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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 image3D uOutput;
10layout(set = 0, binding = 1)         uniform PRECISION restrict Block {
11  ivec4 size;
12} uBlock;
13
14layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in;
15
16void main() {
17  const ivec3 pos = ivec3(gl_GlobalInvocationID);
18
19  if (all(lessThan(pos, uBlock.size.xyz))) {
20    const vec4 intex = imageLoad(uOutput, pos);
21    imageStore(
22        uOutput,
23        pos,
24        tanh(clamp(intex, -15.0, 15.0)));
25  }
26}
27