source/backend/opengl/glsl/nc4hw4_buffer_to_image.glsl (16 lines of code) (raw):

layout(FORMAT, binding=0) writeonly uniform PRECISION image3D uImage; layout(binding=1) readonly buffer destBuffer{ vec4 data[]; } uInBuffer; layout(location = 2) uniform int uWidth; layout(location = 3) uniform int uHeight; layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in; void main() { ivec3 pos = ivec3(gl_GlobalInvocationID); if (pos.x < uWidth && pos.y < uHeight) { vec4 color = uInBuffer.data[uWidth*pos.y+pos.x+pos.z*uWidth*uHeight]; imageStore(uImage, pos, color); } }