@compute @workgroup_size(#{TEMPORAL_SORT_WINDOW_SIZE})
fn temporal_sort_flip(
@builtin(local_invocation_id) gl_LocalInvocationID: vec3<u32>,
@builtin(global_invocation_id) gl_GlobalInvocationID: vec3<u32>,
) {
// let start_index = gl_GlobalInvocationID.x * #{TEMPORAL_SORT_WINDOW_SIZE}u;
// let end_index = start_index + #{TEMPORAL_SORT_WINDOW_SIZE}u;
}
@compute @workgroup_size(#{TEMPORAL_SORT_WINDOW_SIZE})
fn temporal_sort_flop(
@builtin(local_invocation_id) gl_LocalInvocationID: vec3<u32>,
@builtin(global_invocation_id) gl_GlobalInvocationID: vec3<u32>,
) {
// // TODO: pad sorting buffers to 1.5 window size
// let start_index = gl_GlobalInvocationID.x * #{TEMPORAL_SORT_WINDOW_SIZE}u + #{TEMPORAL_SORT_WINDOW_SIZE}u / 2u;
// let end_index = start_index + #{TEMPORAL_SORT_WINDOW_SIZE}u;
// // pair sort entries in window size
// for (var i = start_index; i < end_index; i += 2u) {
// let pos_a = points[input_entries[i][0]].position_visibility.xyz;
// let depth_a = world_to_clip(pos_a).z;
// }
}