#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; float kBeta; /* M_SQRT2 * M_2_SQRTPI * 0.5 */ } 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 vec4 inval = texelFetch(uInput, pos, 0); const vec4 invalcube = inval * inval * inval; const vec4 inner = vec4(uBlock.kBeta) * (inval + vec4(0.044715) * invalcube); const vec4 outval = vec4(0.5) * inval * (vec4(1.0) + tanh(inner)); imageStore(uOutput, pos, outval); } }