/*
 * Copyright (c) Meta Platforms, Inc. and affiliates.
 * All rights reserved.
 *
 * This source code is licensed under the BSD-style license found in the
 * LICENSE file in the root directory of this source tree.
 */

#version 450 core

#define PRECISION ${PRECISION}

layout(std430) buffer;

layout(set = 0, binding = 0, rgba32f) uniform PRECISION restrict writeonly image3D   uOutput;
layout(set = 0, binding = 1) uniform PRECISION sampler3D uInput;
layout(set = 0, binding = 2) uniform PRECISION restrict Block {
  ivec4 size;
} uBlock;

layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in;

void main() {
  const ivec3 pos = ivec3(gl_GlobalInvocationID);

  if (all(lessThan(pos, uBlock.size.xyz))) {
    const vec4 intex = texelFetch(uInput, pos, 0);
    imageStore(
        uOutput,
        pos,
        intex + 5);
  }
}
