|  | 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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