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