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compute_terrain

GPU voxel-terrain generation: produces block data for a chunk. One thread per (x, z) column, filling the full Y column with block types (air, grass, dirt, stone, sand, water, wood, leaves, snow).

Bindings (see bindings.yaml): params (read array<f32> — [chunkSizeX, chunkHeight, chunkSizeZ, chunkWorldX, chunkWorldZ, seaLevel, seed, 0]), blocks (read_write array<u32>, indexed [z * H * S + y * S + x]).

Usage: dispatch by identity with compute.dispatch("@builtin::shaders.compute_terrain", ...) — it resolves to the shader's stable guid and auto-compiles on first use (no setup).