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glslang
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refs/heads/upstream/GL_EXT_buffer_reference_uvec2
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.
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Test
/
hlsl.imagefetch-subvec4.comp
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Texture3D
<int>
IN
:
register
(
t0
);
RWTexture3D
<uint>
OUT
:
register
(
u1
);
[
numthreads
(
8
,
8
,
8
)]
void
main
(
uint3 tid
:
SV_DispatchThreadID
)
{
OUT
[
tid
]
=
IN
[
tid
];
}