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struct Uniforms {
x: f32,
y: f32,
radius: f32,
r: f32,
g: f32,
b: f32
};
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
@group(0) @binding(1) var tex: texture_storage_2d<rgba8unorm, write>;
@compute @workgroup_size(1)
fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
let coords = vec2<i32>(global_id.xy);
if distance(vec2<f32>(coords), vec2(uniforms.x, uniforms.y)) < uniforms.radius {
textureStore(tex, coords.xy, vec4<f32>(vec3<f32>(uniforms.r, uniforms.g, uniforms.b), 1.0));
}
}
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