spv.rw.autoassign.frag 264 B

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  1. RWTexture1D <float> g_tTex1df1;
  2. RWBuffer <uint> g_tBuf1du1;
  3. struct PS_OUTPUT
  4. {
  5. float4 Color : SV_Target0;
  6. };
  7. PS_OUTPUT main()
  8. {
  9. float r00 = g_tTex1df1[0];
  10. uint r01 = g_tBuf1du1[0];
  11. PS_OUTPUT psout;
  12. psout.Color = 0;
  13. return psout;
  14. }