#version 450 core #define PRECISION ${PRECISION} #define FORMAT ${FORMAT} layout(std430) buffer; /* Qualifiers: layout - storage - precision - memory */ /* * Output Image */ layout(set = 0, binding = 0, FORMAT) uniform PRECISION restrict writeonly image3D uOutput; /* * Input Buffer */ layout(set = 0, binding = 1) uniform PRECISION sampler3D uInput; /* * Params Buffer */ layout(set = 0, binding = 2) uniform PRECISION restrict Block { // depth_info.x: number of batches // depth_info.y: number of texels per batch // depth_info.z: index along channel dim to select // depth_info.w: zero pad for alignment ivec4 depth_info; } uBlock; /* * Local Work Group Size */ 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); // read in the same channel from 4 separate batches vec4 out_texel = vec4(0, 0, 0, 0); for (int k = 0; k < 4; k++) { if ((k + pos.z * 4) >= uBlock.depth_info.x) { // < 4 batches for this texel, exit early break; } const uint src_pos_z = (4 * uBlock.depth_info.y * pos.z) + (k * uBlock.depth_info.y) + (uBlock.depth_info.z / 4); const uint src_pos_t = uBlock.depth_info.z % 4; out_texel[k] = texelFetch(uInput, ivec3(pos.x, pos.y, src_pos_z), 0)[src_pos_t]; } imageStore(uOutput, pos, out_texel); }