#version 430 core #include "../include/tonemap.glsl" layout(local_size_x = 16, local_size_y = 16) in; // Binding 1 – full-res accumulation buffer (RGB = colour, A = 1.0 once sampled) layout(binding = 1, rgba32f) uniform readonly image2D u_accumulated_rt; // Binding 2 – final output layout(binding = 2, rgba32f) uniform writeonly image2D u_output; // ── Upscale: tonemap accumulated RT or output black for unreached pixels ── void main() { ivec2 p = ivec2(gl_GlobalInvocationID.xy); ivec2 s = imageSize(u_output); if (p.x >= s.x || p.y >= s.y) return; vec4 acc = imageLoad(u_accumulated_rt, p); vec3 col = (acc.a > 0.0) ? aces_tonemap(acc.rgb) : vec3(0.0); imageStore(u_output, p, vec4(col, 1.0)); }