// 3x3 median filter.
//
// Per-channel median of the 3x3 neighbourhood (all four channels, so the
// result stays consistent on premultiplied-alpha data). Useful for
// salt-and-pepper noise removal while preserving edges better than a box
// blur.
fn compare_swap(values: ptr<function, array<vec4<f32>, 9>>, a: u32, b: u32) {
let va = (*values)[a];
let vb = (*values)[b];
(*values)[a] = min(va, vb);
(*values)[b] = max(va, vb);
}
fn median9(values: array<vec4<f32>, 9>) -> vec4<f32> {
var v = values;
compare_swap(&v, 1u, 2u);
compare_swap(&v, 4u, 5u);
compare_swap(&v, 7u, 8u);
compare_swap(&v, 0u, 1u);
compare_swap(&v, 3u, 4u);
compare_swap(&v, 6u, 7u);
compare_swap(&v, 1u, 2u);
compare_swap(&v, 4u, 5u);
compare_swap(&v, 7u, 8u);
compare_swap(&v, 0u, 3u);
compare_swap(&v, 5u, 8u);
compare_swap(&v, 4u, 7u);
compare_swap(&v, 3u, 6u);
compare_swap(&v, 1u, 4u);
compare_swap(&v, 2u, 5u);
compare_swap(&v, 4u, 7u);
compare_swap(&v, 4u, 2u);
compare_swap(&v, 6u, 4u);
compare_swap(&v, 4u, 2u);
return v[4u];
}
@compute @workgroup_size(WORKGROUP_X, WORKGROUP_Y)
fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
let dims = vec2<u32>(uniforms.output_dimensions);
if gid.x >= dims.x || gid.y >= dims.y {
return;
}
let center = map_to_input(gid.xy);
var samples: array<vec4<f32>, 9>;
var idx: u32 = 0u;
for (var dy: i32 = -1; dy <= 1; dy = dy + 1) {
for (var dx: i32 = -1; dx <= 1; dx = dx + 1) {
samples[idx] = load_input(center + vec2<i32>(dx, dy));
idx = idx + 1u;
}
}
textureStore(output_texture, vec2<i32>(gid.xy), median9(samples));
}