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#version 440
layout (local_size_x = 16, local_size_y = 16) in;
layout (binding = 0, rgba8) uniform readonly image2D inputImage;
layout (binding = 1, rgba8) uniform writeonly image2D resultImage;
void main()
{
vec4 c = imageLoad(inputImage, ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y));
imageStore(resultImage, ivec2(gl_GlobalInvocationID.xy), c);
}