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#version 430 core

layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(rgba32f, binding = 0) uniform image2D imgOutput;

void main() {
	vec4 value = vec4(0.0, 0.0, 0.0, 1.0);
	ivec2 texelCoord = ivec2(gl_GlobalInvocationID.xy);

	value.x = float(texelCoord.x)/(gl_NumWorkGroups.x);
	value.y = float(texelCoord.y)/(gl_NumWorkGroups.y);

	imageStore(imgOutput, texelCoord, value);
}

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