SPIRV-Cross/reference/shaders-hlsl/comp/image.comp
2017-10-24 09:55:25 +02:00

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RWTexture2D<float> uImageIn : register(u0);
RWTexture2D<float> 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();
}