Files
test2/source/blender/compositor/shaders/compositor_pixelate.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

25 lines
681 B
GLSL

/* SPDX-FileCopyrightText: 2024 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 start = (texel / int2(pixel_size)) * int2(pixel_size);
int2 end = min(start + int2(pixel_size), texture_size(input_tx));
float4 accumulated_color = float4(0.0f);
for (int y = start.y; y < end.y; y++) {
for (int x = start.x; x < end.x; x++) {
accumulated_color += texture_load_unbound(input_tx, int2(x, y));
}
}
int2 size = end - start;
int count = size.x * size.y;
imageStore(output_img, texel, accumulated_color / count);
}