source/backend/opengl/glsl/blit.glsl (16 lines of code) (raw):

layout(FORMAT, binding=0) writeonly uniform PRECISION image3D uOutput; layout(FORMAT, binding=1) readonly uniform PRECISION image3D uInput; layout(location = 2) uniform ivec3 uSourceOffset; layout(location = 3) uniform ivec3 uDestOffset; layout(location = 4) uniform ivec3 uBlitSize; layout (local_size_x = 4, local_size_y = 4, local_size_z = 4) in; void main() { ivec3 pos = ivec3(gl_GlobalInvocationID); if (all(lessThan(pos, uBlitSize))) { ivec3 dstP = uDestOffset + pos; ivec3 srcP = uSourceOffset + pos; imageStore(uOutput, dstP, imageLoad(uInput, srcP)); } }