#version 450 #extension GL_EXT_shader_image_load_formatted : require layout(local_size_x = 8, local_size_y = 8) in; layout(binding = 0) uniform image2D img; void main() { vec4 v = imageLoad(img, ivec2(gl_GlobalInvocationID.xy)); imageStore(img, ivec2(gl_GlobalInvocationID.xy), v + 1.0); }