#version 450 layout (local_size_x = 16, local_size_y = 16) in; layout (binding = 0, rgba8) uniform readonly image2D inputImage; layout (binding = 1, rgba8) uniform image2D resultImage; float conv(in float[9] kernel, in float[9] data, in float denom, in float offset) { float res = 0.0; for (int i=0; i<9; ++i) { res += kernel[i] * data[i]; } return clamp(res/denom + offset, 0.0, 1.0); } struct ImageData { float avg[9]; } imageData; void main() { // Fetch neighbouring texels int n = -1; for (int i=-1; i<2; ++i) { for(int j=-1; j<2; ++j) { n++; vec3 rgb = imageLoad(inputImage, ivec2(gl_GlobalInvocationID.x + i, gl_GlobalInvocationID.y + j)).rgb; imageData.avg[n] = (rgb.r + rgb.g + rgb.b) / 3.0; } } float[9] kernel; kernel[0] = -1.0; kernel[1] = 0.0; kernel[2] = 0.0; kernel[3] = 0.0; kernel[4] = -1.0; kernel[5] = 0.0; kernel[6] = 0.0; kernel[7] = 0.0; kernel[8] = 2.0; vec4 res = vec4(vec3(conv(kernel, imageData.avg, 1.0, 0.50)), 1.0); imageStore(resultImage, ivec2(gl_GlobalInvocationID.xy), res); }