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MyJumpFloodIteration/jump_flood_overlay.glsl
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MyJumpFloodIteration/jump_flood_overlay.glsl
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#[compute]
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#version 450
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layout(set = 0, binding = 0) uniform sampler2D blur_sampler;
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layout(rgba16f, set = 0, binding = 1) uniform image2D color_image;
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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void main()
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{
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ivec2 render_size = ivec2(textureSize(blur_sampler, 0));
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ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
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if ((uv.x >= render_size.x) || (uv.y >= render_size.y))
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{
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return;
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}
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imageStore(color_image, uv, textureLod(blur_sampler, (vec2(uv) + 0.5) / render_size, 0.0));
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}
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