Files
2026-07-13 13:13:17 +08:00

16 lines
293 B
HLSL

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