struct Result { values : array, }; const width : u32 = 128u; @group(0) @binding(0) var tex : texture_depth_2d; @group(0) @binding(1) var result : Result; @compute @workgroup_size(1) fn main( @builtin(global_invocation_id) GlobalInvocationId : vec3 ) { result.values[GlobalInvocationId.y * width + GlobalInvocationId.x] = textureLoad( tex, vec2(i32(GlobalInvocationId.x), i32(GlobalInvocationId.y)), 0); }