1 2RWTexture1D <float> g_tTex1df1 : register(u2); 3RWBuffer <uint> g_tBuf1du1 : register(U3); 4 5struct PS_OUTPUT 6{ 7 float4 Color : SV_Target0; 8}; 9 10PS_OUTPUT main() 11{ 12 float r00 = g_tTex1df1[0]; 13 uint r01 = g_tBuf1du1[0]; 14 15 PS_OUTPUT psout; 16 psout.Color = 1.0; 17 return psout; 18} 19