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 ivec4 kernel; 14 ivec2 stride; 15 ivec2 padding; 16 ivec2 dilate; 17} uBlock; 18 19layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in; 20 21#define FLT_MIN -3.402823466e+38 22 23void main() { 24 const ivec3 pos = ivec3(gl_GlobalInvocationID); 25 26 if (all(lessThan(pos, uBlock.size.xyz))) { 27 const ivec2 ipos = pos.xy * uBlock.stride - uBlock.padding; 28 29 const ivec2 start = ipos; 30 const ivec2 end = ipos + uBlock.kernel.xy * uBlock.dilate.xy; 31 32 vec4 outtex = vec4(FLT_MIN); 33 34 for (int y = start.y; y < end.y; y += uBlock.dilate.y) { 35 for (int x = start.x; x < end.x; x += uBlock.dilate.x) { 36 if ((x >= 0 && x < uBlock.kernel.z) && (y >= 0 && y < uBlock.kernel.w)) { 37 outtex = max(texelFetch(uInput, ivec3(x, y, pos.z), 0), outtex); 38 } 39 else { 40 outtex = max(vec4(0), outtex); 41 } 42 } 43 } 44 45 imageStore(uOutput, pos, outtex); 46 } 47} 48