#version 450 core #define PRECISION ${PRECISION} #define FORMAT ${FORMAT} layout(std430) buffer; /* * Output Image */ layout(set = 0, binding = 0, FORMAT) uniform PRECISION restrict writeonly image3D uImage; /* * Input Buffer */ layout(set = 0, binding = 1) buffer PRECISION restrict readonly Buffer { float data[]; } uBuffer; /* * Params Buffer */ layout(set = 0, binding = 2) uniform PRECISION restrict Block { // xyz contain the extents of the output texture, w contains HxW to help // calculate buffer offsets ivec4 out_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.out_extents.xyz))) { return; } 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.out_extents.x * pos.y + uBlock.out_extents.w * d_offset; const ivec4 buf_indices = base_index + ivec4(0, 1, 2, 3) * uBlock.out_extents.w; float val_x = uBuffer.data[buf_indices.x]; float val_y = uBuffer.data[buf_indices.y]; float val_z = uBuffer.data[buf_indices.z]; float val_w = uBuffer.data[buf_indices.w]; vec4 texel = ivec4(val_x, val_y, val_z, val_w); if (c_index + 3 >= uBlock.c_info.y) { ivec4 c_ind = ivec4(c_index) + ivec4(0, 1, 2, 3); vec4 valid_c = vec4(lessThan(c_ind, ivec4(uBlock.c_info.y))); texel = texel * valid_c; } imageStore(uImage, pos, vec4(val_x, val_y, val_z, val_w)); }