sum.glsl (422B)
1 /* See LICENSE for license details. */ 2 layout(local_size_x = 32, local_size_y = 1, local_size_z = 32) in; 3 4 layout(rg32f, binding = 0) uniform image3D u_out_img; 5 layout(rg32f, binding = 1) readonly uniform image3D u_in_img; 6 7 void main() 8 { 9 ivec3 voxel = ivec3(gl_GlobalInvocationID); 10 vec4 sum = imageLoad(u_out_img, voxel) + u_sum_prescale * imageLoad(u_in_img, voxel); 11 imageStore(u_out_img, voxel, sum); 12 }