File: hlsl.groupid.comp

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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); 
}