//
// Copyright (c) 2018-2022 Advanced Micro Devices, Inc. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//

#version 450
#extension GL_ARB_separate_shader_objects : enable

layout(local_size_x=1, local_size_y=1, local_size_z=1) in;

layout(binding=0) uniform sampler2D img;
layout(binding=1) buffer buf
{
	uint bufValues[];
};

void main()
{
	ivec2 xy = ivec2(bufValues[gl_GlobalInvocationID.x * 3],
		bufValues[gl_GlobalInvocationID.x * 3 + 1]);
	vec4 color = texture(img, xy);
	bufValues[gl_GlobalInvocationID.x * 3 + 2] =
		uint(color.r * 255.0) << 24 |
		uint(color.g * 255.0) << 16 |
		uint(color.b * 255.0) <<  8 |
		uint(color.a * 255.0);
}
