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