//! type chunk layout( local_size_x = 8 , local_size_y = 8 ) in; layout( location = 0 ) uniform float u_Time; //layout( location = 1 ) uniform vec2 u_Resolution; layout( location = 2 ) uniform vec3 u_CamPos; layout( location = 3 ) uniform vec3 u_LookAt; layout( location = 4 ) uniform vec3 u_CamUp; layout( location = 5 ) uniform float u_NearPlane; layout( location = 6 ) uniform vec4 u_Render; layout( location = 7 ) uniform float u_FogAttenuation; layout( location = 8 ) uniform int u_Correction; //layout( location = 0 ) out vec3 o_Color; //layout( location = 1 ) out float o_Z; layout( binding = 0 , rgba16f ) writeonly uniform image2D u_Output; //! include raymarching.glsl