Changed descriptor type for compute shader image read, updated shaders
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10 changed files with 17 additions and 10 deletions
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@ -4,7 +4,7 @@
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#extension GL_ARB_shading_language_420pack : enable
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layout (local_size_x = 16, local_size_y = 16) in;
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layout (binding = 0, rgba8) uniform image2D inputImage;
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layout (binding = 0, rgba8) uniform readonly image2D inputImage;
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layout (binding = 1, rgba8) uniform image2D resultImage;
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float conv(in float[9] kernel, in float[9] data, in float denom, in float offset)
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@ -3,8 +3,8 @@
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (local_size_x =16, local_size_y = 16) in;
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layout (binding = 0, rgba8) uniform image2D inputImage;
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layout (local_size_x = 16, local_size_y = 16) in;
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layout (binding = 0, rgba8) uniform readonly image2D inputImage;
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layout (binding = 1, rgba8) uniform image2D resultImage;
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float conv(in float[9] kernel, in float[9] data, in float denom, in float offset)
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@ -3,8 +3,8 @@
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (local_size_x =16, local_size_y = 16) in;
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layout (binding = 0, rgba8) uniform image2D inputImage;
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layout (local_size_x = 16, local_size_y = 16) in;
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layout (binding = 0, rgba8) uniform readonly image2D inputImage;
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layout (binding = 1, rgba8) uniform image2D resultImage;
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float conv(in float[9] kernel, in float[9] data, in float denom, in float offset)
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@ -14,6 +14,11 @@ layout (binding = 0) uniform UBO
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layout (location = 0) out vec2 outUV;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outUV = inUV;
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