90 lines
2.5 KiB
GLSL
90 lines
2.5 KiB
GLSL
#version 310 es
|
|
|
|
struct Params {
|
|
uint filterDim;
|
|
uint blockDim;
|
|
};
|
|
|
|
layout(binding = 1) uniform Params_1 {
|
|
uint filterDim;
|
|
uint blockDim;
|
|
} params;
|
|
|
|
layout(rgba8) uniform highp writeonly image2D outputTex;
|
|
struct Flip {
|
|
uint value;
|
|
};
|
|
|
|
layout(binding = 3) uniform Flip_1 {
|
|
uint value;
|
|
} flip;
|
|
|
|
shared vec3 tile[4][256];
|
|
uniform highp sampler2D inputTex_1;
|
|
uniform highp sampler2D inputTex_samp;
|
|
|
|
void tint_symbol(uvec3 WorkGroupID, uvec3 LocalInvocationID, uint local_invocation_index) {
|
|
{
|
|
for(uint idx = local_invocation_index; (idx < 1024u); idx = (idx + 64u)) {
|
|
uint i_1 = (idx / 256u);
|
|
uint i_2 = (idx % 256u);
|
|
tile[i_1][i_2] = vec3(0.0f);
|
|
}
|
|
}
|
|
barrier();
|
|
uint filterOffset = ((params.filterDim - 1u) / 2u);
|
|
ivec2 dims = textureSize(inputTex_1, 0);
|
|
ivec2 baseIndex = (ivec2(((WorkGroupID.xy * uvec2(params.blockDim, 4u)) + (LocalInvocationID.xy * uvec2(4u, 1u)))) - ivec2(int(filterOffset), 0));
|
|
{
|
|
for(uint r = 0u; (r < 4u); r = (r + 1u)) {
|
|
{
|
|
for(uint c = 0u; (c < 4u); c = (c + 1u)) {
|
|
ivec2 loadIndex = (baseIndex + ivec2(int(c), int(r)));
|
|
if ((flip.value != 0u)) {
|
|
loadIndex = loadIndex.yx;
|
|
}
|
|
tile[r][((4u * LocalInvocationID.x) + c)] = textureLod(inputTex_samp, ((vec2(loadIndex) + vec2(0.25f)) / vec2(dims)), 0.0f).rgb;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
barrier();
|
|
{
|
|
for(uint r = 0u; (r < 4u); r = (r + 1u)) {
|
|
{
|
|
for(uint c = 0u; (c < 4u); c = (c + 1u)) {
|
|
ivec2 writeIndex = (baseIndex + ivec2(int(c), int(r)));
|
|
if ((flip.value != 0u)) {
|
|
writeIndex = writeIndex.yx;
|
|
}
|
|
uint center = ((4u * LocalInvocationID.x) + c);
|
|
bool tint_tmp_1 = (center >= filterOffset);
|
|
if (tint_tmp_1) {
|
|
tint_tmp_1 = (center < (256u - filterOffset));
|
|
}
|
|
bool tint_tmp = (tint_tmp_1);
|
|
if (tint_tmp) {
|
|
tint_tmp = all(lessThan(writeIndex, dims));
|
|
}
|
|
if ((tint_tmp)) {
|
|
vec3 acc = vec3(0.0f);
|
|
{
|
|
for(uint f = 0u; (f < params.filterDim); f = (f + 1u)) {
|
|
uint i = ((center + f) - filterOffset);
|
|
acc = (acc + ((1.0f / float(params.filterDim)) * tile[r][i]));
|
|
}
|
|
}
|
|
imageStore(outputTex, writeIndex, vec4(acc, 1.0f));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
|
|
void main() {
|
|
tint_symbol(gl_WorkGroupID, gl_LocalInvocationID, gl_LocalInvocationIndex);
|
|
return;
|
|
}
|