#extension GL_EXT_buffer_reference : require #extension GL_EXT_nonuniform_qualifier : require #extension GL_EXT_descriptor_heap : require layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; layout(descriptor_heap, rgba32f) uniform image2D images[]; struct camera { vec4 position; vec4 forward; vec4 up; vec4 right; vec4 horizontal; vec4 vertical; vec4 first_pixel; float lens_radius; float fov; float focus_distance; float aspect_ratio; }; layout(push_constant) uniform registers { int downscale_factor; uint output_image_index; uint accumulation_image_index; } regs; void main() { ivec2 coords = ivec2(gl_GlobalInvocationID.xy) * regs.downscale_factor; vec3 color = imageLoad(images[nonuniformEXT(regs.accumulation_image_index)], coords).rgb; vec3 out_color = sqrt(color); for (uint i = 0; i < regs.downscale_factor; i++) { for (uint j = 0; j < regs.downscale_factor; j++) { imageStore(images[nonuniformEXT(regs.output_image_index)], coords + ivec2(i, j), vec4(out_color, 1.0)); } } }