#version 450

layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout (set = 1, binding = 0, rgba8) uniform writeonly image2D outImage;

void main()
{
	ivec2 coord = ivec2(gl_GlobalInvocationID.xy);
	imageStore(outImage, coord, vec4(1.0, 1.0, 0.0, 1.0));
}
