[[block]] struct Time { seconds : f32; frames : i32; }; [[group(0), binding(0)]] var textureSampler : sampler; [[group(0), binding(1)]] var inputTex : texture_2d; [[group(0), binding(2)]] var outputTex : texture_storage_2d; // Compute shader [[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain([[builtin(global_invocation_id)]] id : vec3) { var row = i32(id.y); var column = i32(id.x); if (column >= i32(textureDimensions(inputTex).x)) { return; } var color = textureSampleLevel(inputTex, textureSampler, vec2(f32(column), f32(row)), 0.0); color.g = color.r; textureStore(outputTex, vec2(column, row), color); }