layout(r16ui) uniform uimage3D imgVoxelMask; const uint VoxelSize = uint(exp2(LPV_SIZE)); const uvec3 VoxelSize3 = uvec3(VoxelSize); #define BLOCK_EMPTY 0 ivec3 GetVoxelIndex(const in vec3 playerPos) { vec3 cameraOffset = fract(cameraPosition); return ivec3(floor(playerPos + cameraOffset + VoxelSize3/2u)); }