winter-tales/addons/compositor-lens-flare/overlay.glsl

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2026-01-15 14:01:40 +00:00
#[compute]
#version 450
// Invocations in the (x, y, z) dimension
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(rgba16f, set = 0, binding = 0) uniform image2D overlay_image;
layout(rgba16f, set = 1, binding = 0) uniform image2D color_image;
layout(set = 2, binding = 0) uniform sampler2D dirt_texture;
// Our push PushConstant
layout(push_constant, std430) uniform Params {
vec2 render_size;
float res;
float dirt_power;
} params;
// The code we want to execute in each invocation
void main() {
ivec2 render_size = ivec2(params.render_size.xy);
ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
// Just in case the render_size size is not divisable by 8
if ((uv.x >= render_size.x) || (uv.y >= render_size.y)) {
return;
}
float dirt = texture(dirt_texture, vec2(uv) / vec2(render_size)).r;
vec4 color = imageLoad(color_image, uv);
vec4 overlay = imageLoad(overlay_image, uv) * mix(1.0, dirt, params.dirt_power);
color += overlay;
imageStore(color_image, uv, color);
}