#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 image3D uOutput; layout(set = 0, binding = 1) uniform PRECISION sampler3D uInput0; layout(set = 0, binding = 2) uniform PRECISION sampler3D uInput1; layout(set = 0, binding = 3) uniform PRECISION sampler3D uInput2; layout(set = 0, binding = 4) uniform PRECISION sampler3D uInput3; layout(set = 0, binding = 5) uniform PRECISION restrict Block { ivec3 size; int z; } uBlock; layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in; void main() { const ivec3 posIn = ivec3(gl_GlobalInvocationID); if (all(lessThan(posIn, uBlock.size.xyz))) { imageStore( uOutput, ivec3(posIn.x, posIn.y, uBlock.z), vec4( texelFetch(uInput0, posIn, 0).x, texelFetch(uInput1, posIn, 0).x, texelFetch(uInput2, posIn, 0).x, texelFetch(uInput3, posIn, 0).x )); } }