source/backend/opengl/glsl/converter.glsl (16 lines of code) (raw):

layout(std430) buffer; layout(FORMAT, binding=0) writeonly uniform PRECISION image3D uOutput; layout(location=1) uniform mediump sampler3D uInput; layout(location = 2) uniform int width; layout(location = 3) uniform int height; layout(location = 4) uniform int channel; layout (local_size_x = XLOCAL, local_size_y = YLOCAL, local_size_z = ZLOCAL) in; void main() { ivec3 pos = ivec3(gl_GlobalInvocationID); if (pos.x < width && pos.y < height && pos.z < channel) { vec4 result = texelFetch(uInput, pos, 0); imageStore(uOutput, pos, result); } }