32 lines
815 B
HLSL
32 lines
815 B
HLSL
cbuffer cbuffer_constants : register(b0, space0) {
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uint4 constants[1];
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};
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Texture2DArray<float4> myTexture : register(t1, space0);
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RWByteAddressBuffer result : register(u3, space0);
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struct tint_symbol_1 {
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uint3 GlobalInvocationID : SV_DispatchThreadID;
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};
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[numthreads(1, 1, 1)]
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void main(tint_symbol_1 tint_symbol) {
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const uint3 GlobalInvocationID = tint_symbol.GlobalInvocationID;
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uint flatIndex = ((((2u * 2u) * GlobalInvocationID.z) + (2u * GlobalInvocationID.y)) + GlobalInvocationID.x);
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flatIndex = (flatIndex * 1u);
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float4 texel = myTexture.Load(int4(GlobalInvocationID.xy, 0, 0), 0);
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{
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uint i = 0u;
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while (true) {
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if (!((i < 1u))) {
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break;
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}
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result.Store((4u * (flatIndex + i)), asuint(texel.r));
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{
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i = (i + 1u);
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}
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}
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}
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return;
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}
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