| static const uint width = 128u; |
| Texture2D tex : register(t0, space0); |
| RWByteAddressBuffer result : register(u1, space0); |
| |
| struct tint_symbol_1 { |
| uint3 GlobalInvocationId : SV_DispatchThreadID; |
| }; |
| |
| void main_inner(uint3 GlobalInvocationId) { |
| result.Store((4u * ((GlobalInvocationId.y * width) + 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; |
| } |