#[compute] #version 450 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; layout(rgba16, set = 0, binding = 0) uniform restrict image2D lastProcessedImage; layout(rgba16, set = 1, binding = 0) uniform restrict image2D currentImage; layout( push_constant, std430 ) uniform Params { float amount; float smearing; float luma; float minBrightness; float saturate; float blur; float blurRange; } params; void main() { ivec2 currentPosition = ivec2( gl_GlobalInvocationID.xy ); vec4 currentPixel = imageLoad( currentImage, currentPosition ); vec4 lastPixel = imageLoad( lastProcessedImage, currentPosition ); int blurOffset = int( params.blurRange ); vec4 top = imageLoad( lastProcessedImage, currentPosition + ivec2( 0, -blurOffset ) ); vec4 left = imageLoad( lastProcessedImage, currentPosition + ivec2( -blurOffset, 0 ) ); vec4 bottom = imageLoad( lastProcessedImage, currentPosition + ivec2( 0, blurOffset ) ); vec4 right = imageLoad( lastProcessedImage, currentPosition + ivec2( blurOffset, 0 ) ); vec4 blurred = ( top + left + bottom + right ) / 4.0; vec4 blurredLastPixel = mix( lastPixel, blurred, params.blur ); float luminance = min( 1.0, length( vec3( lastPixel.r, lastPixel.g, lastPixel.b ) ) ); float amount = ( luminance - params.minBrightness ) / ( 1.0 - params.minBrightness ); amount = min( max( 0.0, amount * params.saturate ), 1.0 ) * params.smearing; amount = mix( 1.0, amount, params.luma ); vec4 nextPixel = currentPixel + min( 1.0, amount * params.smearing ) * ( lastPixel - currentPixel ); vec4 nextPixelBlurred = currentPixel + min( 1.0, amount * params.smearing ) * ( blurredLastPixel - currentPixel ); imageStore( currentImage, currentPosition, mix( currentPixel, nextPixelBlurred, params.amount ) ); imageStore( lastProcessedImage, currentPosition, nextPixel ); }