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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);
}
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