16 lines
293 B
HLSL
16 lines
293 B
HLSL
Texture3D<float4> volumeTexture : t0;
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RWTexture2D<float4> outputTexture : register(u0);
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cbuffer Params : register(b0)
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{
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int SliceZ;
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}
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[numthreads(16,16,1)]
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void main(uint3 i : SV_DispatchThreadID)
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{
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outputTexture[i.xy] = volumeTexture.Load(int4(i.xy, SliceZ, 0));
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}
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