1 // A compute shader to mirror the inputs, in 2x2 blocks. For testing only.
3 layout(local_size_x = 1) in;
7 ivec2 tc = ivec2(gl_GlobalInvocationID.xy) * ivec2(2, 2);
8 int offs = int(gl_NumWorkGroups.x) * 2 - 1;
10 OUTPUT(ivec2(offs - tc.x, tc.y), INPUT(NORMALIZE_TEXTURE_COORDS(vec2(tc.x, tc.y))));
11 OUTPUT(ivec2(offs - tc.x - 1, tc.y), INPUT(NORMALIZE_TEXTURE_COORDS(vec2(tc.x + 1, tc.y))));
12 OUTPUT(ivec2(offs - tc.x, tc.y + 1), INPUT(NORMALIZE_TEXTURE_COORDS(vec2(tc.x, tc.y + 1))));
13 OUTPUT(ivec2(offs - tc.x - 1, tc.y + 1), INPUT(NORMALIZE_TEXTURE_COORDS(vec2(tc.x + 1, tc.y + 1))));