#version 310 es layout(local_size_x = 1) in; layout(rgba8, binding = 0) uniform readonly mediump image2D uImageIn; layout(rgba8, binding = 1) uniform writeonly mediump image2D uImageOut; void main() { vec4 v = imageLoad(uImageIn, ivec2(gl_GlobalInvocationID.xy) + imageSize(uImageIn)); imageStore(uImageOut, ivec2(gl_GlobalInvocationID.xy), v); }