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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 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
17// This implementation is suboptimal and should be revisited.
18
19void main() {
20  const ivec3 pos = ivec3(gl_GlobalInvocationID);
21
22  if (pos.z == 0 && all(lessThan(pos, uBlock.size.xyz))) {
23    float sum = 0;
24    for (int z = 0; z < uBlock.size.z - 1; ++z) {
25      const vec4 input_exp = exp(
26        texelFetch(uInput, ivec3(pos.x, pos.y, z), 0)
27      );
28      sum += (input_exp.x + input_exp.y + input_exp.z + input_exp.w);
29    }
30
31    const vec4 last_input_exp = exp(
32      texelFetch(uInput, ivec3(pos.x, pos.y, uBlock.size.z - 1), 0)
33    );
34    sum += (
35      last_input_exp.x +
36      (uBlock.size.w >= 1 ? last_input_exp.y : 0) +
37      (uBlock.size.w >= 2 ? last_input_exp.z : 0) +
38      (uBlock.size.w == 3 ? last_input_exp.w : 0)
39    );
40
41    for (int z = 0; z < uBlock.size.z; ++z) {
42      const ivec3 curr_pos = ivec3(pos.x, pos.y, z);
43      const vec4 input_exp = exp(texelFetch(uInput, curr_pos, 0));
44      imageStore(uOutput, curr_pos, log(input_exp / sum));
45    }
46  }
47}
48