8 layout(binding= 0, rgba32f) readonly uniform image2D a;
9 layout(binding= 1, rgba32f) writeonly uniform image2D b;
11 layout(local_size_x= 8, local_size_y= 8) in;
14 vec4 pixel= imageLoad(a, ivec2(gl_GlobalInvocationID.xy));
15 pixel= pixel /
vec4(2, 2, 2, 1);
17 imageStore(b, ivec2(gl_GlobalInvocationID.xy), pixel);
vecteur generique 4d, ou 3d homogene, utilitaire.