RWTexture2D < float4 > OutputTexture; | |
// Test conversion between SPIR-V required uint3 group id, and sub-vec3 shader declaration. | |
[ numthreads ( 8 , 8 , 1 ) ] | |
void main ( uint2 vGroupId : SV_GroupID ) | |
{ | |
OutputTexture[ vGroupId . xy ] = float4(1.0, 0.0, 0.0, 1.0); | |
} |