RWTexture2D<float> uImageInF : register(u0);
RWTexture2D<float> uImageOutF : register(u1);
RWTexture2D<int> uImageInI : register(u2);
RWTexture2D<int> uImageOutI : register(u3);
RWTexture2D<uint> uImageInU : register(u4);
RWTexture2D<uint> uImageOutU : register(u5);
RWBuffer<float> uImageInBuffer : register(u6);
RWBuffer<float> uImageOutBuffer : register(u7);
RWTexture2D<float2> uImageInF2 : register(u8);
RWTexture2D<float2> uImageOutF2 : register(u9);
RWTexture2D<int2> uImageInI2 : register(u10);
RWTexture2D<int2> uImageOutI2 : register(u11);
RWTexture2D<uint2> uImageInU2 : register(u12);
RWTexture2D<uint2> uImageOutU2 : register(u13);
RWBuffer<float2> uImageInBuffer2 : register(u14);
RWBuffer<float2> uImageOutBuffer2 : register(u15);
RWTexture2D<float4> uImageInF4 : register(u16);
RWTexture2D<float4> uImageOutF4 : register(u17);
RWTexture2D<int4> uImageInI4 : register(u18);
RWTexture2D<int4> uImageOutI4 : register(u19);
RWTexture2D<uint4> uImageInU4 : register(u20);
RWTexture2D<uint4> uImageOutU4 : register(u21);
RWBuffer<float4> uImageInBuffer4 : register(u22);
RWBuffer<float4> uImageOutBuffer4 : register(u23);
RWTexture2D<float4> uImageNoFmtF : register(u24);
RWTexture2D<uint4> uImageNoFmtU : register(u25);
RWTexture2D<int4> uImageNoFmtI : register(u26);

static uint3 gl_GlobalInvocationID;
struct SPIRV_Cross_Input
{
    uint3 gl_GlobalInvocationID : SV_DispatchThreadID;
};

void comp_main()
{
    float4 f = uImageInF[int2(gl_GlobalInvocationID.xy)].xxxx;
    uImageOutF[int2(gl_GlobalInvocationID.xy)] = f.x;
    int4 i = uImageInI[int2(gl_GlobalInvocationID.xy)].xxxx;
    uImageOutI[int2(gl_GlobalInvocationID.xy)] = i.x;
    uint4 u = uImageInU[int2(gl_GlobalInvocationID.xy)].xxxx;
    uImageOutU[int2(gl_GlobalInvocationID.xy)] = u.x;
    float4 b = uImageInBuffer[int(gl_GlobalInvocationID.x)].xxxx;
    uImageOutBuffer[int(gl_GlobalInvocationID.x)] = b.x;
    float4 f2 = uImageInF2[int2(gl_GlobalInvocationID.xy)].xyyy;
    uImageOutF2[int2(gl_GlobalInvocationID.xy)] = f2.xy;
    int4 i2 = uImageInI2[int2(gl_GlobalInvocationID.xy)].xyyy;
    uImageOutI2[int2(gl_GlobalInvocationID.xy)] = i2.xy;
    uint4 u2 = uImageInU2[int2(gl_GlobalInvocationID.xy)].xyyy;
    uImageOutU2[int2(gl_GlobalInvocationID.xy)] = u2.xy;
    float4 b2 = uImageInBuffer2[int(gl_GlobalInvocationID.x)].xyyy;
    uImageOutBuffer2[int(gl_GlobalInvocationID.x)] = b2.xy;
    float4 f4 = uImageInF4[int2(gl_GlobalInvocationID.xy)];
    uImageOutF4[int2(gl_GlobalInvocationID.xy)] = f4;
    int4 i4 = uImageInI4[int2(gl_GlobalInvocationID.xy)];
    uImageOutI4[int2(gl_GlobalInvocationID.xy)] = i4;
    uint4 u4 = uImageInU4[int2(gl_GlobalInvocationID.xy)];
    uImageOutU4[int2(gl_GlobalInvocationID.xy)] = u4;
    float4 b4 = uImageInBuffer4[int(gl_GlobalInvocationID.x)];
    uImageOutBuffer4[int(gl_GlobalInvocationID.x)] = b4;
    uImageNoFmtF[int2(gl_GlobalInvocationID.xy)] = b2;
    uImageNoFmtU[int2(gl_GlobalInvocationID.xy)] = u4;
    uImageNoFmtI[int2(gl_GlobalInvocationID.xy)] = i4;
}

[numthreads(1, 1, 1)]
void main(SPIRV_Cross_Input stage_input)
{
    gl_GlobalInvocationID = stage_input.gl_GlobalInvocationID;
    comp_main();
}
