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// A compute shader to build a mip-map layer using box filtering.
cbuffer Uniforms
{
uint dstWidth;
uint dstHeight;
RWTexture2D dstTexture;
RWTexture2D srcTexture;
}
[shader("compute")]
[numthreads(16, 16, 1)]
void computeMain(uint3 threadIdx : SV_DispatchThreadID)
{
uint x = threadIdx.x;
uint y = threadIdx.y;
if (x >= dstWidth) return;
if (y >= dstHeight) return;
var val0 = srcTexture[uint2(x * 2, y * 2)];
var val1 = srcTexture[uint2(x * 2 + 1, y * 2)];
var val2 = srcTexture[uint2(x * 2, y * 2 + 1)];
var val3 = srcTexture[uint2(x * 2 + 1, y * 2 + 1)];
dstTexture[uint2(x, y)] = (val0 + val1 + val2 + val3) / 4;
}
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