#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 image3D uOutput; layout(set = 0, binding = 1) uniform PRECISION restrict Block { ivec4 size; float negative_slope; } 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 = imageLoad(uOutput, pos); const vec4 negative_values = vec4(lessThan(inval, vec4(0.0f))); const vec4 positive_values = vec4(1.0) - negative_values; const vec4 mask = negative_values * vec4(uBlock.negative_slope) + positive_values; const vec4 outval = inval * mask; imageStore(uOutput, pos, outval); } }