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test2/source/blender/compositor/shaders/compositor_scale_variable.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

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683 B
GLSL

/* SPDX-FileCopyrightText: 2024 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "gpu_shader_bicubic_sampler_lib.glsl"
#include "gpu_shader_compositor_texture_utilities.glsl"
void main()
{
int2 texel = int2(gl_GlobalInvocationID.xy);
int2 input_size = texture_size(input_tx);
float2 coordinates = (float2(texel) + float2(0.5f)) / float2(input_size);
float2 center = float2(0.5f);
float2 scale = float2(texture_load(x_scale_tx, texel).x, texture_load(y_scale_tx, texel).x);
float2 scaled_coordinates = center + (coordinates - center) / max(scale, 0.0001f);
imageStore(output_img, texel, SAMPLER_FUNCTION(input_tx, scaled_coordinates));
}