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
20 lines
488 B
GLSL
20 lines
488 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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int2 size = texture_size(input_tx);
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int2 flipped_texel = texel;
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if (flip_x) {
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flipped_texel.x = size.x - texel.x - 1;
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}
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if (flip_y) {
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flipped_texel.y = size.y - texel.y - 1;
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}
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imageStore(output_img, texel, texture_load(input_tx, flipped_texel));
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}
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