#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); }