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#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()
{
ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
/* The lower bound is inclusive and upper bound is exclusive. */
bool is_inside = all(greaterThanEqual(texel, lower_bound)) && all(lessThan(texel, upper_bound));
/* Write the pixel color if it is inside the cropping region, otherwise, write zero. */
vec4 color = is_inside ? texture_load(input_tx, texel) : vec4(0.0);
imageStore(output_img, texel, color);
}
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