#version 450
/*
* Kiyo data
* - WORKGROUP_SIZE and NUM_IMAGES are provided by the engine
*/
layout ( local_size_x = WORKGROUP_SIZE, local_size_y = WORKGROUP_SIZE, local_size_z = 1 ) in;
layout( binding = 0, rgba8 ) uniform image2D images[NUM_IMAGES];
layout( push_constant ) uniform PushConstants
{
float time;
int in_image;
int out_image;
} constants;
/*
* User data
*/
vec3 palette( in float t, in vec3 a, in vec3 b, in vec3 c, in vec3 d )
{
return a + b*cos( 6.28318*(c*t+d) );
}
void main()
{
ivec2 p = ivec2( gl_GlobalInvocationID.xy );
ivec2 screenSize = imageSize( images[ constants.out_image ] );
if( p.x > screenSize.x || p.y > screenSize.y )
{
return;
}
vec2 pos = vec2( float( p.x ) / float( screenSize.x ), float( p.y ) / float( screenSize.y ) ) - 0.5f;
// Kernel setup
vec3 edge = vec3( 0.0 );
vec3 center = vec3( 5.0 );
vec3 corner = vec3( -1.0 );
vec3 total = edge * 4. + corner * 4. + center;
edge /= total;
center /= total;
corner /= total;
vec3 kernel[9] = {
corner, edge, corner,
edge, center, edge,
corner, edge, corner
};
vec4 c = vec4( 0.0f );
int range = 1;
for( int x = -range; x <= range; x++ )
{
for( int y = -range; y <= range; y++ )
{
c += imageLoad( images[constants.in_image], p + ivec2( x, y ) ) * vec4(kernel[ x + range + ( y + range ) * 3 ], 1);
}
}
imageStore( images[ constants.out_image ], p, c );
}