gKit2 light
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gkit2_tutos
min_data.glsl
Go to the documentation of this file.
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#version 430
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#ifdef COMPUTE_SHADER
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layout(binding= 0, std430) readonly buffer inputData
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{
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int
data[];
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};
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layout(binding= 1, std430) coherent buffer tmpData
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{
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int
tmp[];
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};
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uniform uint N;
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uniform uint n;
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layout(local_size_x= 1024) 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
< N/2)
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tmp[N/2+
id
]=
min
(data[
id
*2], data[
id
*2+1]);
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if
(
id
< n/2)
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tmp[n/2+
id
]=
min
(tmp[n+
id
*2], tmp[n+
id
*2+1]);
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}
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#endif
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min
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
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for gKit2 light by
1.17.0