| Texture2D tex : register(t0); | |
| RWByteAddressBuffer result : register(u1); | |
| struct tint_symbol_1 { | |
| uint3 GlobalInvocationId : SV_DispatchThreadID; | |
| }; | |
| void main_inner(uint3 GlobalInvocationId) { | |
| result.Store((4u * ((GlobalInvocationId.y * 128u) + GlobalInvocationId.x)), asuint(tex.Load(int3(int(GlobalInvocationId.x), int(GlobalInvocationId.y), 0)).x)); | |
| } | |
| [numthreads(1, 1, 1)] | |
| void main(tint_symbol_1 tint_symbol) { | |
| main_inner(tint_symbol.GlobalInvocationId); | |
| return; | |
| } |