#version 450 layout (local_size_x = 16, local_size_y = 16) in; layout (binding = 0, rgba8) uniform readonly image2D input_image; layout (binding = 1, rgba8) uniform writeonly image2D output_image; void main() { vec4 res = imageLoad(input_image, ivec2(gl_GlobalInvocationID.xy)); imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), res); }