// Final layer composition shader
// Combines all layers into final RGB output
@group(0) @binding(0) var<storage, read> input: array<u32>;
@group(0) @binding(1) var<storage, read_write> output: array<u32>;
@compute @workgroup_size(8, 8, 1)
fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
let idx = global_id.y * 1024u + global_id.x; // Assume max width of 1024 for now
// Simple passthrough - all composition already done
output[idx] = input[idx];
}