1#version 450
2
3#include "rope_head.glsl"
4#include "rope_funcs.glsl"
5
6void main() {
7 const uint i0 = 2*gl_GlobalInvocationID.y;
8 const uint row = gl_GlobalInvocationID.x + 32768 * gl_GlobalInvocationID.z;
9 if (row >= pc.nrows) {
10 return;
11 }
12 const uint i3 = row / (pc.ne01*pc.ne02);
13 const uint i2 = (row - i3 * pc.ne01*pc.ne02) / pc.ne01;
14 const uint i1 = (row - i3 * pc.ne01*pc.ne02 - i2 * pc.ne01);
15
16 rope_norm(i0, i1, i2, i3, pc);
17}