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); } }