layout(binding=0) readonly texture2D src; layout(binding=1) writeonly texture2D dest; noinline void desaturate(readonlyTexture2D src, writeonlyTexture2D dest) { half4 color = read(src, sk_GlobalInvocationID.xy); color.rgb = half3(dot(color.rgb, half3(0.22, 0.67, 0.11))); write(dest, sk_GlobalInvocationID.xy, color); } void main() { if (sk_GlobalInvocationID.x < width(src) && sk_GlobalInvocationID.y < height(src)) { desaturate(src, dest); } }