#version 460 #extension GL_QCOM_tile_shading : enable layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in; layout (set=0, binding=0, tile_attachmentQCOM, rgba32f) uniform highp image2D input0; // tile color attachments (new syntax) layout (set=0, binding=1, tile_attachmentQCOM, rgba32f) uniform highp image2D color0; // attachment0 layout (set=0, binding=2, tile_attachmentQCOM, rgba32i) uniform highp iimage2D color1; // attachment1 // depth/stencil attachments layout (set=0, binding=3, tile_attachmentQCOM, rgba32f) uniform highp image2D depth; layout (set=0, binding=4, tile_attachmentQCOM, rgba32ui) uniform highp uimage2D stencil; void main () { uvec2 uoffset = clamp(gl_GlobalInvocationID.xy, gl_TileOffsetQCOM, gl_TileOffsetQCOM + gl_TileDimensionQCOM.xy - uvec2(1.1)); ivec2 offset = ivec2(uoffset); // read from attachments vec4 colorA = imageLoad( color0, offset ); ivec4 icolorB = imageLoad( color1, offset ); vec4 colorC = imageLoad( input0, offset ); float d = imageLoad( depth, offset ).x; uint s = imageLoad( stencil, offset ).x; // compute output values vec4 outColor = ( colorA + vec4(icolorB) + colorC ) * 0.33f; float outDepth = d * 2.0f; uint outStencil = s + uint(1); // write to attachments imageStore( color0, offset, outColor ); imageStore( depth, offset, vec4(outDepth) ); imageStore( stencil, offset, uvec4(outStencil) ); }