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); }