// Each #kernel tells which function to compile; you can have many kernels
#pragma kernel VerticesComputer

// Create a RenderTexture with enableRandomWrite flag and set it
// with cs.SetTexture

RWStructuredBuffer<float3> Result;
RWStructuredBuffer<float> InputArray;
//int MemoryIndex;

[numthreads(389,1,1)]
void VerticesComputer(uint3 id : SV_DispatchThreadID)
{
	int index = id.x * 3;
	Result[id.x].x = InputArray[index];
	Result[id.x].y = InputArray[index + 1];
	Result[id.x].z = -InputArray[index + 2];
}