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