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#version 450
#extension GL_EXT_shader_image_load_formatted : require
layout(binding = 0) uniform image1D i1D;
layout(binding = 1) uniform image2D i2D;
layout(binding = 2) uniform image3D i3D;
layout(binding = 3) uniform imageCube iCube;
layout(binding = 4) uniform imageCubeArray iCubeArray;
layout(binding = 5) uniform image2DRect i2DRect;
layout(binding = 6) uniform image1DArray i1DArray;
layout(binding = 7) uniform image2DArray i2DArray;
layout(binding = 8) uniform imageBuffer iBuffer;
layout(binding = 9) uniform image2DMS i2DMS;
layout(binding = 10) uniform image2DMSArray i2DMSArray;
flat in int ic1D;
flat in ivec2 ic2D;
flat in ivec3 ic3D;
flat in ivec4 ic4D;
writeonly layout(binding = 1) uniform image2D wo2D;
flat in uint value;
out vec4 fragData;
void main()
{
ivec3 iv = ivec3(0);
iv.x += imageSize(i1D);
iv.xy += imageSize(i2D);
iv.xyz += imageSize(i3D);
iv.xy += imageSize(iCube);
iv.xyz += imageSize(iCubeArray);
iv.xy += imageSize(i2DRect);
iv.xy += imageSize(i1DArray);
iv.xyz += imageSize(i2DArray);
iv.x += imageSize(iBuffer);
iv.xy += imageSize(i2DMS);
iv.xyz += imageSize(i2DMSArray);
iv.x += imageSamples(i2DMS);
iv.x += imageSamples(i2DMSArray);
vec4 v = vec4(0.0);
v += imageLoad(i1D, ic1D);
imageStore(i1D, ic1D, v);
v += imageLoad(i2D, ic2D);
imageStore(i2D, ic2D, v);
v += imageLoad(i3D, ic3D);
imageStore(i3D, ic3D, v);
v += imageLoad(iCube, ic3D);
imageStore(iCube, ic3D, v);
v += imageLoad(iCubeArray, ic3D);
imageStore(iCubeArray, ic3D, v);
v += imageLoad(i2DRect, ic2D);
imageStore(i2DRect, ic2D, v);
v += imageLoad(i1DArray, ic2D);
imageStore(i1DArray, ic2D, v);
v += imageLoad(i2DArray, ic3D);
imageStore(i2DArray, ic3D, v);
v += imageLoad(iBuffer, ic1D);
imageStore(iBuffer, ic1D, v);
v += imageLoad(i2DMS, ic2D, 1);
imageStore(i2DMS, ic2D, 2, v);
v += imageLoad(i2DMSArray, ic3D, 3);
imageStore(i2DMSArray, ic3D, 4, v);
imageStore(wo2D, ic2D, v);
fragData = v;
}