36 lines
1010 B
Plaintext
36 lines
1010 B
Plaintext
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#version 450 core
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layout (std140, binding = 0) uniform ratio_in
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{
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int ratio;
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};
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layout (set = 2, binding = 0) uniform usampler2D src;
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layout (set = 3, binding = 0) writeonly uniform uimage2D dst;
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layout (local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
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void main()
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{
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uvec2 coords = gl_GlobalInvocationID.xy;
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ivec2 textureSz = textureSize(src, 0);
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if (int(coords.x) >= textureSz.x || int(coords.y) >= textureSz.y)
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{
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return;
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}
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uint coordsShifted = coords.x << ratio;
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uvec2 dstCoords0 = uvec2(coordsShifted, coords.y);
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uvec2 dstCoords1 = uvec2(coordsShifted + 1, coords.y);
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uvec2 dstCoords2 = uvec2(coordsShifted + 2, coords.y);
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uvec2 dstCoords3 = uvec2(coordsShifted + 3, coords.y);
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uvec4 rgba = texelFetch(src, ivec2(coords), 0);
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imageStore(dst, ivec2(dstCoords0), rgba.rrrr);
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imageStore(dst, ivec2(dstCoords1), rgba.gggg);
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imageStore(dst, ivec2(dstCoords2), rgba.bbbb);
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imageStore(dst, ivec2(dstCoords3), rgba.aaaa);
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}
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