#version 430 core layout(local_size_x = 16, local_size_y = 16) in; layout(binding = 0, rgba32f) uniform readonly image2D u_input; layout(binding = 1, rgba32f) uniform writeonly image2D u_output; uniform int u_radius; // 1 => 3x3, 2 => 5x5 void main() { ivec2 p = ivec2(gl_GlobalInvocationID.xy); ivec2 size = imageSize(u_output); if (p.x >= size.x || p.y >= size.y) return; vec3 sum = vec3(0.0); int count = 0; for (int dy = -u_radius; dy <= u_radius; ++dy) { for (int dx = -u_radius; dx <= u_radius; ++dx) { ivec2 q = clamp(p + ivec2(dx, dy), ivec2(0), size - ivec2(1)); sum += imageLoad(u_input, q).rgb; count += 1; } } vec3 out_color = sum / float(count); imageStore(u_output, p, vec4(out_color, 1.0)); }