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10 lines
293 B
HLSL
10 lines
293 B
HLSL
Texture2D<float4> read_texture : register(t0);
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StructuredBuffer<uint> read_ssbo : register(t1);
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RWTexture2D<float4> write_texture : register(u0);
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RWStructuredBuffer<uint> write_ssbo : register(u1);
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[numthreads(16, 16, 1)]
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void main(uint3 grid : SV_DispatchThreadID)
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{
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}
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