#version 430 core layout (local_size_x = 128, local_size_y = 1, local_size_z = 1) in; layout (r16i, binding = 0) readonly uniform iimageBuffer ImageIn; layout (rg16i, binding = 1) writeonly uniform iimageBuffer ImageOut; layout (location = 0) uniform int GlobalOffset; layout (location = 1) uniform int WindowLength; void main() { int x = int(gl_GlobalInvocationID.x); int offset = GlobalOffset + x * WindowLength; vec2 sum = vec2(0, 0); float scale = 1.0 / float(WindowLength); for (int i = 0; i < WindowLength; i++) { ivec4 v = imageLoad(ImageIn, offset + i); float value = float(v.x); sum += vec2(clamp(value, 0.0, 32767.0), clamp(value, -32768.0, 0.0)) * scale; } imageStore(ImageOut, x, ivec4(int(sum.x), int(sum.y), 0, 0)); }