1 2unorm float4 uf4; 3 4Texture3D<unorm float4> ResultInU: register(t0); 5RWTexture3D<unorm float4> ResultOutU: register(u0); 6 7Texture3D<snorm float4> ResultInS: register(t1); 8RWTexture3D<snorm float4> ResultOutS: register(u1); 9 10[numthreads(16, 16, 1)] 11void main(uint3 tid: SV_DispatchThreadID) 12{ 13 ResultOutS[tid] = ResultInS[tid] + uf4; 14 ResultOutU[tid] = ResultInU[tid]; 15} 16