#version 450 | |
layout(local_size_x = 1) in; | |
layout(set = 0, binding = 0, r32ui) uniform uimage2D uImage; | |
layout(set = 0, binding = 1) uniform sampler2D uTexture; | |
layout(set = 0, binding = 2) buffer SSBO | |
{ | |
vec4 outdata; | |
}; | |
void main() | |
{ | |
uint ret = imageAtomicAdd(uImage, ivec2(gl_GlobalInvocationID.xy), 10u); | |
outdata = textureLod(uTexture, vec2(gl_GlobalInvocationID.xy), 0.0) + float(ret); | |
} |