#[compute] #version 450 // Adapted from https://chrisoat.com/papers/Oat-ScenePostprocessing.pdf // 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 light_image; layout(rgba16f, set = 1, binding = 0) uniform image2D out_image; // Our push constant layout(push_constant, std430) uniform Params { vec2 raster_size; vec2 streak_direction; int streak_samples; float attenuation; int iteration; } params; // The code we want to execute in each invocation void main() { ivec2 uv = ivec2(gl_GlobalInvocationID.xy); ivec2 size = ivec2(params.raster_size); if (uv.x >= size.x || uv.y >= size.y) { return; } vec4 new_color = vec4(0.0, 0.0, 0.0, 1.0); //imageLoad(light_image, uv); float b = pow(params.streak_samples, params.iteration); for (int sample_num = 0; sample_num < params.streak_samples; sample_num++) { float weight = pow(params.attenuation, b * sample_num); ivec2 texture_coordinates_here = uv + ivec2(params.streak_direction * b * sample_num); new_color.rgb += clamp(weight, 0.0, 1.0) * imageLoad(light_image, texture_coordinates_here).rgb; } imageStore(out_image, uv, new_color); }