layout(local_size_x = 16, local_size_y = 16) in; | |
layout(binding=0, rgba32f) readonly texture2D texIn; | |
layout(binding=1, rgba32f) writeonly texture2D texOut; | |
half4 desaturate(half4 color) { | |
color.rgb = half3(dot(color.rgb, half3(0.22, 0.67, 0.11))); | |
return color; | |
} | |
void main() { | |
if (sk_GlobalInvocationID.x < textureWidth(texIn) && | |
sk_GlobalInvocationID.y < textureHeight(texIn)) { | |
half4 gray = desaturate(textureRead(texIn, sk_GlobalInvocationID.xy)); | |
textureWrite(texOut, sk_GlobalInvocationID.xy, gray); | |
} | |
} |