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1layout(binding=0) readonly texture2D src;
2layout(binding=1) writeonly texture2D dest;
3
4noinline void desaturate(readonlyTexture2D src, writeonlyTexture2D dest) {
5    half4 color = read(src, sk_GlobalInvocationID.xy);
6    color.rgb = half3(dot(color.rgb, half3(0.22, 0.67, 0.11)));
7    write(dest, sk_GlobalInvocationID.xy, color);
8}
9
10void main() {
11    if (sk_GlobalInvocationID.x < width(src) && sk_GlobalInvocationID.y < height(src)) {
12        desaturate(src, dest);
13    }
14}
15