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-rw-r--r--Assets/TextureProcessor.glsl43
1 files changed, 43 insertions, 0 deletions
diff --git a/Assets/TextureProcessor.glsl b/Assets/TextureProcessor.glsl
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index 0000000..a234ac8
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+++ b/Assets/TextureProcessor.glsl
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+#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_Time;
+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);
+
+ float time = u_Time * 2.0f;
+ float u = texCoord.x;
+ float v = texCoord.y;
+
+ float wave = sin(u * 10.0f + time) * cos(v * 10.0f + time * 0.5f);
+ wave = (wave + 1.0f) * 0.5f;
+
+ vec4 animatedColor = vec4(wave, 1.0f - wave, (u + v) * 0.5f, 1.0f);
+ color = mix(color, animatedColor, 0.3f);
+
+ 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);
+}