• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1#version 450 core
2#define PRECISION ${PRECISION}
3#define FORMAT ${FORMAT}
4
5layout(std430) buffer;
6
7/* Qualifiers: layout - storage - precision - memory */
8
9layout(set = 0, binding = 0, FORMAT) uniform PRECISION restrict writeonly image3D   uOutput;
10layout(set = 0, binding = 1)         uniform PRECISION                    sampler3D uInput;
11layout(set = 0, binding = 2)         uniform PRECISION restrict           Block {
12  ivec4 size;
13  ivec4 kernel;
14  ivec2 stride;
15  ivec2 padding;
16} uBlock;
17
18layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in;
19
20void main() {
21  const ivec3 pos = ivec3(gl_GlobalInvocationID);
22
23  if (all(lessThan(pos, uBlock.size.xyz))) {
24    const ivec2 ipos = pos.xy * uBlock.stride - uBlock.padding;
25
26    const ivec2 start = max(ivec2(0), ipos);
27    const ivec2 end = min(ipos + uBlock.kernel.xy, uBlock.kernel.zw);
28
29    vec4 sum = vec4(0);
30
31    for (int y = start.y; y < end.y; ++y) {
32      for (int x = start.x; x < end.x; ++x) {
33        sum += texelFetch(uInput, ivec3(x, y, pos.z), 0);
34      }
35    }
36
37    imageStore(
38        uOutput,
39        pos,
40        sum / uBlock.size.w);
41  }
42}
43