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 image3D uOutput; 10layout(set = 0, binding = 1) uniform PRECISION restrict Block { 11 ivec4 size; 12 vec2 clamp; 13} uBlock; 14 15layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in; 16 17void main() { 18 const ivec3 pos = ivec3(gl_GlobalInvocationID); 19 20 if (all(lessThan(pos, uBlock.size.xyz))) { 21 imageStore( 22 uOutput, 23 pos, 24 clamp(imageLoad(uOutput, pos), uBlock.clamp.x, uBlock.clamp.y)); 25 } 26} 27