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GLSL Essentials

You're reading from   GLSL Essentials If you're involved in graphics programming, you need to know about shaders, and this is the book to do it. A hands-on guide to the OpenGL Shading Language, it walks you through the absolute basics to advanced techniques.

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849698009
Length 116 pages
Edition 1st Edition
Languages
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Author (1):
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Jacobo Rodriguez Jacobo Rodriguez
Author Profile Icon Jacobo Rodriguez
Jacobo Rodriguez
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Toc

Raw data computations


The following sample code is another very simple compute shader example, but it completes the basic sets of operations. First, we handled image data, now, we will handle raw data. In this example, the shader will receive two arrays of the same size, and we will use the shader to sum them together into a third array.

As always, let's go first with the shader's code:

#version 430
layout (local_size_x = 16, local_size_y = 1, local_size_z = 1) in;
uniform int BufferSize;
layout(std430, binding = 0) buffer InputBufferA{float inA[];};
layout(std430, binding = 1) buffer InputBufferB{float inB[];};
layout(std430, binding=2) buffer OutputBuffer{float outBuffer[];};
void main()
{
  uint index = gl_GlobalInvocationID.x;
  if(index >= BufferSize)
  {
    return;
  }
  outBuffer[index] = inA[index] + inB[index];
}

As you can see, we are using each work item to process only one array's element. The two important things here are the declaration of the buffers and the return that controls...

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