#version 450 #include "generic_head.glsl" #include "types.glsl" layout(local_size_x = 512, local_size_y = 1, local_size_z = 1) in; layout (binding = 0) writeonly buffer D {D_TYPE data_d[];}; void main() { const uint i = gl_GlobalInvocationID.x; if (i >= p.KX) { return; } // p.param1 = start, p.param2 = step float value = p.param1 + p.param2 * float(i); data_d[i] = D_TYPE(value); }