#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; ivec4 kernel; ivec2 stride; ivec2 padding; ivec2 dilate; } uBlock; layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in; #define FLT_MIN -3.402823466e+38 void main() { const ivec3 pos = ivec3(gl_GlobalInvocationID); if (all(lessThan(pos, uBlock.size.xyz))) { const ivec2 ipos = pos.xy * uBlock.stride - uBlock.padding; const ivec2 start = ipos; const ivec2 end = ipos + uBlock.kernel.xy * uBlock.dilate.xy; vec4 outtex = vec4(FLT_MIN); for (int y = start.y; y < end.y; y += uBlock.dilate.y) { for (int x = start.x; x < end.x; x += uBlock.dilate.x) { if ((x >= 0 && x < uBlock.kernel.z) && (y >= 0 && y < uBlock.kernel.w)) { outtex = max(texelFetch(uInput, ivec3(x, y, pos.z), 0), outtex); } else { outtex = max(vec4(0), outtex); } } } imageStore(uOutput, pos, outtex); } }