1layout(local_size_x = 16, local_size_y = 16) in; 2 3layout(rgba8, binding=0) readonly texture2D src; 4layout(rgba8, binding=1) writeonly texture2D dest; 5 6half4 desaturate(half4 color) { 7 color.rgb = half3(dot(color.rgb, half3(0.22, 0.67, 0.11))); 8 return color; 9} 10 11void main() { 12 if (sk_GlobalInvocationID.x < textureWidth(src) && sk_GlobalInvocationID.y < textureHeight(src)) { 13 textureWrite(dest, sk_GlobalInvocationID.xy, desaturate(textureRead(src, sk_GlobalInvocationID.xy))); 14 } 15} 16