#version 440 layout (local_size_x = 16, local_size_y = 16) in; layout (binding = 0, rgba8) uniform readonly image2D inputImage; layout (binding = 1, rgba8) uniform writeonly image2D resultImage; void main() { vec4 c = imageLoad(inputImage, ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y)); imageStore(resultImage, ivec2(gl_GlobalInvocationID.xy), c); }