procedural-3d-engine/data/shaders/computeshader/sharpen.comp

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#version 450
layout (local_size_x = 16, local_size_y = 16) in;
layout (binding = 0, rgba8) uniform readonly image2D inputImage;
layout (binding = 1, rgba8) uniform image2D resultImage;
float conv(in float[9] kernel, in float[9] data, in float denom, in float offset)
{
float res = 0.0;
for (int i=0; i<9; ++i)
{
res += kernel[i] * data[i];
}
return clamp(res/denom + offset, 0.0, 1.0);
}
struct ImageData
{
float r[9];
float g[9];
float b[9];
} imageData;
void main()
{
// Fetch neighbouring texels
int n = -1;
for (int i=-1; i<2; ++i)
{
for(int j=-1; j<2; ++j)
{
n++;
vec3 rgb = imageLoad(inputImage, ivec2(gl_GlobalInvocationID.x + i, gl_GlobalInvocationID.y + j)).rgb;
imageData.r[n] = rgb.r;
imageData.g[n] = rgb.g;
imageData.b[n] = rgb.b;
}
}
float[9] kernel;
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;
vec4 res = vec4(
conv(kernel, imageData.r, 1.0, 0.0),
conv(kernel, imageData.g, 1.0, 0.0),
conv(kernel, imageData.b, 1.0, 0.0),
1.0);
imageStore(resultImage, ivec2(gl_GlobalInvocationID.xy), res);
}