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min_data.glsl
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1
3
4#version 430
5
6#ifdef COMPUTE_SHADER
7
8layout(binding= 0, std430) readonly buffer inputData
9{
10 int data[];
11};
12
13layout(binding= 1, std430) coherent buffer tmpData
14{
15 int tmp[];
16};
17
18uniform uint N;
19uniform uint n;
20
21layout(local_size_x= 1024) in;
22void main( )
23{
24 uint id= gl_GlobalInvocationID.x;
25
26 if(id < N/2)
27 tmp[N/2+id]= min(data[id*2], data[id*2+1]);
28
29 if(id < n/2)
30 tmp[n/2+id]= min(tmp[n+id*2], tmp[n+id*2+1]);
31}
32
33#endif
34
Point min(const Point &a, const Point &b)
renvoie la plus petite composante de chaque point { min(a.x, b.x), min(a.y, b.y), min(a....
Definition vec.cpp:30