rj-action-library/Runtime/Rendering/Compositor/CompositorEffects/Pixelation/PixelationShader.glsl

35 lines
1010 B
GLSL

#[compute]
#version 450
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(rgba16f, set = 0, binding = 0) uniform image2D color_image;
layout(push_constant, std430) uniform Params {
vec2 raster_size;
float pixel_size;
float reserved;
} params;
void main()
{
ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
ivec2 size = ivec2(params.raster_size);
if (uv.x >= size.x || uv.y >= size.y )
{
return;
}
float x = float(int(gl_GlobalInvocationID.x) % int(params.pixel_size));
float y = float(int(gl_GlobalInvocationID.y) % int(params.pixel_size));
x = gl_GlobalInvocationID.x + floor(params.pixel_size / 2.0) - x;
y = gl_GlobalInvocationID.y + floor(params.pixel_size / 2.0) - y;
x = min( x, params.raster_size.x - max( 1.0, params.pixel_size / 2.0 ) );
y = min( y, params.raster_size.y - max( 1.0, params.pixel_size / 2.0 ) );
vec4 color = imageLoad(color_image, ivec2( x, y ) );
imageStore(color_image, uv, color);
}