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
15 lines
440 B
GLSL
15 lines
440 B
GLSL
/* SPDX-FileCopyrightText: 2022 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_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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float value = texture_load(input_tx, texel).x;
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float normalized_value = (value - minimum) * scale;
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float clamped_value = clamp(normalized_value, 0.0f, 1.0f);
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imageStore(output_img, texel, float4(clamped_value));
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}
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