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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} |