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
11 lines
317 B
GLSL
11 lines
317 B
GLSL
/* SPDX-FileCopyrightText: 2023 Blender Authors
|
|
*
|
|
* SPDX-License-Identifier: GPL-2.0-or-later */
|
|
|
|
void main()
|
|
{
|
|
int2 texel = int2(gl_GlobalInvocationID.xy);
|
|
float2 coordinates = (float2(texel) + float2(0.5f)) / float2(imageSize(preview_img));
|
|
imageStore(preview_img, texel, texture(input_tx, coordinates));
|
|
}
|