| #version 460 | |
| layout (push_constant, std430) uniform PCBlock { vec4 coords; vec2 size; float lod; } pc; | |
| layout (set=0, binding=0) uniform sampler2D inTex; | |
| layout (rgba8, set=0, binding=2) uniform image2D outColor; | |
| layout (local_size_x=3, local_size_y=3, local_size_z=1) in; | |
| void main(void) { | |
| const vec2 texCoords = pc.coords.xy; | |
| const vec4 pixel = texture(inTex, texCoords); | |
| imageStore(outColor, ivec2(gl_LocalInvocationID.xy), pixel); | |
| } |