layout(local_size_x = 16, local_size_y = 16) in; layout(binding=0, rgba32f) readonly texture2D texIn; layout(binding=1, rgba32f) writeonly texture2D texOut; 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(texIn) && sk_GlobalInvocationID.y < textureHeight(texIn)) { half4 gray = desaturate(textureRead(texIn, sk_GlobalInvocationID.xy)); textureWrite(texOut, sk_GlobalInvocationID.xy, gray); } }