#version 450 core #define PRECISION ${PRECISION} #define FORMAT ${FORMAT} layout(std430) buffer; /* Qualifiers: layout - storage - precision - memory */ layout(set = 0, binding = 0, rgba8i) uniform PRECISION restrict writeonly iimage3D uOutput; layout(set = 0, binding = 1) uniform PRECISION isampler3D uInput; // quantized input layout(set = 0, binding = 2) uniform PRECISION restrict Block { ivec4 size; vec2 clamp; } 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))) { vec4 temp = texelFetch(uInput, pos, 0); temp = clamp(temp, uBlock.clamp.x, uBlock.clamp.y); ivec4 store = ivec4(temp); imageStore( uOutput, pos, store); } }