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