Histogram works
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@ -3,7 +3,7 @@
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// Input Texture (the processed image ready for display)
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// Binding = 0 matches glBindImageTexture unit
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// Use rgba8 format as we assume display texture is 8-bit sRGB (adjust if needed)
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layout(binding = 0, rgba8) uniform readonly image2D InputTexture;
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layout(binding = 0, rgba16f) uniform readonly image2D InputTexture;
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// Output Histogram Buffer (SSBO)
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// Binding = 1 matches glBindBufferBase index
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