[require] shader model >= 5.0 [uav 0] format r32g32b32a32-float size (2d, 1, 1) 0.1 0.2 0.3 0.4 [compute shader] RWTexture2D u; void func(out float4 f) { f.x = 0.1; f.y = 0.2; f.z = 0.3; f.w = 0.4; } [numthreads(1, 1, 1)] void main() { func(u[uint2(0, 0)].yzwx); } [test] todo(glsl) dispatch 1 1 1 probe uav 0 (0, 0) rgba (0.4, 0.1, 0.2, 0.3) [uav 0] format r32-float size (2d, 1, 1) 0.1 [compute shader] RWTexture2D u; void func(inout float f) { f += 0.1; } [numthreads(1, 1, 1)] void main() { func(u[uint2(0, 0)]); } [test] todo(glsl) dispatch 1 1 1 probe uav 0 (0, 0) r (0.2)