#version 450 layout(local_size_x = 128) in; layout(binding = 0) writeonly uniform uimageBuffer dst; layout(push_constant) uniform u_info_t { uvec4 clear_value; ivec2 dst_offset; ivec2 dst_extent; } u_info; void main() { int thread_id = int(gl_GlobalInvocationID.x); if (thread_id < u_info.dst_extent.x) imageStore(dst, u_info.dst_offset.x + thread_id, u_info.clear_value); }