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vec2 pixelUv()
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{
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ivec2 pixelCoords = ivec2(gl_GlobalInvocationID.xy);
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ivec2 dims = imageSize(img_output);
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vec2 uv;
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uv.x = (float(pixelCoords.x * 2 - dims.x) / dims.x) * dims.x/dims.y; // account for aspect ratio
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uv.y = (float(pixelCoords.y * 2 - dims.y) / dims.y);
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return uv;
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}
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