more work
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#version 460
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layout(local_size_x = 32, local_size_y = 32, local_size_x = 1) in;
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layout(binding=0,rgba8) restrict uniform image2D colourTexture;
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layout(binding=1) uniform sampler2D depthTexture;
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void main() {
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float d = texture2D(depthTexture, vec2(gl_GlobalInvocationID.xy)/vec2(1024)).x;
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d = 1/d;
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d = d/2;
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imageStore(colourTexture, ivec2(gl_GlobalInvocationID.xy), vec4(d,d,d,1));
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}
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