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Question by Hopptramp · Sep 06, 2017 at 04:49 PM · texture2dcompute shaderuv coordinates

How would you index a texture in a compute shader to matched UV coordinates

If you have a compute shader with 16 by 16 by 1 threads, run 32 by 32 by 1 times, for a texture size 512 * 512, how would you index that in a way that would match the UV coordinates of a texture.

This would be the indexed texel of the texture:

e.g. float2 texelID = dispatchThreadID.xy

uv coordinates would come from a vertex buffer created for a compute shader:

float2 uv = inputBuffer[index].UV

Put the texelID into the UV coordinate space (scale at least)

texelID /= 512

Question is: is there any coordinate inversions I need to do to ensure I am mapping the texel into the UV coordinates correctly?

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