SHADE_Y3/TempShaderFolder/DeferredCompositeCs.glsl

30 lines
689 B
GLSL

#version 450
struct DirectionalLightStruct
{
vec3 direction;
uint isActive;
uint cullingMask;
vec4 diffuseColor;
};
layout(local_size_x = 16, local_size_y = 16) in;
layout(set = 4, binding = 0, rgba8) uniform image2D inputImage;
layout(set = 4, binding = 1, rgba8) uniform image2D targetImage;
layout(set = 1, binding = 0) buffer DirectionalLightData
{
DirectionalLightStruct dLightData[];
} DirLightData;
void main()
{
// convenient variables
ivec2 globalThread = ivec2(gl_GlobalInvocationID);
vec3 color = imageLoad (inputImage, globalThread).rgb;
// store result into result image
imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(color, 1.0f));
}