+// GLSL is pickier than the C++ preprocessor in if-testing for undefined
+// tokens; do some fixups here to keep it happy.
+
+#ifndef SQUARE_ROOT_TRANSFORMATION
+#define SQUARE_ROOT_TRANSFORMATION 0
+#endif
+
+#ifndef FLIP_ORIGIN
+#define FLIP_ORIGIN 0
+#endif
+
void main()
{
INPUT();
void cs_output(uvec2 coord, vec4 val)
{
- imageStore(outbuf, ivec2(coord), val);
+ cs_output(ivec2(coord), val);
}
void cs_output(ivec2 coord, vec4 val)
{
- imageStore(outbuf, coord, val);
+ // Run the value through any postprocessing steps we might have.
+ // Note that we need to give in the actual coordinates, since the
+ // effect could have multiple (non-compute) inputs, and would also
+ // be allowed to make effects based on the texture coordinate alone.
+ CS_OUTPUT_VAL = val;
+ val = CS_POSTPROC(NORMALIZE_TEXTURE_COORDS(coord));
+
+#if SQUARE_ROOT_TRANSFORMATION
+ // Make sure we don't give negative values to sqrt.
+ val.rgb = sqrt(max(val.rgb, 0.0));
+#endif
+
+#if FLIP_ORIGIN
+ coord.y = imageSize(tex_outbuf).y - coord.y - 1;
+#endif
+
+ imageStore(tex_outbuf, coord, val);
}