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1#version 450
2layout(local_size_x = 1) in;
3
4layout(set = 0, binding = 0, r32ui) uniform uimage2D uImage;
5layout(set = 0, binding = 1) uniform sampler2D uTexture;
6
7layout(set = 0, binding = 2) buffer SSBO
8{
9	vec4 outdata;
10};
11
12void main()
13{
14	uint ret = imageAtomicAdd(uImage, ivec2(gl_GlobalInvocationID.xy), 10u);
15	outdata = textureLod(uTexture, vec2(gl_GlobalInvocationID.xy), 0.0) + float(ret);
16}
17