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#version 430
layout( local_size_x = 16, local_size_y = 16 ) in;
layout(std430) buffer;
layout(binding = 0) buffer w_output {
vec4 data[];
};
uniform float u_time;
void main()
{
uvec3 GlobalSize = gl_WorkGroupSize * gl_NumWorkGroups;
uint GlobalInvocationIndex =
GlobalSize.x * GlobalSize.y * gl_GlobalInvocationID.z
+ GlobalSize.x * gl_GlobalInvocationID.y
+ gl_GlobalInvocationID.x;
vec2 p = 2*vec2(gl_GlobalInvocationID.xy)/GlobalSize.xy - 1;
float z = sin(10.*p.x + u_time) + sin(30.*p.y + 0.1*u_time);
data[GlobalInvocationIndex] = vec4(p, z*0.25, 1);
}
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