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RT_GPU/shaders/denoising.glsl
2025-02-07 23:32:52 +01:00

20 lines
505 B
GLSL

#version 430 core
layout(local_size_x = 16, local_size_y = 16) in;
layout(binding = 0, rgba32f) uniform image2D read_texture;
layout(binding = 2, rgba32f) uniform image2D write_texture;
uniform vec2 u_resolution;
void main()
{
ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy);
if (pixel_coords.x >= int(u_resolution.x) || pixel_coords.y >= int(u_resolution.y))
return;
vec4 color = imageLoad(read_texture, pixel_coords);
color *= 0.5;
imageStore(write_texture, pixel_coords, color);
}