#version 450 #extension GL_ARB_separate_shader_objects : enable #define WORKGROUP_SIZE 32 layout (local_size_x = WORKGROUP_SIZE, local_size_y = WORKGROUP_SIZE, local_size_z = 1 ) in; layout(rgba32f, binding = 0) uniform image2D resultImage; layout( push_constant ) uniform Constants { float time; int frame; int width; int height; } PushConstant; float iTime; int iFrame; vec3 iResolution; vec4 iMouse; void mainImage( out vec4 fragColor, in vec2 fragCoord ); void main() { iTime = PushConstant.time; iFrame = PushConstant.frame; iResolution = vec3(float(PushConstant.width), float(PushConstant.height), 0.0); iMouse = vec4(0.0, 0.0, 0.0, 0.0); vec2 coord = vec2(float(gl_GlobalInvocationID.x), iResolution.y - float(gl_GlobalInvocationID.y)); vec4 outColor; if(coord.x >= iResolution.x || coord.y >= iResolution.y) return; mainImage(outColor, coord); imageStore(resultImage, ivec2(gl_GlobalInvocationID.xy), outColor); } //#include "plasma-globe.comp" //#include "mandelbrot-distance.comp" #include "disk-intersection.comp" //#include "ring-twister.comp" //#include "gears.comp" //#include "protean-clouds.comp" //#include "flame.comp" //#include "shader.comp" //#include "raymarching-primitives.comp" //#include "3d-primitives.comp"