#version 450 #extension GL_EXT_shader_image_load_formatted : require layout(binding = 0) uniform image1D i1D; layout(binding = 1) uniform image2D i2D; layout(binding = 2) uniform image3D i3D; layout(binding = 3) uniform imageCube iCube; layout(binding = 4) uniform imageCubeArray iCubeArray; layout(binding = 5) uniform image2DRect i2DRect; layout(binding = 6) uniform image1DArray i1DArray; layout(binding = 7) uniform image2DArray i2DArray; layout(binding = 8) uniform imageBuffer iBuffer; layout(binding = 9) uniform image2DMS i2DMS; layout(binding = 10) uniform image2DMSArray i2DMSArray; flat in int ic1D; flat in ivec2 ic2D; flat in ivec3 ic3D; flat in ivec4 ic4D; writeonly layout(binding = 1) uniform image2D wo2D; flat in uint value; out vec4 fragData; void main() { ivec3 iv = ivec3(0); iv.x += imageSize(i1D); iv.xy += imageSize(i2D); iv.xyz += imageSize(i3D); iv.xy += imageSize(iCube); iv.xyz += imageSize(iCubeArray); iv.xy += imageSize(i2DRect); iv.xy += imageSize(i1DArray); iv.xyz += imageSize(i2DArray); iv.x += imageSize(iBuffer); iv.xy += imageSize(i2DMS); iv.xyz += imageSize(i2DMSArray); iv.x += imageSamples(i2DMS); iv.x += imageSamples(i2DMSArray); vec4 v = vec4(0.0); v += imageLoad(i1D, ic1D); imageStore(i1D, ic1D, v); v += imageLoad(i2D, ic2D); imageStore(i2D, ic2D, v); v += imageLoad(i3D, ic3D); imageStore(i3D, ic3D, v); v += imageLoad(iCube, ic3D); imageStore(iCube, ic3D, v); v += imageLoad(iCubeArray, ic3D); imageStore(iCubeArray, ic3D, v); v += imageLoad(i2DRect, ic2D); imageStore(i2DRect, ic2D, v); v += imageLoad(i1DArray, ic2D); imageStore(i1DArray, ic2D, v); v += imageLoad(i2DArray, ic3D); imageStore(i2DArray, ic3D, v); v += imageLoad(iBuffer, ic1D); imageStore(iBuffer, ic1D, v); v += imageLoad(i2DMS, ic2D, 1); imageStore(i2DMS, ic2D, 2, v); v += imageLoad(i2DMSArray, ic3D, 3); imageStore(i2DMSArray, ic3D, 4, v); imageStore(wo2D, ic2D, v); fragData = v; }