blob: 1e1b4ad7acad9133a2d8c6c83caca66c079d9f65 [file] [log] [blame]
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);
}