#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); }