#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 { // width_info.x: output texture x extent // width_info.y: output texture y extent // width_info.z: output texture z extent // width_info.w: output texture w extent ivec4 width_info; } 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); // w const int src_x = uBlock.width_info.w; // h const int src_y = pos.x; // c const int src_z = pos.y; const vec4 v = texelFetch(uInput, ivec3(src_x, src_y, src_z), 0); for (int i = 0; i < 4; i++) { ivec3 new_pos = ivec3(pos.x, pos.y * 4 + i, 0); // When the C-channel exceeds original block size, exit early if (new_pos.y >= uBlock.width_info.y) { return; } imageStore(uOutput, new_pos, vec4(v[i], 0, 0, 0)); } }