/* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * This source code is licensed under the BSD-style license found in the * LICENSE file in the root directory of this source tree. */ #version 450 core #define PRECISION ${PRECISION} layout(std430) buffer; layout(set = 0, binding = 0, ${IMAGE_FORMAT[DTYPE]}) uniform PRECISION restrict writeonly ${IMAGE_T[NDIM][DTYPE]} image_out; layout(set = 0, binding = 1) uniform PRECISION sampler3D image_in; layout(set = 0, binding = 2) uniform PRECISION restrict OutLimits { ivec3 out_limits; }; layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in; void main() { ivec3 pos = ivec3(gl_GlobalInvocationID); if (any(greaterThanEqual(pos, out_limits))) { return; } imageStore(image_out, pos, texelFetch(image_in, pos, 0)); }