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), 0))); return; }