// compute-simple.slang struct ImageProcessingOptions { float3 tintColor; float blurRadius; bool useLookupTable; StructuredBuffer lookupTable; } [shader("compute")] [numthreads(8, 8)] void processImage( uint3 threadID : SV_DispatchThreadID, uniform Texture2D inputImage, uniform RWTexture2D outputImage, uniform ImageProcessingOptions options) { /* actual logic would go here */ }