wasn't the layout. It was the colors being bound between 0-1 instead of 255 like I was expecting
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@@ -6,7 +6,7 @@ layout(set = 0, binding = 1, rgba8ui) readonly uniform uimage2D img;
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void main() {
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vec2 onePixel = vec2(1.0, 1.0) / (720.0, 756.0);
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vec2 pos = tex_coords + onePixel * vec2(0, 0);
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vec2 pos = tex_coords * onePixel;
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ivec2 ipos = ivec2(pos);
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vec4 colorSum = imageLoad(img, ipos);
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f_color = colorSum;
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@@ -15,5 +15,13 @@ void main() {
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// f_color = texture(tex, tex_coords);
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// ivec2 t = ivec2(tex_coords.x, tex_coords.y );
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ivec2 size = ivec2(gl_FragCoord.x, gl_FragCoord.y);
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//ivec2 size = ivec2(0, 0);
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f_color = imageLoad(img, size) / (200);
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// f_color.w = 0;
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// f_color.r = 75;
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// f_color.g = 30;
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// f_color.b =;
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}
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@@ -44,6 +44,7 @@ use shaderc::CompileOptions;
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use shade_runner::CompileError;
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use crate::workpiece::{WorkpieceLoader, Workpiece};
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use winit::{EventsLoop, WindowBuilder, WindowEvent, Event};
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use winit::dpi::LogicalSize;
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use vulkano_win::VkSurfaceBuild;
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@@ -67,6 +68,7 @@ fn main() {
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let mut events_loop = EventsLoop::new();
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let mut surface = WindowBuilder::new()
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.with_dimensions(LogicalSize::from((800, 800)))
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.build_vk_surface(&events_loop, instance.clone()).unwrap();
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let mut window = surface.window();
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