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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