• 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} 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    const vec4 inval = texelFetch(uInput, pos, 0);
22    const vec4 mask1 = vec4(lessThan(inval, vec4(3.0f)));
23    const vec4 mask2 = vec4(greaterThan(inval, vec4(-3.0f)));
24    const vec4 outval = mask2*inval*(mask1*((inval+3.0f)/6.0f) + 1.0f - mask1);
25    imageStore(uOutput, pos, outval);
26  }
27}
28