1#version 310 es 2layout(local_size_x = 1) in; 3 4layout(rgba8, binding = 0) uniform readonly mediump image2D uImageIn; 5layout(rgba8, binding = 1) uniform writeonly mediump image2D uImageOut; 6 7void main() 8{ 9 vec4 v = imageLoad(uImageIn, ivec2(gl_GlobalInvocationID.xy) + imageSize(uImageIn)); 10 imageStore(uImageOut, ivec2(gl_GlobalInvocationID.xy), v); 11} 12 13