#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 uInput0; layout(set = 0, binding = 2) uniform PRECISION sampler3D uInput1; layout(set = 0, binding = 3) uniform PRECISION restrict Block { ivec4 size; ivec4 isize0; ivec3 isize1; float weight; } 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 ivec3 input0_pos = pos % uBlock.isize0.xyz; const ivec3 input1_pos = pos % uBlock.isize1.xyz; imageStore( uOutput, pos, texelFetch(uInput0, input0_pos, 0) + uBlock.weight * (texelFetch(uInput1, input1_pos, 0) - texelFetch(uInput0, input0_pos, 0))); } }