/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ import shared; [shader("compute")] [numthreads(16, 16, 1)] void computeMain(uint3 GlobalInvocationID : SV_DispatchThreadID) { float r[9]; float g[9]; float b[9]; // Fetch neighbouring texels int n = -1; for (int i=-1; i<2; ++i) { for(int j=-1; j<2; ++j) { n++; float3 rgb = inputImage[uint2(GlobalInvocationID.x + i, GlobalInvocationID.y + j)].rgb; r[n] = rgb.r; g[n] = rgb.g; b[n] = rgb.b; } } float kernel[9]; kernel[0] = -1.0; kernel[1] = -1.0; kernel[2] = -1.0; kernel[3] = -1.0; kernel[4] = 9.0; kernel[5] = -1.0; kernel[6] = -1.0; kernel[7] = -1.0; kernel[8] = -1.0; float4 res = float4( conv(kernel, r, 1.0, 0.0), conv(kernel, g, 1.0, 0.0), conv(kernel, b, 1.0, 0.0), 1.0); resultImage[int2(GlobalInvocationID.xy)] = res; }