1#version 450 2layout(local_size_x = 1) in; 3 4layout(r32f, binding = 0) uniform readonly image2D uImageInF; 5layout(r32f, binding = 1) uniform writeonly image2D uImageOutF; 6layout(r32i, binding = 2) uniform readonly iimage2D uImageInI; 7layout(r32i, binding = 3) uniform writeonly iimage2D uImageOutI; 8layout(r32ui, binding = 4) uniform readonly uimage2D uImageInU; 9layout(r32ui, binding = 5) uniform writeonly uimage2D uImageOutU; 10layout(r32f, binding = 6) uniform readonly imageBuffer uImageInBuffer; 11layout(r32f, binding = 7) uniform writeonly imageBuffer uImageOutBuffer; 12 13layout(rg32f, binding = 8) uniform readonly image2D uImageInF2; 14layout(rg32f, binding = 9) uniform writeonly image2D uImageOutF2; 15layout(rg32i, binding = 10) uniform readonly iimage2D uImageInI2; 16layout(rg32i, binding = 11) uniform writeonly iimage2D uImageOutI2; 17layout(rg32ui, binding = 12) uniform readonly uimage2D uImageInU2; 18layout(rg32ui, binding = 13) uniform writeonly uimage2D uImageOutU2; 19layout(rg32f, binding = 14) uniform readonly imageBuffer uImageInBuffer2; 20layout(rg32f, binding = 15) uniform writeonly imageBuffer uImageOutBuffer2; 21 22layout(rgba32f, binding = 16) uniform readonly image2D uImageInF4; 23layout(rgba32f, binding = 17) uniform writeonly image2D uImageOutF4; 24layout(rgba32i, binding = 18) uniform readonly iimage2D uImageInI4; 25layout(rgba32i, binding = 19) uniform writeonly iimage2D uImageOutI4; 26layout(rgba32ui, binding = 20) uniform readonly uimage2D uImageInU4; 27layout(rgba32ui, binding = 21) uniform writeonly uimage2D uImageOutU4; 28layout(rgba32f, binding = 22) uniform readonly imageBuffer uImageInBuffer4; 29layout(rgba32f, binding = 23) uniform writeonly imageBuffer uImageOutBuffer4; 30 31layout(binding = 24) uniform writeonly image2D uImageNoFmtF; 32layout(binding = 25) uniform writeonly uimage2D uImageNoFmtU; 33layout(binding = 26) uniform writeonly iimage2D uImageNoFmtI; 34 35void main() 36{ 37 vec4 f = imageLoad(uImageInF, ivec2(gl_GlobalInvocationID.xy)); 38 imageStore(uImageOutF, ivec2(gl_GlobalInvocationID.xy), f); 39 40 ivec4 i = imageLoad(uImageInI, ivec2(gl_GlobalInvocationID.xy)); 41 imageStore(uImageOutI, ivec2(gl_GlobalInvocationID.xy), i); 42 43 uvec4 u = imageLoad(uImageInU, ivec2(gl_GlobalInvocationID.xy)); 44 imageStore(uImageOutU, ivec2(gl_GlobalInvocationID.xy), u); 45 46 vec4 b = imageLoad(uImageInBuffer, int(gl_GlobalInvocationID.x)); 47 imageStore(uImageOutBuffer, int(gl_GlobalInvocationID.x), b); 48 49 vec4 f2 = imageLoad(uImageInF2, ivec2(gl_GlobalInvocationID.xy)); 50 imageStore(uImageOutF2, ivec2(gl_GlobalInvocationID.xy), f2); 51 52 ivec4 i2 = imageLoad(uImageInI2, ivec2(gl_GlobalInvocationID.xy)); 53 imageStore(uImageOutI2, ivec2(gl_GlobalInvocationID.xy), i2); 54 55 uvec4 u2 = imageLoad(uImageInU2, ivec2(gl_GlobalInvocationID.xy)); 56 imageStore(uImageOutU2, ivec2(gl_GlobalInvocationID.xy), u2); 57 58 vec4 b2 = imageLoad(uImageInBuffer2, int(gl_GlobalInvocationID.x)); 59 imageStore(uImageOutBuffer2, int(gl_GlobalInvocationID.x), b2); 60 61 vec4 f4 = imageLoad(uImageInF4, ivec2(gl_GlobalInvocationID.xy)); 62 imageStore(uImageOutF4, ivec2(gl_GlobalInvocationID.xy), f4); 63 64 ivec4 i4 = imageLoad(uImageInI4, ivec2(gl_GlobalInvocationID.xy)); 65 imageStore(uImageOutI4, ivec2(gl_GlobalInvocationID.xy), i4); 66 67 uvec4 u4 = imageLoad(uImageInU4, ivec2(gl_GlobalInvocationID.xy)); 68 imageStore(uImageOutU4, ivec2(gl_GlobalInvocationID.xy), u4); 69 70 vec4 b4 = imageLoad(uImageInBuffer4, int(gl_GlobalInvocationID.x)); 71 imageStore(uImageOutBuffer4, int(gl_GlobalInvocationID.x), b4); 72 73 imageStore(uImageNoFmtF, ivec2(gl_GlobalInvocationID.xy), b2); 74 imageStore(uImageNoFmtU, ivec2(gl_GlobalInvocationID.xy), u4); 75 imageStore(uImageNoFmtI, ivec2(gl_GlobalInvocationID.xy), i4); 76} 77 78