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 isampler3D uInput; //quantized input 11layout(set = 0, binding = 2) uniform PRECISION restrict Block { 12 ivec4 size; 13 vec2 scale; 14 ivec2 zero_point; 15} uBlock; 16 17layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in; 18 19void main() { 20 const ivec3 pos = ivec3(gl_GlobalInvocationID); 21 if (all(lessThan(pos, uBlock.size.xyz))) { 22 vec4 texel = texelFetch(uInput, pos, 0); 23 imageStore( 24 uOutput, 25 pos, 26 (uBlock.scale.x * (texel - uBlock.zero_point.x))); 27 } 28} 29