RWTexture1D g_tTex1df1 : register(u2); RWBuffer g_tBuf1du1 : register(U3); struct PS_OUTPUT { float4 Color : SV_Target0; }; PS_OUTPUT main() { float r00 = g_tTex1df1[0]; uint r01 = g_tBuf1du1[0]; PS_OUTPUT psout; psout.Color = 1.0; return psout; }