#version 310 es
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;

layout(binding = 0, rgba8) uniform readonly mediump image2D uImageIn;
layout(binding = 1, rgba8) uniform writeonly mediump image2D uImageOut;

void main()
{
    ivec2 _23 = ivec2(gl_GlobalInvocationID.xy);
    imageStore(uImageOut, _23, imageLoad(uImageIn, _23 + imageSize(uImageIn)));
}

