#version 450 #include "rope_head.glsl" #include "rope_funcs.glsl" void main() { const uint i0 = 2*gl_GlobalInvocationID.y; // i1 is actually i2*nb2+i1, but the rows are contiguous const uint i1 = gl_GlobalInvocationID.x + 32768 * gl_GlobalInvocationID.z; if (i1 >= pc.nrows) { return; } rope_multi(i0, i1, pc); }