15 lines
503 B
HLSL
15 lines
503 B
HLSL
static const uint width = 128u;
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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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[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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result.Store((4u * ((GlobalInvocationId.y * width) + GlobalInvocationId.x)), asuint(tex.Load(int3(int(GlobalInvocationId.x), int(GlobalInvocationId.y), 0), 0)));
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return;
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}
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