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#version 450
layout(
local_size_x = 8,
local_size_y = 8,
local_size_z = 1) in;
layout(binding = 0)
writeonly uniform uimage2DArray dst;
layout(push_constant)
uniform u_info_t {
uvec4 clear_value;
ivec4 dst_offset;
ivec4 dst_extent;
} u_info;
void main() {
ivec3 thread_id = ivec3(gl_GlobalInvocationID);
if (all(lessThan(thread_id.xy, u_info.dst_extent.xy))) {
imageStore(dst,
ivec3(u_info.dst_offset.xy + thread_id.xy, thread_id.z),
u_info.clear_value);
}
}
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