#version 310 es | |
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; | |
layout(binding = 0, rgba8) uniform readonly mediump image2D uImageIn; | |
layout(binding = 1, rgba8) uniform writeonly mediump image2D uImageOut; | |
void main() | |
{ | |
vec4 v = imageLoad(uImageIn, ivec2(gl_GlobalInvocationID.xy) + imageSize(uImageIn)); | |
imageStore(uImageOut, ivec2(gl_GlobalInvocationID.xy), v); | |
} | |