#[compute] #version 450 // Invocations in the (x, y, z) dimension layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; layout(rgba16f, set = 0, binding = 0) uniform image2D color_image; layout(rgba16f, set = 1, binding = 0) uniform image2D previous_image; // The code we want to execute in each invocation void main() { ivec2 uv = ivec2(gl_GlobalInvocationID.xy); vec4 color = imageLoad(color_image, uv); imageStore(previous_image, uv, color); }