// // Copyright (c) 2018-2022 Advanced Micro Devices, Inc. All rights reserved. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #version 450 #extension GL_ARB_separate_shader_objects : enable layout(local_size_x=1, local_size_y=1, local_size_z=1) in; layout(binding=0) uniform sampler2D img; layout(binding=1) buffer buf { uint bufValues[]; }; void main() { ivec2 xy = ivec2(bufValues[gl_GlobalInvocationID.x * 3], bufValues[gl_GlobalInvocationID.x * 3 + 1]); vec4 color = texture(img, xy); bufValues[gl_GlobalInvocationID.x * 3 + 2] = uint(color.r * 255.0) << 24 | uint(color.g * 255.0) << 16 | uint(color.b * 255.0) << 8 | uint(color.a * 255.0); }