diff options
Diffstat (limited to 'assets/TextureProcessor.glsl')
| -rw-r--r-- | assets/TextureProcessor.glsl | 43 |
1 files changed, 43 insertions, 0 deletions
diff --git a/assets/TextureProcessor.glsl b/assets/TextureProcessor.glsl new file mode 100644 index 0000000..a234ac8 --- /dev/null +++ b/assets/TextureProcessor.glsl @@ -0,0 +1,43 @@ +#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); +} |
