#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl) void main() { ivec2 texel = ivec2(gl_GlobalInvocationID.xy); float value = texture_load(input_tx, texel).x; float normalized_value = (value - minimum) * scale; float clamped_value = clamp(normalized_value, 0.0, 1.0); imageStore(output_img, texel, vec4(clamped_value)); }