#version 310 es layout(rgba8) uniform highp writeonly image2D tex; vec4 vertex_main() { vec4 value = vec4(1.0f, 2.0f, 3.0f, 4.0f); imageStore(tex, ivec2(9, 8), value.bgra); return vec4(0.0f); } void main() { gl_PointSize = 1.0; vec4 inner_result = vertex_main(); gl_Position = inner_result; gl_Position.y = -(gl_Position.y); gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); return; }