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;
}