#version 450 core #define PRECISION ${PRECISION} #define FORMAT ${FORMAT} layout(std430) buffer; /* Qualifiers: layout - storage - precision - memory */ layout(set = 0, binding = 0, FORMAT) uniform PRECISION restrict writeonly image3D uOutput; layout(set = 0, binding = 1) uniform PRECISION sampler3D uInput; layout(set = 0, binding = 2) uniform PRECISION restrict Block { ivec4 size; ivec4 kernel; ivec2 stride; ivec2 padding; } uBlock; layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in; void main() { const ivec3 pos = ivec3(gl_GlobalInvocationID); if (all(lessThan(pos, uBlock.size.xyz))) { const ivec2 ipos = pos.xy * uBlock.stride - uBlock.padding; const ivec2 start = max(ivec2(0), ipos); const ivec2 end = min(ipos + uBlock.kernel.xy, uBlock.kernel.zw); vec4 sum = vec4(0); for (int y = start.y; y < end.y; ++y) { for (int x = start.x; x < end.x; ++x) { sum += texelFetch(uInput, ivec3(x, y, pos.z), 0); } } imageStore( uOutput, pos, sum / uBlock.size.w); } }