cbuffer cbuffer_constants : register(b0, space0) { uint4 constants[1]; }; Texture2DArray<float4> myTexture : register(t1, space0); RWByteAddressBuffer result : register(u3, space0); struct tint_symbol_1 { uint3 GlobalInvocationID : SV_DispatchThreadID; }; void main_inner(uint3 GlobalInvocationID) { uint flatIndex = ((((2u * 2u) * GlobalInvocationID.z) + (2u * GlobalInvocationID.y)) + GlobalInvocationID.x); flatIndex = (flatIndex * 1u); float4 texel = myTexture.Load(int4(int3(int2(GlobalInvocationID.xy), 0), 0)); { for(uint i = 0u; (i < 1u); i = (i + 1u)) { result.Store((4u * (flatIndex + i)), asuint(texel.r)); } } } [numthreads(1, 1, 1)] void main(tint_symbol_1 tint_symbol) { main_inner(tint_symbol.GlobalInvocationID); return; }