#version 450 core layout(std430) uniform; layout(set=0, binding=0, rgba8ui) writeonly restrict lowp uniform uimage3D uOutput; layout(std430, set=0, binding=1) readonly buffer destBuffer{ uint data[]; } uInBuffer; 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(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; color.r = uInBuffer.data[basicOffset+0]; color.g = uInBuffer.data[basicOffset+1]; color.b = uInBuffer.data[basicOffset+2]; color.a = uInBuffer.data[basicOffset+3]; imageStore(uOutput, pos, color); } }