| #version 320 es | |
| layout (local_size_x=3, local_size_y=3, local_size_z=1) in; | |
| layout (set=0, binding=1) uniform mediump sampler2D inTex; | |
| layout (rgba8, set=0, binding=2) uniform writeonly mediump image2D outColor; | |
| layout (push_constant, std430) uniform PCBlock { vec4 coords; vec2 size; float lod; } pc; | |
| void main() | |
| { | |
| vec4 v = texture(inTex, pc.coords.xy); | |
| imageStore(outColor, ivec2(gl_LocalInvocationID.xy), v); | |
| } | |