#version 430 layout(local_size_x = 1, local_size_y = 1) in; uniform float seconds = 0; layout(rgba8) uniform readonly image2D noise_texture; layout(rgba8) uniform writeonly image2D output_image; float sample_noise(in vec2 p) { vec4 noise = imageLoad(noise_texture, ivec2(p * imageSize(noise_texture))); return noise.x; } void main() { vec2 resolution = vec2(imageSize(output_image).xy); float aspect_ratio = resolution.y / resolution.x; vec2 uv = gl_GlobalInvocationID.xy * vec2(1.0, aspect_ratio) / resolution; float v = sample_noise(uv); vec3 color = mix(vec3(0), vec3(1), v); imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), vec4(color, 1)); }