static const uint width = 128u; Texture2D tex : register(t0, space0); RWByteAddressBuffer result : register(u1, space0); struct tint_symbol_1 { uint3 GlobalInvocationId : SV_DispatchThreadID; }; void main_inner(uint3 GlobalInvocationId) { result.Store((4u * ((GlobalInvocationId.y * width) + GlobalInvocationId.x)), asuint(tex.Load(int3(int(GlobalInvocationId.x), int(GlobalInvocationId.y), 0)).x)); } [numthreads(1, 1, 1)] void main(tint_symbol_1 tint_symbol) { main_inner(tint_symbol.GlobalInvocationId); return; }