2021-06-10 18:49:14 +00:00
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[[block]]
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struct Constants {
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level : i32;
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};
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[[group(0), binding(0)]] var<uniform> constants : Constants;
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[[group(0), binding(1)]] var myTexture : texture_2d_array<f32>;
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[[block]]
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struct Result {
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values : [[stride(4)]] array<f32>;
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};
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[[group(0), binding(3)]] var<storage, read_write> result : Result;
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2021-06-29 18:39:44 +00:00
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[[stage(compute), workgroup_size(1)]]
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2021-06-10 18:49:14 +00:00
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fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
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var flatIndex : u32 = ((((2u * 2u) * GlobalInvocationID.z) + (2u * GlobalInvocationID.y)) + GlobalInvocationID.x);
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flatIndex = (flatIndex * 1u);
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var texel : vec4<f32> = textureLoad(myTexture, vec2<i32>(GlobalInvocationID.xy), 0, 0);
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{
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var i : u32 = 0u;
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loop {
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if (!((i < 1u))) {
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break;
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}
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result.values[(flatIndex + i)] = texel.r;
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continuing {
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i = (i + 1u);
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}
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}
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}
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}
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