#version 460 layout (local_size_x = 16, local_size_y = 16) in; layout(rgba16f, set = 0, binding = 0) uniform image2D image; void main() { ivec2 texelCoord = ivec2(gl_GlobalInvocationID.xy); ivec2 size = imageSize(image); if (texelCoord.x >= size.x || texelCoord.y >= size.y) return; vec2 uv = (vec2(texelCoord) + 0.5) / vec2(size); float v = sin(uv.x * 10.0) + cos(uv.y * 10.0); float r = 0.5 + 0.5 * cos(6.2831 * (uv.x + v)); float g = 0.5 + 0.5 * cos(6.2831 * (uv.y + v + 0.33)); float b = 0.5 + 0.5 * cos(6.2831 * (uv.x - uv.y + 0.66)); vec4 color = vec4(r, g, b, 1.0); imageStore(image, texelCoord, color); }