Texture2D tex : register(t0); | |
RWByteAddressBuffer result : register(u1); | |
struct tint_symbol_1 { | |
uint3 GlobalInvocationId : SV_DispatchThreadID; | |
}; | |
void main_inner(uint3 GlobalInvocationId) { | |
result.Store((4u * ((GlobalInvocationId.y * 128u) + GlobalInvocationId.x)), asuint(tex.Load(int3(int(GlobalInvocationId.x), int(GlobalInvocationId.y), 0)).x)); | |
} | |
[numthreads(1, 1, 1)] | |
void main(tint_symbol_1 tint_symbol) { | |
main_inner(tint_symbol.GlobalInvocationId); | |
return; | |
} |