#version 450 core #extension GL_AMD_shader_image_load_store_lod: enable #extension GL_ARB_gpu_shader_int64: enable #extension GL_EXT_shader_image_int64: 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; layout(r64i, binding = 7) uniform i64image1D i64i1D; layout(r64i, binding = 8) uniform i64image2D i64i2D; layout(r64i, binding = 9) uniform i64image3D i64i3D; layout(r64ui, binding = 10) uniform u64imageCube u64iCube; layout(r64ui, binding = 11) uniform u64image1DArray u64i1DArray; layout(r64ui, binding = 12) uniform u64image2DArray u64i2DArray; layout(r64ui, binding = 13) uniform u64imageCubeArray u64iCubeArray; layout(binding = 14) buffer Buf { i64vec4 i64v4; u64vec4 u64v4; }; 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); i64v4 += imageLoadLodAMD(i64i1D, c1, lod); i64v4 += imageLoadLodAMD(i64i2D, c2, lod); i64v4 += imageLoadLodAMD(i64i3D, c3, lod); imageStoreLodAMD(u64iCube, c3, lod, u64v4); imageStoreLodAMD(u64i1DArray, c2, lod, u64v4); sparseImageLoadLodAMD(u64i2DArray, c3, lod, u64v4); sparseImageLoadLodAMD(u64iCubeArray, c3, lod, u64v4); }