 #define NUM_TILES 3600 struct Plane { vec3 Normal; float d; }; struct Frustum { Plane Planes[4]; }; layout (std430, binding = 0) buffer FrustumBuffer { Frustum Data[3600]; } Frustums; layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in; void main () { if(1 == 1) { } }