#version 450 core #define PRECISION ${PRECISION} #define FORMAT ${FORMAT} #include "random.h" 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 { ivec3 size; float mean; float std; } uBlock; layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in; void main() { ivec3 pos = ivec3(gl_GlobalInvocationID); if (all(lessThan(pos, uBlock.size))) { vec4 v = vec4( get_gaussrand(ivec4(pos, -20), uBlock.mean, uBlock.std), get_gaussrand(ivec4(pos, 40), uBlock.mean, uBlock.std), get_gaussrand(ivec4(pos, -30), uBlock.mean, uBlock.std), get_gaussrand(ivec4(pos, 15), uBlock.mean, uBlock.std)); imageStore(uOutput, pos, v); } }