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 pad; 14} uBlock; 15 16layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in; 17 18void main() { 19 const ivec3 pos = ivec3(gl_GlobalInvocationID); 20 21 if (all(lessThan(pos, uBlock.size.xyz))) { 22 const ivec2 zeros = ivec2(0, 0); 23 const ivec2 off_pre = 2*max(uBlock.pad.xz - pos.xy, zeros); 24 const ivec2 off_post = 2*max(pos.xy - (uBlock.size.xy - ivec2(1, 1) - uBlock.pad.yw), zeros); 25 26 const ivec3 inpos = ivec3(pos.xy - uBlock.pad.xz + off_pre - off_post, pos.z); 27 imageStore(uOutput, pos, texelFetch(uInput, inpos, 0)); 28 } 29} 30