#version 430 // Ray Back-Calculation Shader //Define local working group size layout(local_size_x = 1, local_size_y = 1) in; //Qualify internal format of the (previously) set up output image layout(std430, binding = 0) buffer rbcLayout{ float rbcBufferDest; }; void main(){ //Image base pixel color vec4 pixel = vec4(0.0, 0.0, 0.0, 1.0); //get index in global working group, i.e. (x,y) position ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy); //////////////////////////////////////////////////////////////////////////// //Interesting Stuff Here //////////////////////////////////////////////////////////////////////////// rbcBufferDest = 0.25; }