#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_EXT_shader_explicit_arithmetic_types_int32 : enable #define MAX_2D_IMAGES 5 #define MAX_2D_IMAGE_MIP_LEVELS 11 #define MAX_2D_IMAGE_DESCRIPTORS MAX_2D_IMAGES * MAX_2D_IMAGE_MIP_LEVELS layout(binding = 0) buffer Params { uint32_t numImage2DDescriptors; }; layout(binding = 1, rgba32f ) uniform image2D image2DList[ MAX_2D_IMAGE_DESCRIPTORS ]; layout(local_size_x = 32, local_size_y = 32) in; void main() { uvec3 numThreads = gl_NumWorkGroups * gl_WorkGroupSize; for (uint32_t image2DIdx = 0; image2DIdx < numImage2DDescriptors; image2DIdx++) { ivec2 imageDim = imageSize(image2DList[image2DIdx]); uint32_t heightBy2 = imageDim.y / 2; for (uint32_t row = gl_GlobalInvocationID.y; row < heightBy2; row += numThreads.y) { for (uint32_t col = gl_GlobalInvocationID.x; col < imageDim.x; col += numThreads.x) { ivec2 coordsA = ivec2(col, row); ivec2 coordsB = ivec2(col, imageDim.y - row - 1); vec4 dataA = imageLoad(image2DList[image2DIdx], coordsA); vec4 dataB = imageLoad(image2DList[image2DIdx], coordsB); imageStore(image2DList[image2DIdx], coordsA, dataB); imageStore(image2DList[image2DIdx], coordsB, dataA); } } } }