RWTexture2D uImage[] : register(u0, space0); static uint3 gl_GlobalInvocationID; struct SPIRV_Cross_Input { uint3 gl_GlobalInvocationID : SV_DispatchThreadID; }; void comp_main() { uint _18 = gl_GlobalInvocationID.z; uint _31; InterlockedAdd(uImage[NonUniformResourceIndex(_18)][int2(gl_GlobalInvocationID.xy)], 1u, _31); } [numthreads(1, 1, 1)] void main(SPIRV_Cross_Input stage_input) { gl_GlobalInvocationID = stage_input.gl_GlobalInvocationID; comp_main(); }