RWTexture2D uImageIn : register(u0); RWTexture2D uImageOut : register(u1); static uint3 gl_GlobalInvocationID; struct SPIRV_Cross_Input { uint3 gl_GlobalInvocationID : SV_DispatchThreadID; }; void comp_main() { float4 v = uImageIn[int2(gl_GlobalInvocationID.xy)]; uImageOut[int2(gl_GlobalInvocationID.xy)] = v; } [numthreads(1, 1, 1)] void main(SPIRV_Cross_Input stage_input) { gl_GlobalInvocationID = stage_input.gl_GlobalInvocationID; comp_main(); }