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