Files
test/source/blender/compositor/shaders/compositor_split.glsl
Clément Foucault 3b3a5731df GPU: Shader: Change vector and matrix type to use blender convention
This unify the C++ and GLSL codebase style.

The GLSL types are still in the backend compatibility
layers to support python shaders. However, the C++
shader compilation layer doesn't have them to enforce
correct type usage.

Note that this is going to break pretty much all PRs
in flight that targets shader code.

Rel #137261

Pull Request: https://projects.blender.org/blender/blender/pulls/137369
2025-04-14 13:46:41 +02:00

20 lines
632 B
GLSL

/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "gpu_shader_compositor_texture_utilities.glsl"
void main()
{
int2 texel = int2(gl_GlobalInvocationID.xy);
int2 output_size = imageSize(output_img);
#if defined(SPLIT_HORIZONTAL)
bool condition = (output_size.x * split_ratio) <= texel.x;
#elif defined(SPLIT_VERTICAL)
bool condition = (output_size.y * split_ratio) <= texel.y;
#endif
float4 color = condition ? texture_load(first_image_tx, texel) :
texture_load(second_image_tx, texel);
imageStore(output_img, texel, color);
}