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							RWTexture2D<uint> Values;
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							 | 
							
							
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							 | 
							
							struct InputStruct {
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							 | 
							
								float4 Position : SV_POSITION;
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							 | 
							
							};
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							 | 
							
							
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							 | 
							
							[earlydepthstencil]
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							 | 
							
							uint main(InputStruct input) : SV_Target {
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							 | 
							
								uint oldVal;
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							 | 
							
								InterlockedExchange(Values[uint2(input.Position.x, input.Position.y)], 1.0, oldVal);
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							 | 
							
								return oldVal;
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							 | 
							
							}
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