yum-mirror/slang
Making it easier to work with shaders
git clone https://git.yummers.dev/yum-mirror/slang
46a4d98ba
master
1//TEST_IGNORE_FILE: 2RWTexture2D < half > halfTexture_0 :register ( u1 ); 3RWTexture2D < vector < half , 2 > > halfTexture2_0 :register ( u2 ); 4RWTexture2D < vector < half , 4 > > halfTexture4_0 :register ( u3 ); 5 6RWStructuredBuffer < int > outputBuffer_0 :register ( u0 ); 7 8[ shader ( "compute" )][ numthreads ( 4 , 4 , 1 )] 9void computeMain ( uint3 dispatchThreadID_0 : SV_DISPATCHTHREADID ) 10{ 11int2 pos_0 = int2 ( dispatchThreadID_0 . xy ); 12float _S1 = 1.00000000000000000000 / 3.00000000000000000000 ; 13int _S2 = pos_0 . y ; 14int _S3 = pos_0 . x ; 15int2 pos2_0 = int2 ( int ( 3 ) - _S2 , int ( 3 ) - _S3 ); 16 17half h_0 = halfTexture_0 [ uint2 ( pos2_0 )]; 18vector < half , 2 > h2_0 = halfTexture2_0 [ uint2 ( pos2_0 )]; 19vector < half , 4 > h4_0 = halfTexture4_0 [ uint2 ( pos2_0 )]; 20 21halfTexture_0 [ uint2 ( pos_0 )] = h2_0 . x + h2_0 . y ; 22halfTexture2_0 [ uint2 ( pos_0 )] = h4_0 . xy ; 23halfTexture4_0 [ uint2 ( pos_0 )] = vector < half , 4 > ( h2_0 , h_0 , h_0 ); 24 25int index_0 = _S3 + _S2 * int ( 4 ); 26outputBuffer_0 [ uint ( index_0 )] = index_0 ; 27return ; 28}