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#version 450
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layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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layout (set = 1, binding = 0, rgba8) uniform writeonly image2D outImage;
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void main()
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{
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ivec2 coord = ivec2(gl_GlobalInvocationID.xy);
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imageStore(outImage, coord, vec4(1.0, 1.0, 0.0, 1.0));
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}
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