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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  float lambd;
14} uBlock;
15
16layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in;
17
18void main() {
19  const ivec3 pos = ivec3(gl_GlobalInvocationID);
20
21  if (all(lessThan(pos, uBlock.size.xyz))) {
22    const vec4 inval = texelFetch(uInput, pos, 0);
23    const vec4 mask = vec4(greaterThanEqual(inval, vec4(-uBlock.lambd)))*vec4(lessThanEqual(inval, vec4(uBlock.lambd)));
24    const vec4 outval = (vec4(1.0) - mask)*inval;
25    imageStore(uOutput, pos, outval);
26  }
27}
28