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38 lines
884 B
GLSL
38 lines
884 B
GLSL
#version 450
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layout(binding = 0, r32f) uniform coherent image1D i1D;
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layout(binding = 1, r32f) uniform volatile image2D i2D;
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layout(binding = 2, r32f) uniform restrict image2DRect i2DRect;
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layout(binding = 3, r32f) uniform readonly image3D i3D;
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layout(binding = 3, r32f) uniform writeonly imageCube iCube;
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struct Data
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{
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float f1;
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vec2 f2;
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};
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coherent buffer Buffer
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{
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volatile float f1;
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restrict vec2 f2;
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readonly vec3 f3;
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writeonly vec4 f4;
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int i1;
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Data data;
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};
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void main()
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{
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vec4 texel = imageLoad(i1D, 1);
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texel += imageLoad(i2D, ivec2(1));
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texel += imageLoad(i2DRect, ivec2(1));
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texel += imageLoad(i3D, ivec3(1));
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imageStore(iCube, ivec3(1), texel);
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texel[i1] = f1;
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texel.xy += f2;
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texel.xyz -= f3;
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texel.w += data.f1 + data.f2[1];
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f4 = texel;
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} |