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#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()
{
ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
/* Get the normalized coordinates of the pixel centers. */
vec2 normalized_texel = (vec2(texel) + vec2(0.5)) / vec2(texture_size(input_tx));
/* Sample the red and blue channels shifted by the dispersion amount. */
const float red = texture(input_tx, normalized_texel + vec2(dispersion, 0.0)).r;
const float green = texture_load(input_tx, texel).g;
const float blue = texture(input_tx, normalized_texel - vec2(dispersion, 0.0)).b;
imageStore(output_img, texel, vec4(red, green, blue, 1.0));
}
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