layout(local_size_x = 2, local_size_y = 2) in; layout(binding = 0, rgba8ui) uniform mediump uimage2D inData; layout(binding = 1, rgba8ui) uniform mediump uimage2D outData; void main() { imageStore(outData, ivec2(gl_GlobalInvocationID.xy), imageLoad(inData, ivec2(gl_GlobalInvocationID.xy))*3u/2u); }