#include "particle.hlsl"

AppendStructuredBuffer<ParticleIndex> DeadParticles : u0;

[numthreads(64,1,1)]
void main(uint3 i : SV_DispatchThreadID)
{
    ParticleIndex pi;
    pi.index = i.x;
    pi.squaredDistToCamera = 99999.0;
    DeadParticles.Append(pi);
}

