| 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]; | |
| } |