static const uint width = 128u; | |
Texture2D tex : register(t0, space0); | |
RWByteAddressBuffer result : register(u1, 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; | |
result.Store((4u * ((GlobalInvocationId.y * width) + GlobalInvocationId.x)), asuint(tex.Load(int3(int(GlobalInvocationId.x), int(GlobalInvocationId.y), 0)).x)); | |
return; | |
} |