glBindImageTexture(phase->outbuf_image_unit, (*output_textures)[phase], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA16F);
check_error();
phase->inv_output_size.x = 1.0f / phase->output_width;
glBindImageTexture(phase->outbuf_image_unit, (*output_textures)[phase], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA16F);
check_error();
phase->inv_output_size.x = 1.0f / phase->output_width;