aurora-rendering-engine/shaders/postprocess/super_resolution.comp

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#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));
}