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