#version 450 /* Copyright (c) 2021, 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. */ layout(local_size_x = 8, local_size_y = 8) in; layout(set = 0, binding = 0) uniform sampler2D in_tex; layout(rgba16f, set = 0, binding = 1) writeonly uniform image2D out_tex; layout(push_constant) uniform Registers { uvec2 resolution; vec2 inv_resolution; vec2 inv_input_resolution; } registers; void main() { if (all(lessThan(gl_GlobalInvocationID.xy, registers.resolution))) { vec2 uv = (vec2(gl_GlobalInvocationID.xy) + 0.5) * registers.inv_resolution; vec3 rgb = textureLod(in_tex, uv, 0.0).rgb; rgb = 0.2 * max(rgb - 1.0, vec3(0.0)); imageStore(out_tex, ivec2(gl_GlobalInvocationID.xy), vec4(rgb, 1.0)); } }