34 lines
		
	
	
		
			986 B
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			34 lines
		
	
	
		
			986 B
		
	
	
	
		
			Plaintext
		
	
	
	
RWTexture1D<float>          i1D:            register(u0);
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RWTexture2D<float>          i2D:            register(u1);
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RWTexture3D<float>          i3D:            register(u2);
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RWTexture1DArray<float>     i1DArray:       register(u3);
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RWTexture2DArray<float>     i2DArray:       register(u4);
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RWTexture1D<int>            ii1D:           register(u5);
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RWTexture2D<int>            ii2D:           register(u6);
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RWTexture3D<int>            ii3D:           register(u7);
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RWTexture1DArray<int>       ii1DArray:      register(u8);
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RWTexture2DArray<int>       ii2DArray:      register(u9);
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RWTexture3D<float> OUT: register(u10);
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[numthreads(8,8,8)]
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void main(uint3 tid: SV_DispatchThreadID)
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{
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    float f = 0.0;
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    f += i1D[tid.x];
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    f += i2D[tid.xy];
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    f += i3D[tid];
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    f += i1DArray[tid.xy];
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    f += i2DArray[tid];
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    int i = 0.0;
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    i += ii1D[tid.x];
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    i += ii2D[tid.xy];
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    i += ii3D[tid];
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    i += ii1DArray[tid.xy];
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    i += ii2DArray[tid];
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    OUT[tid] = f + float(i);
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}
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