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- #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);
- }
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