source/backend/opengl/glsl/unary.glsl (17 lines of code) (raw):
layout(FORMAT, binding=0) writeonly uniform PRECISION image3D uOutput;
layout(location=1) uniform mediump sampler3D uInput0;
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 inSize = imgSize.xyz;
if(all(lessThan(pos, inSize)))
{
vec4 data = texelFetch(uInput0, pos, 0);
#ifdef EXP
vec4 sum = exp(data);
#endif
imageStore(uOutput, pos, sum);
}
}