6f4aa54131
D3D11 and GL (4.3+, ES 3.1+) will come separately at a later time. Change-Id: If30f2f3d062fa27e57e9912674669225b82a7b93 Reviewed-by: Lars Knoll <lars.knoll@qt.io>
21 lines
542 B
Plaintext
21 lines
542 B
Plaintext
#version 440
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layout (local_size_x = 16, local_size_y = 16) in;
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layout(std140, binding = 0) uniform UniformBuffer
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{
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float factor;
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} ubuf;
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layout (binding = 1, rgba8) uniform readonly image2D texIn;
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layout (binding = 2, rgba8) uniform writeonly image2D texOut;
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void main()
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{
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ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
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ivec2 d = ivec2(1, 1);
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vec4 diff = imageLoad(texIn, pos + d) - imageLoad(texIn, pos - d);
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float c = (diff.x + diff.y + diff.z) / ubuf.factor + 0.5f;
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imageStore(texOut, pos, vec4(c, c, c, 1.0));
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}
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