/* Copyright (c) 2021, Arm Limited and Contributors * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #version 450 layout(local_size_x = 8, local_size_y = 8) in; layout(rgba8, set = 0, binding = 0) writeonly uniform image2D ImageOutput; layout(set = 1, binding = 0) uniform sampler2D ImageInput; layout(push_constant) uniform Registers { float counter; } registers; void main() { vec4 v = texelFetch(ImageInput, ivec2(gl_GlobalInvocationID.xy), 0); // Increase intensity over time until the cell dies. if (any(notEqual(v.rgb, vec3(0.0)))) v.w = max(v.w, registers.counter); else v.w = 0.0; imageStore(ImageOutput, ivec2(gl_GlobalInvocationID.xy), v); }