1
2RWTexture1D <float> g_tTex1df1;
3RWBuffer <uint> g_tBuf1du1;
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 = 0;
17 return psout;
18}
19