3const LOD_COUNT: u32 = 5u; 5@group(0) @binding(0) var scratch_a: texture_2d_array<f32>; 6@group(0) @binding(1) var scratch_b: texture_2d_array<f32>; 7@group(0) @binding(2) var output: texture_storage_2d_array<rgba16float, write>; 9@compute @workgroup_size(8, 8, 1) 10fn gather(@builtin(global_invocation_id) id: vec3<u32>) { 11 if any(id.xy >= vec2<u32>(256u)) || id.z >= LOD_COUNT { 15 textureLoad(scratch_a, vec2<i32>(id.xy), i32(id.z), 0), 16 textureLoad(scratch_b, vec2<i32>(id.xy), i32(id.z), 0), 19 textureStore(output, vec2<i32>(id.xy), i32(id.z), value);