#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 pad; } 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 zeros = ivec2(0, 0); const ivec2 off_pre = 2*max(uBlock.pad.xz - pos.xy, zeros); const ivec2 off_post = 2*max(pos.xy - (uBlock.size.xy - ivec2(1, 1) - uBlock.pad.yw), zeros); const ivec3 inpos = ivec3(pos.xy - uBlock.pad.xz + off_pre - off_post, pos.z); imageStore(uOutput, pos, texelFetch(uInput, inpos, 0)); } }