#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))); }