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} uBlock; 13 14layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in; 15 16void main() { 17 const ivec3 pos = ivec3(gl_GlobalInvocationID); 18 19 if (all(lessThan(pos, uBlock.size.xyz))) { 20 const vec4 inval = imageLoad(uOutput, pos); 21 const vec4 mask1 = vec4(lessThan(inval, vec4(3.0f))); 22 const vec4 mask2 = vec4(greaterThan(inval, vec4(-3.0f))); 23 const vec4 outval = mask2*inval*(mask1*((inval+3.0f)/6.0f) + 1.0f - mask1); 24 imageStore(uOutput, pos, outval); 25 } 26} 27