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