#version 440 core layout(set=0, binding=0) writeonly uniform image2D uOutput; layout(set=0, binding=1) uniform sampler2D 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; pos.x = posTmp.x % uConstant.size.x; pos.y = posTmp.x / uConstant.size.x; int z = pos.y / uConstant.size.z; int y = pos.y % uConstant.size.z; vec4 c0 = texelFetch(uInput, ivec2(pos.x, y + (4 * z + 0) * uConstant.size.z), 0); vec4 c1 = texelFetch(uInput, ivec2(pos.x, y + (4 * z + 1) * uConstant.size.z), 0); vec4 c2 = texelFetch(uInput, ivec2(pos.x, y + (4 * z + 2) * uConstant.size.z), 0); vec4 c3 = texelFetch(uInput, ivec2(pos.x, y + (4 * z + 3) * uConstant.size.z), 0); imageStore(uOutput, ivec2(y*uConstant.size.x+pos.x, z), vec4(c0.x, c1.x, c2.x, c3.x)); } }