#version 450
#extension GL_EXT_shader_image_load_formatted : require
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

layout(binding = 0) uniform image2D img;

void main()
{
    vec4 v = imageLoad(img, ivec2(gl_GlobalInvocationID.xy));
    imageStore(img, ivec2(gl_GlobalInvocationID.xy), v + vec4(1.0));
}

