36 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			36 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 450 core
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| 
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| #extension GL_AMD_shader_image_load_store_lod: enable
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| 
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| layout(rgba32f,  binding = 0) uniform image1D         i1D;
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| layout(rgba32f,  binding = 1) uniform image2D         i2D;
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| layout(rgba32f,  binding = 2) uniform image3D         i3D;
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| layout(rgba32i,  binding = 3) uniform iimageCube      iiCube;
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| layout(rgba32i,  binding = 4) uniform iimage1DArray   ii1DArray;
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| layout(rgba32ui, binding = 5) uniform uimage2DArray   ui2DArray;
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| layout(rgba32ui, binding = 6) uniform uimageCubeArray uiCubeArray;
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| 
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| layout(location = 0) out vec4 fragColor;
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| 
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| void main()
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| {
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|     const int c1 = 1;
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|     const ivec2 c2 = ivec2(2, 3);
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|     const ivec3 c3 = ivec3(4, 5, 6);
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| 
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|     const int lod = 3;
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| 
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|     vec4 f4 = vec4(0.0);
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|     f4 += imageLoadLodAMD(i1D, c1, lod);
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|     f4 += imageLoadLodAMD(i2D, c2, lod);
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|     f4 += imageLoadLodAMD(i3D, c3, lod);
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| 
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|     imageStoreLodAMD(iiCube, c3, lod, ivec4(f4));
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|     imageStoreLodAMD(ii1DArray, c2, lod, ivec4(f4));
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| 
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|     uvec4 u4;
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|     sparseImageLoadLodAMD(ui2DArray, c3, lod, u4);
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|     sparseImageLoadLodAMD(uiCubeArray, c3, lod, u4);
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| 
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|     fragColor = f4 + vec4(u4);
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| } | 
