17 lines
495 B
HLSL
17 lines
495 B
HLSL
Texture2D tex : register(t0, space0);
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RWByteAddressBuffer result : register(u1, 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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void main_inner(uint3 GlobalInvocationId) {
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result.Store((4u * ((GlobalInvocationId.y * 128u) + GlobalInvocationId.x)), asuint(tex.Load(int3(int(GlobalInvocationId.x), int(GlobalInvocationId.y), 0)).x));
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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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main_inner(tint_symbol.GlobalInvocationId);
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return;
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}
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