#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 { ivec3 size; // output size int ch; // channel size of the output } 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 int chext = uBlock.ch / 4; const int z0 = 2 * (pos.z / chext) * chext + (pos.z % chext); const int z1 = z0 + chext; imageStore( uOutput, pos, texelFetch(uInput, ivec3(pos.x, pos.y, z0), 0) * 1 / (1 + exp(-1 * texelFetch(uInput, ivec3(pos.x, pos.y, z1), 0)))); } }