#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; /* pad: {left, right, top, bottom} */ 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 ivec3 corresponding_input_pos = ivec3( clamp(pos.xy - uBlock.pad.xz, ivec2(0, 0), uBlock.size.xy - uBlock.pad.xz - uBlock.pad.yw - ivec2(1, 1)), pos.z); imageStore(uOutput, pos, texelFetch(uInput, corresponding_input_pos, 0)); } }