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							RWTexture2D < float4 > OutputTexture;
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							// Test conversion between SPIR-V required uint3 group id, and sub-vec3 shader declaration.
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							[ numthreads ( 8 , 8 , 1 ) ] 
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							void main ( uint2 vGroupId : SV_GroupID ) 
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							{ 
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							    OutputTexture[ vGroupId . xy ] = float4(1.0, 0.0, 0.0, 1.0); 
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							}
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