#version 450 core | |
#extension GL_AMD_shader_image_load_store_lod: enable | |
layout(rgba32f, binding = 0) uniform image1D i1D; | |
layout(rgba32f, binding = 1) uniform image2D i2D; | |
layout(rgba32f, binding = 2) uniform image3D i3D; | |
layout(rgba32i, binding = 3) uniform iimageCube iiCube; | |
layout(rgba32i, binding = 4) uniform iimage1DArray ii1DArray; | |
layout(rgba32ui, binding = 5) uniform uimage2DArray ui2DArray; | |
layout(rgba32ui, binding = 6) uniform uimageCubeArray uiCubeArray; | |
layout(location = 0) out vec4 fragColor; | |
void main() | |
{ | |
const int c1 = 1; | |
const ivec2 c2 = ivec2(2, 3); | |
const ivec3 c3 = ivec3(4, 5, 6); | |
const int lod = 3; | |
vec4 f4 = vec4(0.0); | |
f4 += imageLoadLodAMD(i1D, c1, lod); | |
f4 += imageLoadLodAMD(i2D, c2, lod); | |
f4 += imageLoadLodAMD(i3D, c3, lod); | |
imageStoreLodAMD(iiCube, c3, lod, ivec4(f4)); | |
imageStoreLodAMD(ii1DArray, c2, lod, ivec4(f4)); | |
uvec4 u4; | |
sparseImageLoadLodAMD(ui2DArray, c3, lod, u4); | |
sparseImageLoadLodAMD(uiCubeArray, c3, lod, u4); | |
fragColor = f4 + vec4(u4); | |
} |