#version 450 /* Anime4k - Luma shader - ported by Hyllian - 2020 */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { vec4 c0 = texture(Source, vTexCoord); //Quick luminance approximation float lum = (c0.r + c0[0].r + c0.g + c0.g + c0.g + c0.b) / 6; //Computes the luminance and saves it in the unused alpha channel FragColor = vec4(c0.r, c0.g, c0.b, lum); }