#ifdef GPUCOMPRESS layout(binding=9, std430) buffer indexBuffer { uint index[]; }; #else layout(binding = 3, std430) buffer countBuffer { uint maxSize; uint index[]; }; #endif layout(push_constant) uniform PushConstants { uvec4 constants; // constants[0] = nlights // constants[1] = width; vec4 background; } push; void main() { atomicAdd(index[uint(gl_FragCoord.y)*push.constants[1]+uint(gl_FragCoord.x)],1u); discard; }