#version 460

layout(std430, push_constant) uniform PushConstant {
	vec3 pos;
	float time;
	vec2 resolution;
	vec2 mouse;
	float spectrum;
	bool mouse_pressed;
} pc;

layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;

layout (binding = 0, rgba8) uniform image2D previous_frame;
layout (binding = 1, rgba8) uniform image2D generic_texture;
layout (binding = 2, rgba8) uniform image2D dummy_texture;
layout (binding = 3, r32f) uniform image2D float_texture1;
layout (binding = 4, r32f) uniform image2D float_texture2;

void main() {
    if (gl_GlobalInvocationID.x >= pc.resolution.x ||
        gl_GlobalInvocationID.y >= pc.resolution.y) {
        return;
    }
}