layout(set=0, binding=0) writeonly buffer destBuffer{ FLOAT data[]; } uOutput; layout(set=0, binding=1) readonly buffer sourceBuffer0{ FLOAT data[]; } uInput; layout(set=0, binding=2) readonly uniform constBuffer { ivec4 size; // kw, kh, height, kw*kh*c/4 } uConstant; layout (local_size_x = 256, local_size_y = 1, local_size_z = 1) in; #define UP_DIV(x, y) (((x)+(y)-1)/(y)) void main() { ivec3 posTmp = ivec3(gl_GlobalInvocationID); if (posTmp.x < uConstant.size.w) { ivec2 pos; int kernelSize = uConstant.size.x * uConstant.size.y; pos.x = posTmp.x % kernelSize; pos.y = posTmp.x / kernelSize; int outputPos = pos.x * 4 + (pos.y / 4) * kernelSize * 4 + (pos.y % 4); uOutput.data[outputPos] = uInput.data[posTmp.x]; } }