#version 430 core layout(local_size_x = 16, local_size_y = 16) in; layout(rgba32f, binding = 0) uniform image2D imgOut; void main() ivec2 texCoord = ivec2(gl_GlobalInvocationID.xy); vec4 color = vec4(0.2, 0.6, 1.0, 1.0); imageStore(imgOut, texCoord, color);

Game engines, scientific visualization, digital content creation tools, and any application requiring GPU-accelerated simulation alongside rendering.

// Ensure compute writes are visible glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);

// CPU side glDispatchCompute(256, 1, 1); // 256 work groups in X dimension // Shader side layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; void main() // Each invocation processes one pixel/task