1#version 450
2
3layout(set = 0, binding = 1, r32f) writeonly uniform image2D uImage;
4layout(set = 0, binding = 2, r32f) readonly uniform image2D uImageRead;
5
6void main()
7{
8   ivec2 coord = ivec2(gl_GlobalInvocationID.xy);
9   imageStore(uImage, coord, imageLoad(uImageRead, coord));
10}
11