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-rw-r--r--Assets/Shaders/ImageProcessing.glsl31
1 files changed, 0 insertions, 31 deletions
diff --git a/Assets/Shaders/ImageProcessing.glsl b/Assets/Shaders/ImageProcessing.glsl
deleted file mode 100644
index 3a05425..0000000
--- a/Assets/Shaders/ImageProcessing.glsl
+++ /dev/null
@@ -1,31 +0,0 @@
-#type compute
-#version 430 core
-
-layout(local_size_x = 16, local_size_y = 16) in;
-
-layout(binding = 0) uniform sampler2D u_InputTexture;
-layout(binding = 1, rgba8) uniform image2D u_OutputTexture;
-
-uniform vec2 u_TextureSize;
-uniform float u_Brightness;
-uniform float u_Contrast;
-uniform float u_Saturation;
-
-void main()
-{
- ivec2 pixelCoord = ivec2(gl_GlobalInvocationID.xy);
-
- if (pixelCoord.x >= int(u_TextureSize.x) || pixelCoord.y >= int(u_TextureSize.y))
- return;
-
- vec2 texCoord = (vec2(pixelCoord) + 0.5) / u_TextureSize;
- vec4 color = texture(u_InputTexture, texCoord);
-
- color.rgb = (color.rgb - 0.5) * u_Contrast + 0.5 + u_Brightness;
-
- float luminance = dot(color.rgb, vec3(0.299, 0.587, 0.114));
- color.rgb = mix(vec3(luminance), color.rgb, u_Saturation);
- color.rgb = clamp(color.rgb, 0.0, 1.0);
-
- imageStore(u_OutputTexture, pixelCoord, color);
-}