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@@ -89,6 +89,7 @@ return {
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in uvec3 gl_WorkGroupID; // The current global work group
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in uvec3 gl_LocalInvocationID; // The current local work group
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in uvec3 gl_GlobalInvocationID; // A unique ID combining the global and local IDs
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+ in uint gl_LocalInvocationIndex; // A 1D index of the LocalInvocationID
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Compute shaders don't return anything but they can write data to `Texture`s or `ShaderBlock`s.
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To bind a texture in a way that can be written to a compute shader, declare the uniforms with a
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