#version 450 /* Copyright (c) 2021-2025, Arm Limited and Contributors * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ // Downscale pass. Simple and naive :) layout(local_size_x = 8, local_size_y = 8) in; #include "blur_common.h" const float SCALE = 1.75; void main() { if (all(lessThan(gl_GlobalInvocationID.xy, registers.resolution))) { vec2 uv = (vec2(gl_GlobalInvocationID.xy) + 0.5) * registers.inv_resolution; vec3 rgb = bloom_blur(uv, SCALE); imageStore(out_tex, ivec2(gl_GlobalInvocationID.xy), vec4(rgb, 1.0)); } }