diff --git a/test/demo.srd b/test/demo.srd
index e9cd351..2a01c74 100644
--- a/test/demo.srd
+++ b/test/demo.srd
@@ -414,7 +414,8 @@
 	(if $use-compute (
 		(program prg-combine "combine.c.glsl")
 		(pipeline pl-combine prg-combine)
-		(set combine-compute-size 16)
+		(set combine-compute-size-x 8)
+		(set combine-compute-size-y 32)
 	)(
 		(framebuffer rt-combined tx-combined)
 		(program prg-combine "combine.f.glsl")
@@ -476,10 +477,10 @@
 	(profiling "Combine"
 		(uniforms-i prg-combine 0 0)
 		(uniforms-i prg-combine 1 1)
-		(uniforms prg-combine 2 $vp-width $vp-height)
 
 		(use-pipeline pl-combine)
 		(if (not $use-compute) (
+			(uniforms prg-combine 2 $vp-width $vp-height)
 			(use-framebuffer rt-combined)
 		))
 		(use-texture 0 in-main smp-combine-input)
@@ -511,8 +512,8 @@
 		(if $use-compute (
 			(image 0 tx-combined 0)
 			(compute
-				(add 1 (div $vp-width $combine-compute-size))
-				(add 1 (div $vp-height $combine-compute-size))
+				(add 1 (div $vp-width $combine-compute-size-x))
+				(add 1 (div $vp-height $combine-compute-size-y))
 				1)
 		)(
 			(viewport 0 0 $vp-width $vp-height)
diff --git a/test/shaders/combine.c.glsl b/test/shaders/combine.c.glsl
index 9e05863..8776efd 100644
--- a/test/shaders/combine.c.glsl
+++ b/test/shaders/combine.c.glsl
@@ -1,6 +1,9 @@
 #version 450 core
 
-layout( local_size_x = 16 , local_size_y = 16 ) in;
+layout(
+	local_size_x = 8 ,
+	local_size_y = 32
+) in;
 
 //! type compute
 //! include lib/utils.glsl
@@ -15,7 +18,7 @@ layout( location = 6 ) uniform vec3 u_ColorLift;
 layout( location = 7 ) uniform vec3 u_ColorGain;
 layout( location = 8 ) uniform vec3 u_ColorGamma;
 
-layout( binding = 0 , rgba8 ) writeonly uniform image2D ub_Output;
+layout( binding = 0 , rgba8 ) writeonly uniform image2D u_Output;
 
 #define uVigShapeMul (u_Vignette1.x)
 #define uVigShapePow (u_Vignette1.y)
@@ -27,7 +30,10 @@ layout( binding = 0 , rgba8 ) writeonly uniform image2D ub_Output;
 void main( void )
 {
 	ivec2 coords = ivec2( gl_GlobalInvocationID.xy );
-	vec2 pos = vec2( coords ) / u_OutputSize;
+	vec2 pos = vec2( coords ) / vec2( imageSize( u_Output ) );
+	if ( pos.x > 1. || pos.y > 1. ) {
+		return;
+	}
 	float f = u_Bloom.x;
 	vec3 color = textureLod( u_MainInput , pos , 0 ).rgb;
 
@@ -58,6 +64,6 @@ void main( void )
 	color = pow( color , vec3( 1 ) / ( u_ColorGamma + 2.2 ) );
 
 	// Write it
-	imageStore( ub_Output , coords ,
+	imageStore( u_Output , coords ,
 			vec4( color , M_Luminosity( color ) ) );
 }