| 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; | |
| } |