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