| cbuffer cbuffer_constants : register(b0, space0) { |
| uint4 constants[1]; |
| }; |
| Texture2DArray<float4> myTexture : register(t1, space0); |
| |
| RWByteAddressBuffer result : register(u3, space0); |
| |
| struct tint_symbol_1 { |
| uint3 GlobalInvocationID : SV_DispatchThreadID; |
| }; |
| |
| void main_inner(uint3 GlobalInvocationID) { |
| uint flatIndex = ((((2u * 2u) * GlobalInvocationID.z) + (2u * GlobalInvocationID.y)) + GlobalInvocationID.x); |
| flatIndex = (flatIndex * 1u); |
| float4 texel = myTexture.Load(int4(int3(int2(GlobalInvocationID.xy), 0), 0)); |
| { |
| for(uint i = 0u; (i < 1u); i = (i + 1u)) { |
| result.Store((4u * (flatIndex + i)), asuint(texel.r)); |
| } |
| } |
| } |
| |
| [numthreads(1, 1, 1)] |
| void main(tint_symbol_1 tint_symbol) { |
| main_inner(tint_symbol.GlobalInvocationID); |
| return; |
| } |