Add a nearest neighbor mode to the MAP UV compositor node. #115103
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@ -4,19 +4,19 @@
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#include "gpu_shader_create_info.hh"
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GPU_SHADER_CREATE_INFO(compositor_map_uv)
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GPU_SHADER_CREATE_INFO(compositor_map_uv_shared)
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.local_group_size(16, 16)
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.push_constant(Type::FLOAT, "gradient_attenuation_factor")
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.sampler(0, ImageType::FLOAT_2D, "input_tx")
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.sampler(1, ImageType::FLOAT_2D, "uv_tx")
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.image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img")
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.image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img");
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GPU_SHADER_CREATE_INFO(compositor_map_uv)
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.additional_info("compositor_map_uv_shared")
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.push_constant(Type::FLOAT, "gradient_attenuation_factor")
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.compute_source("compositor_map_uv.glsl")
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.do_static_compilation(true);
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GPU_SHADER_CREATE_INFO(compositor_map_uv_nearest_neighbour)
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.local_group_size(16, 16)
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.sampler(0, ImageType::FLOAT_2D, "input_tx")
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.sampler(1, ImageType::FLOAT_2D, "uv_tx")
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.image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img")
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.additional_info("compositor_map_uv_shared")
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.compute_source("compositor_map_uv_nearest_neighbour.glsl")
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.do_static_compilation(true);
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Reference in New Issue
Those two infos could be shared. See
compositor_split_info.hh
for an example on how to do that.