#version 460 core layout(std430, binding = 3) buffer layoutName { float o_Points[]; }; const uint transformationCount = 3; layout(location = 1) uniform mat4 transformations[transformationCount]; layout(local_size_x = 64) in; highp float rand(vec2 co) { highp float a = 12.9898; highp float b = 78.233; highp float c = 43758.5453; highp float dt= dot(co.xy ,vec2(a,b)); highp float sn= mod(dt,3.14); return fract(sin(sn) * c); } vec3 unpack(uint index) { return vec3(o_Points[index * 3], o_Points[index * 3 + 1], o_Points[index * 3 + 2]); } void store(vec3 vect, uint index) { o_Points[index * 3] = vect.x; o_Points[index * 3 + 1] = vect.y; o_Points[index * 3 + 2] = vect.z; } void main() { uint currentIndex = gl_GlobalInvocationID.x; vec3 currentPoint = unpack(currentIndex); uint index = uint(rand(currentPoint.xy + currentPoint.z + currentIndex) * 69); mat4 transformation = transformations[index % transformationCount]; vec3 result = (transformation * vec4(currentPoint, 1.0)).xyz; store(result, currentIndex); }