// Copyright 2020 Google LLC Texture2D inputImage : register(t0); RWTexture2D resultImage : register(u1); float conv(in float kernel[9], in float data[9], in float denom, in float offset) { float res = 0.0; for (int i=0; i<9; ++i) { res += kernel[i] * data[i]; } return saturate(res/denom + offset); } [numthreads(16, 16, 1)] void main(uint3 GlobalInvocationID : SV_DispatchThreadID) { float imageData[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; imageData[n] = (rgb.r + rgb.g + rgb.b) / 3.0; } } float kernel[9]; kernel[0] = -1.0; kernel[1] = 0.0; kernel[2] = 0.0; kernel[3] = 0.0; kernel[4] = -1.0; kernel[5] = 0.0; kernel[6] = 0.0; kernel[7] = 0.0; kernel[8] = 2.0; float4 res = float4(conv(kernel, imageData, 1.0, 0.50).xxx, 1.0); resultImage[int2(GlobalInvocationID.xy)] = res; }