#include #include using namespace metal; constant uint3 gl_WorkGroupSize [[maybe_unused]] = uint3(1u); kernel void main0(texture2d uImageIn [[texture(0)]], texture2d uImageOut [[texture(1)]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]]) { float4 v = uImageIn.read(uint2((int2(gl_GlobalInvocationID.xy) + int2(uImageIn.get_width(), uImageIn.get_height())))); uImageOut.write(v, uint2(int2(gl_GlobalInvocationID.xy))); }