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- #version 460
- layout (local_size_x = 16, local_size_y = 16) in;
- layout(rgba16f,set = 0, binding = 0) uniform image2D image;
- void main()
- {
- ivec2 texelCoord = ivec2(gl_GlobalInvocationID.xy);
- ivec2 size = imageSize(image);
- if(texelCoord.x < size.x && texelCoord.y < size.y)
- {
- vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
- if(gl_LocalInvocationID.x != 0 && gl_LocalInvocationID.y != 0)
- {
- color.x = float(texelCoord.x)/(size.x);
- color.y = float(texelCoord.y)/(size.y);
- }
-
- imageStore(image, texelCoord, color);
- }
- }
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