[require] shader model >= 5.0 [uav 0] format r32-float size (2d, 3, 1) 0.1 0.2 0.3 [uav 1] format r32-float size (2d, 1, 1) 0.5 [compute shader] RWTexture2D u, v; [numthreads(1, 1, 1)] void main() { u[uint2(1, 0)] = (u[uint2(0, 0)] += v[uint2(0, 0)]); u[uint2(2, 0)] = u[uint2(0, 0)]; } [test] todo(glsl) dispatch 1 1 1 probe uav 0 (0, 0) r (0.6) probe uav 0 (1, 0) r (0.6) probe uav 0 (2, 0) r (0.6) probe uav 1 (0, 0) r (0.5)