layout(rg16ui) uniform restrict readonly uimage2D dsyms_tex;
layout(r8) uniform restrict writeonly image2D out_tex;
layout(r16i) uniform restrict writeonly iimage2D coeff_tex;
+uniform int num_blocks;
const uint prob_bits = 12;
const uint prob_scale = 1 << prob_bits;
const uint local_y = (gl_LocalInvocationID.x / 8) % 8;
const uint local_z = gl_LocalInvocationID.x / 64;
- const uint num_blocks = 720 / 16; // FIXME: make a uniform
const uint slice_num = local_z;
const uint thread_num = local_y * 8 + local_x;