static const uint3 gl_WorkGroupSize = uint3(1u, 1u, 1u); RWTexture2D uImageInF : register(u0); RWTexture2D uImageOutF : register(u1); RWTexture2D uImageInI : register(u2); RWTexture2D uImageOutI : register(u3); RWTexture2D uImageInU : register(u4); RWTexture2D uImageOutU : register(u5); RWBuffer uImageInBuffer : register(u6); RWBuffer uImageOutBuffer : register(u7); RWTexture2D uImageInF2 : register(u8); RWTexture2D uImageOutF2 : register(u9); RWTexture2D uImageInI2 : register(u10); RWTexture2D uImageOutI2 : register(u11); RWTexture2D uImageInU2 : register(u12); RWTexture2D uImageOutU2 : register(u13); RWBuffer uImageInBuffer2 : register(u14); RWBuffer uImageOutBuffer2 : register(u15); RWTexture2D uImageInF4 : register(u16); RWTexture2D uImageOutF4 : register(u17); RWTexture2D uImageInI4 : register(u18); RWTexture2D uImageOutI4 : register(u19); RWTexture2D uImageInU4 : register(u20); RWTexture2D uImageOutU4 : register(u21); RWBuffer uImageInBuffer4 : register(u22); RWBuffer uImageOutBuffer4 : register(u23); RWTexture2D uImageNoFmtF : register(u24); RWTexture2D uImageNoFmtU : register(u25); RWTexture2D uImageNoFmtI : register(u26); static uint3 gl_GlobalInvocationID; struct SPIRV_Cross_Input { uint3 gl_GlobalInvocationID : SV_DispatchThreadID; }; void comp_main() { int2 _23 = int2(gl_GlobalInvocationID.xy); uImageOutF[_23] = uImageInF[_23].x; uImageOutI[_23] = uImageInI[_23].x; uImageOutU[_23] = uImageInU[_23].x; int _74 = int(gl_GlobalInvocationID.x); uImageOutBuffer[_74] = uImageInBuffer[_74].x; uImageOutF2[_23] = uImageInF2[_23].xy; uImageOutI2[_23] = uImageInI2[_23].xy; uImageOutU2[_23] = uImageInU2[_23].xy; float4 _135 = uImageInBuffer2[_74].xyyy; uImageOutBuffer2[_74] = _135.xy; uImageOutF4[_23] = uImageInF4[_23]; int4 _165 = uImageInI4[_23]; uImageOutI4[_23] = _165; uint4 _180 = uImageInU4[_23]; uImageOutU4[_23] = _180; uImageOutBuffer4[_74] = uImageInBuffer4[_74]; uImageNoFmtF[_23] = _135; uImageNoFmtU[_23] = _180; uImageNoFmtI[_23] = _165; } [numthreads(1, 1, 1)] void main(SPIRV_Cross_Input stage_input) { gl_GlobalInvocationID = stage_input.gl_GlobalInvocationID; comp_main(); }