struct Result { | |
values : array<f32>, | |
}; | |
const width : u32 = 128u; | |
@group(0) @binding(0) var tex : texture_depth_2d; | |
@group(0) @binding(1) var<storage, read_write> result : Result; | |
@compute @workgroup_size(1) fn main( | |
@builtin(global_invocation_id) GlobalInvocationId : vec3<u32> | |
) { | |
result.values[GlobalInvocationId.y * width + GlobalInvocationId.x] = textureLoad( | |
tex, vec2<i32>(i32(GlobalInvocationId.x), i32(GlobalInvocationId.y)), 0); | |
} |