1layout(std430) buffer;
2layout(FORMAT, binding=0) writeonly uniform PRECISION image3D uOutput;
3layout(location=1) uniform mediump sampler3D uInput;
4layout(location = 2) uniform int width;
5layout(location = 3) uniform int height;
6layout(location = 4) uniform int channel;
7
8layout (local_size_x = XLOCAL, local_size_y = YLOCAL, local_size_z = ZLOCAL) in;
9
10void main()
11{
12    ivec3 pos = ivec3(gl_GlobalInvocationID);
13    if (pos.x < width && pos.y < height && pos.z < channel)
14    {
15        vec4 result = texelFetch(uInput, pos, 0);
16        imageStore(uOutput, pos, result);
17    }
18}
19