unorm float4 uf4; | |
Texture3D<unorm float4> ResultInU: register(t0); | |
RWTexture3D<unorm float4> ResultOutU: register(u0); | |
Texture3D<snorm float4> ResultInS: register(t1); | |
RWTexture3D<snorm float4> ResultOutS: register(u1); | |
[numthreads(16, 16, 1)] | |
void main(uint3 tid: SV_DispatchThreadID) | |
{ | |
ResultOutS[tid] = ResultInS[tid] + uf4; | |
ResultOutU[tid] = ResultInU[tid]; | |
} |