source/backend/opengl/glsl/clear_texture.glsl (12 lines of code) (raw):

layout(FORMAT, binding=0) writeonly uniform PRECISION image2D uOutput; layout(location = 1) uniform int width; layout(location = 2) uniform int height; layout (local_size_x = 4, local_size_y = 4, local_size_z = 1) in; void main() { ivec3 pos = ivec3(gl_GlobalInvocationID); if (pos.x < width && pos.y < height) { imageStore(uOutput, ivec2(pos.x, pos.y), vec4(0,0,0,0)); } }