#version 430 core

layout(local_size_x = 8, local_size_y = 8) in;

layout(rgba32f) uniform image2D img_output;

uniform int _pass;

//vec4 base_color = vec4(1);
vec4 base_color = vec4(209, 227, 255, 255) / 255.0f;

void main(){
    ivec2 id = ivec2(gl_GlobalInvocationID.xy);

    vec4 pixel = imageLoad(img_output, id);
    
    //imageStore(img_output, id, pixel * 0.998f);
    //imageStore(img_output, id, vec4(1) * (_pass * 0.001f));
    if(_pass != 0){
        //imageStore(img_output, id, mix(pixel, base_color, 0.001f));
        imageStore(img_output, id, mix(pixel, base_color, 0.005f));
    }
    else
        imageStore(img_output, id, base_color);

    //imageStore(img_output, id, clamp(pixel - vec4(.00001f), vec4(0), vec4(1)));
}