int2 encode_jump_flooding_value(int2 closest_seed_texel, bool is_flooded) return is_flooded ? closest_seed_texel : JUMP_FLOODING_NON_FLOODED_VALUE; /* Initialize the ...
#include "gpu_shader_2D_area_borders_info.hh" #include "gpu_shader_2D_checker_info.hh" #include "gpu_shader_2D_diag_stripes_info.hh" #include "gpu_shader_2D_image ...