| 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; |
| }; |
| |
| [numthreads(1, 1, 1)] |
| void main(tint_symbol_1 tint_symbol) { |
| const uint3 GlobalInvocationID = tint_symbol.GlobalInvocationID; |
| uint flatIndex = ((((2u * 2u) * GlobalInvocationID.z) + (2u * GlobalInvocationID.y)) + GlobalInvocationID.x); |
| flatIndex = (flatIndex * 1u); |
| float4 texel = myTexture.Load(int4(GlobalInvocationID.xy, 0, 0)); |
| { |
| uint i = 0u; |
| for(; !(!((i < 1u))); i = (i + 1u)) { |
| result.Store((4u * (flatIndex + i)), asuint(texel.r)); |
| } |
| } |
| return; |
| } |