Do it from ground up like normal
by copying a tutorial/demo
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46
shaders/decay_cs.glsl
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46
shaders/decay_cs.glsl
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#[compute]
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#version 450
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// Invocations in the (x, y, z) dimension
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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// Our textures.
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layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D current_image;
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layout(r32f, set = 1, binding = 0) uniform restrict readonly image2D previous_image;
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layout(r32f, set = 2, binding = 0) uniform restrict writeonly image2D output_image;
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// PushConstants
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layout(push_constant, std430) uniform Params {
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vec2 texture_size;
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float decay_factor;
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float dunno_lol;
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} params;
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// The code we want to execute in each invocation
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void main() {
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ivec2 size = ivec2(params.texture_size.x - 1, params.texture_size.y - 1);
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ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
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// Just in case the texture size is not divisable by 8.
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if ((uv.x > size.x) || (uv.y > size.y)) {
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return;
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}
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ivec2 tl = ivec2(0, 0);
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float current_v = imageLoad(current_image, uv).r;
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float up_v = imageLoad(current_image, clamp(uv - ivec2(0, 1), tl, size)).r;
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float down_v = imageLoad(current_image, clamp(uv + ivec2(0, 1), tl, size)).r;
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float left_v = imageLoad(current_image, clamp(uv - ivec2(1, 0), tl, size)).r;
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float right_v = imageLoad(current_image, clamp(uv + ivec2(1, 0), tl, size)).r;
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float new_v = current_v * params.decay_factor;
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if (new_v < 0.0) {
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new_v = 0.0;
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}
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vec4 result = vec4(new_v, new_v, new_v, 1.0);
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imageStore(output_image, uv, result);
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}
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