#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl) void main() { ivec2 texel = ivec2(gl_GlobalInvocationID.xy); #if defined(SPLIT_HORIZONTAL) bool condition = (view_size.x * split_ratio) < texel.x; #elif defined(SPLIT_VERTICAL) bool condition = (view_size.y * split_ratio) < texel.y; #endif vec4 color = condition ? texture_load(first_image_tx, texel) : texture_load(second_image_tx, texel); imageStore(output_img, texel, color); }