#version 440 layout(local_size_x = 16, local_size_y = 16) in; layout(rgba8, binding = 1) readonly uniform image2D inputImage; layout(rgba16f, binding = 2) writeonly uniform image2D outputImage; // There is no equivalent of gl_NumWorkGroups in HLSL. So instead pass the // values in in a uniform buffer. layout(std140, binding = 0) uniform numWorkGroupsBuf { uvec3 numWorkGroups; }; void main() { if (gl_GlobalInvocationID.x >= numWorkGroups.x || gl_GlobalInvocationID.y >= numWorkGroups.y) return; vec4 value = imageLoad(inputImage, ivec2(gl_GlobalInvocationID.xy)); imageStore(outputImage, ivec2(gl_GlobalInvocationID.xy), value); }