#version 450 core // clang-format off #define PRECISION ${PRECISION} // clang-format on layout(std430) buffer; /* * Input Sampler */ layout(set = 0, binding = 0) uniform PRECISION sampler3D uImage; /* * Output Buffer */ layout(set = 0, binding = 1) buffer PRECISION restrict writeonly Buffer { float data[]; } uBuffer; /* * Params Buffer */ layout(set = 0, binding = 2) uniform PRECISION restrict Block { // xyz contain the extents of the input texture, w contains HxW to help // calculate buffer offsets ivec4 in_extents; // x: number of texels spanned by one channel // y: number of channels ivec2 c_info; } uBlock; /* * Local Work Group Size */ 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 (any(greaterThanEqual(pos, uBlock.in_extents.xyz))) { return; } const vec4 intex = texelFetch(uImage, pos, 0); const int n_index = int(pos.z / uBlock.c_info.x); const int c_index = (pos.z % uBlock.c_info.x) * 4; int d_offset = (n_index * uBlock.c_info.y) + c_index; const int base_index = pos.x + uBlock.in_extents.x * pos.y + uBlock.in_extents.w * d_offset; const ivec4 buf_indices = base_index + ivec4(0, 1, 2, 3) * uBlock.in_extents.w; if (c_index < uBlock.c_info.y) { uBuffer.data[buf_indices.x] = intex.x; } if (c_index + 1 < uBlock.c_info.y) { uBuffer.data[buf_indices.y] = intex.y; } if (c_index + 2 < uBlock.c_info.y) { uBuffer.data[buf_indices.z] = intex.z; } if (c_index + 3 < uBlock.c_info.y) { uBuffer.data[buf_indices.w] = intex.w; } }