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#version 450
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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layout(set = 0, binding = 0) buffer Data {
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int data[];
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} data;
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//layout(set = 0, binding = 1) buffer Settings {
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// int settings[];
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//} settings;
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ivec4 separate(int pix){
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ivec4 r = ivec4(
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(pix & 0x000000FF),
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(pix & 0x0000FF00) >> 8,
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(pix & 0x00FF0000) >> 16,
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(pix & 0xFF000000) >> 24
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);
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return r;
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}
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uint get_idx(int offset_x, int offset_y){
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// uint x = min(settings.settings[0], max(0, gl_GlobalInvocationID.x + offset_x));
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// uint y = min(settings.settings[1], max(0, gl_GlobalInvocationID.y + offset_y));
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// return ((y * settings.settings[0]) + x);
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uint x = min(800, max(0, gl_GlobalInvocationID.x + offset_x));
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uint y = min(600, max(0, gl_GlobalInvocationID.y + offset_y));
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return ((y * 800) + x);
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}
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void main() {
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uint idx = get_idx(0,0);
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ivec4 p = separate(data.data[get_idx(0,0)]);
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ivec4 p0 = separate(data.data[get_idx(2,0)]);
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ivec4 p1 = separate(data.data[get_idx(-2,0)]);
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ivec4 p2 = separate(data.data[get_idx(0,2)]);
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ivec4 p3 = separate(data.data[get_idx(0,-2)]);
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ivec3 d0 = abs(p0.xyz - p1.xyz);
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ivec3 d1 = abs(p2.xyz - p3.xyz);
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p.x = 255;//d0.x + d0.y + d0.z + d1.x + d1.y + d1.z;
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data.data[idx] = (data.data[idx] & (~0x000000FF) ) | (p.x);
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data.data[idx] = (data.data[idx] & (~0x0000FF00) ) | (p.y << 8);
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data.data[idx] = (data.data[idx] & (~0x00FF0000) ) | (p.z << 16);
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data.data[idx] = (data.data[idx] & (~0xFF000000) ) | (p.w << 24);
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}
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