gKit2 light
compute_buffer.glsl
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1 
3 
4 #version 430
5 
6 #ifdef COMPUTE_SHADER
7 
8 layout( std430, binding= 0 ) buffer inputData
9 {
10  int a[];
11 };
12 
13 layout( std430, binding= 1 ) buffer outputData
14 {
15  int b[];
16 };
17 
18 layout( local_size_x=256 ) in;
19 void main( )
20 {
21  uint ID= gl_GlobalInvocationID.x;
22  if(ID < a.length())
23  b[ID]= a[ID] + 10;
24 }
25 
26 #endif