#version 450 core #define PRECISION ${PRECISION} #define FORMAT ${FORMAT} layout(std430) buffer; /* Qualifiers: layout - storage - precision - memory */ layout(set = 0, binding = 0, rgba8ui) uniform PRECISION restrict writeonly uimage3D uOutput; layout(set = 0, binding = 1) uniform PRECISION isampler3D uInput; layout(set = 0, binding = 2) uniform PRECISION restrict Block { ivec4 size; ivec2 isize; vec2 scale; } 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))) { const ivec2 ipos = clamp( ivec2(pos.xy * uBlock.scale), ivec2(0), uBlock.isize); uvec4 ret = texelFetch(uInput, ivec3(ipos, pos.z), 0); imageStore( uOutput, pos, ret); } }