sdl_gpu_test/assets/shaders/glsl/post_process.comp

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#version 460
layout(local_size_x = 16, local_size_y = 16, local_size_x = 1) in;
layout(set = 0, binding = 0, rgba8) uniform readonly image2D u_sourceImage;
layout(set = 1, binding = 0, rgba8) uniform writeonly image2D u_targetImage;
float luma(vec4 color)
{
return dot(color.rgb, vec3(0.299, 0.587, 0.114));
}
void main()
{
const ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
const vec4 pixel = imageLoad(u_sourceImage, uv);
const float lum = luma(pixel);
imageStore(u_targetImage, uv, vec4(lum, lum, lum, 1.0));
}