40 lines
1.3 KiB
Plaintext
40 lines
1.3 KiB
Plaintext
#version 450
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/* Copyright (c) 2021, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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layout(local_size_x = 8, local_size_y = 8) in;
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layout(set = 0, binding = 0) uniform sampler2D in_tex;
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layout(rgba16f, set = 0, binding = 1) writeonly uniform image2D out_tex;
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layout(push_constant) uniform Registers
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{
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uvec2 resolution;
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vec2 inv_resolution;
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vec2 inv_input_resolution;
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} registers;
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void main()
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{
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if (all(lessThan(gl_GlobalInvocationID.xy, registers.resolution)))
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{
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vec2 uv = (vec2(gl_GlobalInvocationID.xy) + 0.5) * registers.inv_resolution;
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vec3 rgb = textureLod(in_tex, uv, 0.0).rgb;
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rgb = 0.2 * max(rgb - 1.0, vec3(0.0));
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imageStore(out_tex, ivec2(gl_GlobalInvocationID.xy), vec4(rgb, 1.0));
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}
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} |