//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; int2 pos2_0 = int2(int(3) - pos_0.y, int(3) - pos_0.x); 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 = pos_0.x + pos_0.y * int(4); outputBuffer_0[(uint) index_0] = index_0; return; }