4 Texture3D<unorm float4> ResultInU: register(t0);
5 RWTexture3D<unorm float4> ResultOutU: register(u0);
7 Texture3D<snorm float4> ResultInS: register(t1);
8 RWTexture3D<snorm float4> ResultOutS: register(u1);
10 [numthreads(16, 16, 1)]
11 void main(uint3 tid: SV_DispatchThreadID)
13 ResultOutS[tid] = ResultInS[tid] + uf4;
14 ResultOutU[tid] = ResultInU[tid];