RWTexture2D<uint> uImage[] : register(u0, space0);

static uint3 gl_GlobalInvocationID;
struct SPIRV_Cross_Input
{
    uint3 gl_GlobalInvocationID : SV_DispatchThreadID;
};

void comp_main()
{
    uint _18 = gl_GlobalInvocationID.z;
    uint _31;
    InterlockedAdd(uImage[NonUniformResourceIndex(_18)][int2(gl_GlobalInvocationID.xy)], 1u, _31);
}

[numthreads(1, 1, 1)]
void main(SPIRV_Cross_Input stage_input)
{
    gl_GlobalInvocationID = stage_input.gl_GlobalInvocationID;
    comp_main();
}
