#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; } uBlock; layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in; // This implementation is suboptimal and should be revisited. void main() { const ivec3 pos = ivec3(gl_GlobalInvocationID); if (pos.z == 0 && all(lessThan(pos, uBlock.size.xyz))) { float sum = 0; for (int z = 0; z < uBlock.size.z - 1; ++z) { const vec4 input_exp = exp( texelFetch(uInput, ivec3(pos.x, pos.y, z), 0) ); sum += (input_exp.x + input_exp.y + input_exp.z + input_exp.w); } const vec4 last_input_exp = exp( texelFetch(uInput, ivec3(pos.x, pos.y, uBlock.size.z - 1), 0) ); sum += ( last_input_exp.x + (uBlock.size.w >= 1 ? last_input_exp.y : 0) + (uBlock.size.w >= 2 ? last_input_exp.z : 0) + (uBlock.size.w == 3 ? last_input_exp.w : 0) ); for (int z = 0; z < uBlock.size.z; ++z) { const ivec3 curr_pos = ivec3(pos.x, pos.y, z); const vec4 input_exp = exp(texelFetch(uInput, curr_pos, 0)); imageStore(uOutput, curr_pos, log(input_exp / sum)); } } }