|  | RWTexture2D < float4 > OutputTexture;
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							|  | 
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							|  | // Test conversion between SPIR-V required uint3 group id, and sub-vec3 shader declaration.
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							|  | 
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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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