// SPDX-FileCopyrightText: Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen // SPDX-License-Identifier: BSD-3-Clause @group(0) @binding(0) var depthTexture: texture_depth_2d; @group(0) @binding(1) var outBuffer: array; @compute @workgroup_size(8, 8, 1) fn computeMain(@builtin(global_invocation_id) id: vec3) { let dims = textureDimensions(depthTexture); if (id.x >= dims.x || id.y >= dims.y) { return; } outBuffer[id.x + dims.x * id.y] = textureLoad(depthTexture, id.xy, 0); // textureStore(outTexture, id.xy, vec4f(vec3f(textureLoad(depthTexture, id.xy, 0)), 1.0f)); }