procedural-3d-engine/shaders/glsl/computeshader/emboss.comp
2023-05-09 21:03:02 +02:00

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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 avg[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.avg[n] = (rgb.r + rgb.g + rgb.b) / 3.0;
}
}
float[9] kernel;
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;
vec4 res = vec4(vec3(conv(kernel, imageData.avg, 1.0, 0.50)), 1.0);
imageStore(resultImage, ivec2(gl_GlobalInvocationID.xy), res);
}