#include #include using namespace metal; struct spvDescriptorSetBuffer0 { texture2d uImage [[id(0)]]; texture2d uImageRead [[id(1)]]; }; kernel void main0(constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]]) { int2 coord = int2(gl_GlobalInvocationID.xy); spvDescriptorSet0.uImage.write(spvDescriptorSet0.uImageRead.read(uint2(coord)), uint2(coord)); }