layout(local_size_x = 16, local_size_y = 16) in; layout(rgba8, binding=0) readonly texture2D src; layout(rgba8, binding=1) writeonly texture2D dest; 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(src) && sk_GlobalInvocationID.y < textureHeight(src)) { textureWrite(dest, sk_GlobalInvocationID.xy, desaturate(textureRead(src, sk_GlobalInvocationID.xy))); } }