struct ShaderParams {
values: vec4<f32>,
}
@group(0) @binding(0) var input_tex: texture_2d<f32>;
@group(0) @binding(1) var<uniform> params: ShaderParams;
@group(0) @binding(2) var output_tex: texture_storage_2d<rgba8unorm, write>;
@compute @workgroup_size(8, 8, 1)
fn cs_main(@builtin(global_invocation_id) id: vec3<u32>) {
let size = textureDimensions(output_tex);
if (id.x >= size.x || id.y >= size.y) {
return;
}
let color = textureLoad(input_tex, vec2<i32>(id.xy), 0);
textureStore(output_tex, vec2<i32>(id.xy), color + vec4<f32>(params.values.xyz, 0.0));
}