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