The Map UV node does not work when the UV input is a single value, where it is expected that the output will also be single value. This was simply not implemented for GPU, so this patch does that. Pull Request: https://projects.blender.org/blender/blender/pulls/143096
16 lines
385 B
GLSL
16 lines
385 B
GLSL
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "gpu_shader_bicubic_sampler_lib.glsl"
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#include "gpu_shader_compositor_texture_utilities.glsl"
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void main()
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{
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int2 texel = int2(gl_GlobalInvocationID.xy);
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float4 sampled_color = SAMPLER_FUNCTION(input_tx, coordinates_u);
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imageStore(output_img, texel, sampled_color);
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}
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