//TEST_IGNORE_FILE: RWTexture2D halfTexture_0 : register(u1); RWTexture2D > halfTexture2_0 : register(u2); RWTexture2D > halfTexture4_0 : register(u3); RWStructuredBuffer outputBuffer_0 : register(u0); [shader("compute")][numthreads(4, 4, 1)] void computeMain(uint3 dispatchThreadID_0 : SV_DISPATCHTHREADID) { int2 pos_0 = int2(dispatchThreadID_0.xy); float _S1 = 1.00000000000000000000 / 3.00000000000000000000; int _S2 = pos_0.y; int _S3 = pos_0.x; int2 pos2_0 = int2(int(3) - _S2, int(3) - _S3); half h_0 = halfTexture_0[uint2(pos2_0)]; vector h2_0 = halfTexture2_0[uint2(pos2_0)]; vector h4_0 = halfTexture4_0[uint2(pos2_0)]; halfTexture_0[uint2(pos_0)] = h2_0.x + h2_0.y; halfTexture2_0[uint2(pos_0)] = h4_0.xy; halfTexture4_0[uint2(pos_0)] = vector(h2_0, h_0, h_0); int index_0 = _S3 + _S2 * int(4); outputBuffer_0[uint(index_0)] = index_0; return; }