unsigned num_slices = (WIDTH/8)*(HEIGHT/8)/BLOCKS_PER_STREAM;
glDispatchCompute(1, (num_slices+PARALLEL_SLICES-1)/PARALLEL_SLICES, 1);
}
unsigned num_slices = (WIDTH/8)*(HEIGHT/8)/BLOCKS_PER_STREAM;
glDispatchCompute(1, (num_slices+PARALLEL_SLICES-1)/PARALLEL_SLICES, 1);
}