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() { uImageOutF[int2(gl_GlobalInvocationID.xy)] = uImageInF[int2(gl_GlobalInvocationID.xy)].x; uImageOutI[int2(gl_GlobalInvocationID.xy)] = uImageInI[int2(gl_GlobalInvocationID.xy)].x; uImageOutU[int2(gl_GlobalInvocationID.xy)] = uImageInU[int2(gl_GlobalInvocationID.xy)].x; uImageOutBuffer[int(gl_GlobalInvocationID.x)] = uImageInBuffer[int(gl_GlobalInvocationID.x)].x; uImageOutF2[int2(gl_GlobalInvocationID.xy)] = uImageInF2[int2(gl_GlobalInvocationID.xy)].xy; uImageOutI2[int2(gl_GlobalInvocationID.xy)] = uImageInI2[int2(gl_GlobalInvocationID.xy)].xy; uImageOutU2[int2(gl_GlobalInvocationID.xy)] = uImageInU2[int2(gl_GlobalInvocationID.xy)].xy; float4 _135 = uImageInBuffer2[int(gl_GlobalInvocationID.x)].xyyy; uImageOutBuffer2[int(gl_GlobalInvocationID.x)] = _135.xy; uImageOutF4[int2(gl_GlobalInvocationID.xy)] = uImageInF4[int2(gl_GlobalInvocationID.xy)]; int4 _165 = uImageInI4[int2(gl_GlobalInvocationID.xy)]; uImageOutI4[int2(gl_GlobalInvocationID.xy)] = _165; uint4 _180 = uImageInU4[int2(gl_GlobalInvocationID.xy)]; uImageOutU4[int2(gl_GlobalInvocationID.xy)] = _180; uImageOutBuffer4[int(gl_GlobalInvocationID.x)] = uImageInBuffer4[int(gl_GlobalInvocationID.x)]; uImageNoFmtF[int2(gl_GlobalInvocationID.xy)] = _135; uImageNoFmtU[int2(gl_GlobalInvocationID.xy)] = _180; uImageNoFmtI[int2(gl_GlobalInvocationID.xy)] = _165; } [numthreads(1, 1, 1)] void main(SPIRV_Cross_Input stage_input) { gl_GlobalInvocationID = stage_input.gl_GlobalInvocationID; comp_main(); }