#[compute] #version 450 layout( local_size_x = 16, local_size_y = 16, local_size_z = 1 ) in; layout( rgba16f, set = 0, binding = 0) uniform image2D color_image; layout(push_constant, std430) uniform Params { vec2 raster_size; vec2 reserved; } params; void main() { ivec2 uv = ivec2( gl_GlobalInvocationID.xy ); ivec2 size = ivec2( params.raster_size ); if ( uv.x >= size.x || uv.y >= size.y ) { return; } vec4 color = imageLoad( color_image, uv ); float gray = color.r * 0.2125 + color.g * 0.7154 + color.b * 0.0721; color.rgb = vec3( gray ); imageStore( color_image, uv, color ); }