layout(set=0, binding=0) writeonly buffer destBuffer{ FLOAT data[]; } uOutput; layout(set=0, binding=1) readonly buffer sourceBuffer0{ int data[]; } uSelect; layout(set=0, binding=2) readonly buffer sourceBuffer1{ FLOAT data[]; } uInput0; layout(set=0, binding=3) readonly buffer sourceBuffer2{ FLOAT data[]; } uInput1; layout(set = 0, binding = 4) uniform constBuffer { ivec4 size; } uConst; layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in; void main() { int i = int(gl_GlobalInvocationID.x); if(i < uConst.size.w) { if (uSelect.data[i] > 0) { if (uConst.size.y == 1) { uOutput.data[i] = uInput0.data[0]; } else { uOutput.data[i] = uInput0.data[i]; } } else { if (uConst.size.z == 1) { uOutput.data[i] = uInput1.data[0]; } else { uOutput.data[i] = uInput1.data[i]; } } } }