| 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); | |
| } |