#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 lambd; } 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 mask = vec4(greaterThanEqual(inval, vec4(-uBlock.lambd)))*vec4(lessThanEqual(inval, vec4(uBlock.lambd))); const vec4 outval = (vec4(1.0) - mask)*inval; imageStore(uOutput, pos, outval); } }