#[compute] #version 450 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; layout(rgba16, set = 0, binding = 0) uniform restrict readonly image2D inputImage; layout(rgba16, set = 1, binding = 0) uniform restrict writeonly image2D outputImage; void main() { ivec2 currentPosition = ivec2( gl_GlobalInvocationID.xy ); vec4 currentPixel = imageLoad( inputImage, currentPosition ); imageStore( outputImage, currentPosition, currentPixel ); }