source/backend/opengl/glsl/preluWithChannel.glsl (20 lines of code) (raw):

layout(FORMAT, binding=0) writeonly uniform PRECISION image3D uOutput; layout(location=1) uniform mediump sampler3D uInput; layout(binding=2) readonly buffer slope{ vec4 data[]; } uSlope; layout(location=3) uniform ivec4 imgSize; layout (local_size_x = XLOCAL, local_size_y = YLOCAL, local_size_z = ZLOCAL) in; void main() { ivec3 pos = ivec3(gl_GlobalInvocationID); ivec3 imgSize = imgSize.xyz; if(pos.x < imgSize.x && pos.y < imgSize.y && pos.z < imgSize.z) { vec4 slope = uSlope.data[pos.z]; vec4 dataIn = texelFetch(uInput, pos, 0); vec4 dataTemp = dataIn * slope; bvec4 lessZero = bvec4(lessThan(dataIn, vec4(0.0))); imageStore(uOutput, pos, mix(dataIn, dataTemp, lessZero)); } }