#version 450 core layout(std430) uniform; layout(set=0, binding=0) uniform lowp usampler3D uInput; layout(std430, set=0, binding=1) writeonly buffer destBuffer{ uint data[]; } uOutBuffer; layout(set=0, binding=2) uniform constBuffer{ int width; int height; int channel; int batch; } uConstant; layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in; void main() { ivec3 pos = ivec3(gl_GlobalInvocationID); int channelC4 = (uConstant.channel + 3) / 4; int batchIndex = pos.z / channelC4; int zDiv4 = pos.z % channelC4; int lastZ = uConstant.channel / 4; int cIndex = uConstant.channel % 4; if (pos.x < uConstant.width && pos.y < uConstant.height) { uvec4 color = uvec4(texelFetch(uInput, pos, 0)); int z = zDiv4*4; int basicOffset = 0 + z + uConstant.width*uConstant.channel*pos.y + uConstant.height*batchIndex*uConstant.channel*uConstant.width + uConstant.channel*pos.x; if(zDiv4 == lastZ) { if(cIndex == 1) { uOutBuffer.data[basicOffset+0] = color.r; } else if(cIndex == 2) { uOutBuffer.data[basicOffset+0] = color.r; uOutBuffer.data[basicOffset+1] = color.g; } else { uOutBuffer.data[basicOffset+0] = color.r; uOutBuffer.data[basicOffset+1] = color.g; uOutBuffer.data[basicOffset+2] = color.b; } } else { uOutBuffer.data[basicOffset+0] = color.r; uOutBuffer.data[basicOffset+1] = color.g; uOutBuffer.data[basicOffset+2] = color.b; uOutBuffer.data[basicOffset+3] = color.a; } } }