aurora-rendering-engine/shaders/denoiser.comp

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#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));
}