28 lines
768 B
HLSL
28 lines
768 B
HLSL
cbuffer cbuffer_constants : register(b0, space0) {
|
|
uint4 constants[1];
|
|
};
|
|
Texture2DArray<float4> myTexture : register(t1, space0);
|
|
|
|
RWByteAddressBuffer result : register(u3, space0);
|
|
|
|
struct tint_symbol_1 {
|
|
uint3 GlobalInvocationID : SV_DispatchThreadID;
|
|
};
|
|
|
|
void main_inner(uint3 GlobalInvocationID) {
|
|
uint flatIndex = (((4u * GlobalInvocationID.z) + (2u * GlobalInvocationID.y)) + GlobalInvocationID.x);
|
|
flatIndex = (flatIndex * 1u);
|
|
float4 texel = myTexture.Load(int4(int3(int2(GlobalInvocationID.xy), 0), 0));
|
|
{
|
|
for(uint i = 0u; (i < 1u); i = (i + 1u)) {
|
|
result.Store((4u * (flatIndex + i)), asuint(texel.r));
|
|
}
|
|
}
|
|
}
|
|
|
|
[numthreads(1, 1, 1)]
|
|
void main(tint_symbol_1 tint_symbol) {
|
|
main_inner(tint_symbol.GlobalInvocationID);
|
|
return;
|
|
}
|