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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  /* pad: {left, right, top, bottom} */
14  ivec4 pad;
15} uBlock;
16
17layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in;
18
19void main() {
20  const ivec3 pos = ivec3(gl_GlobalInvocationID);
21
22  if (all(lessThan(pos, uBlock.size.xyz))) {
23    const ivec3 corresponding_input_pos = ivec3(
24      clamp(pos.xy - uBlock.pad.xz,
25        ivec2(0, 0),
26        uBlock.size.xy - uBlock.pad.xz - uBlock.pad.yw - ivec2(1, 1)),
27      pos.z);
28
29    imageStore(uOutput, pos, texelFetch(uInput, corresponding_input_pos, 0));
30  }
31}
32