gKit2 light
tutos
M2
compute_buffer.glsl
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#version 430
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#ifdef COMPUTE_SHADER
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layout( std430, binding= 0 ) buffer inputData
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{
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int
a[];
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};
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layout( std430, binding= 1 ) buffer outputData
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{
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int
b[];
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};
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layout( local_size_x=256 ) in;
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void
main( )
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{
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uint ID= gl_GlobalInvocationID.x;
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if
(ID < a.length())
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b[ID]= a[ID] + 10;
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}
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#endif
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