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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 uInput0;
11layout(set = 0, binding = 2)         uniform PRECISION                    sampler3D uInput1;
12layout(set = 0, binding = 3)         uniform PRECISION                    sampler3D uInput2;
13layout(set = 0, binding = 4)         uniform PRECISION restrict           Block {
14  ivec4 size;
15  ivec4 isize0;
16  ivec4 isize1;
17  ivec4 isize2;
18} uBlock;
19
20layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in;
21
22void main() {
23  const ivec3 pos = ivec3(gl_GlobalInvocationID);
24
25  if (all(lessThan(pos, uBlock.size.xyz))) {
26    const ivec3 input0_pos = pos % uBlock.isize0.xyz;
27    const ivec3 input1_pos = pos % uBlock.isize1.xyz;
28    const ivec3 input2_pos = pos % uBlock.isize2.xyz;
29    imageStore(
30        uOutput,
31        pos,
32        texelFetch(uInput0, input0_pos, 0)
33          + texelFetch(uInput2, input2_pos, 0)
34          * (texelFetch(uInput1, input1_pos, 0) - texelFetch(uInput0, input0_pos, 0)));
35  }
36}
37