/* SPDX-FileCopyrightText: 2022 Blender Authors * * SPDX-License-Identifier: GPL-2.0-or-later */ #include "gpu_shader_compositor_texture_utilities.glsl" void main() { ivec2 texel = ivec2(gl_GlobalInvocationID.xy); float value = texture_load(input_tx, texel).x; float normalized_value = (value - minimum) * scale; float clamped_value = clamp(normalized_value, 0.0, 1.0); imageStore(output_img, texel, vec4(clamped_value)); }