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