layout(set = 0, binding = 0) buffer Inputs { vec3 sky_color; vec3 ground_color; vec3 [1920 * 1080] image; }; void main() { uint x = gl_GlobalInvocationID.x; uint y = gl_GlobalInvocationID.y; uint width = gl_NumWorkGroups.x; uint height = gl_NumWorkGroups.y; image[y * width + x] = vec3(float (x) / width, float (y) / height, 0.0); }