1
2unorm float4 uf4;
3
4Texture3D<unorm float4> ResultInU: register(t0);
5RWTexture3D<unorm float4> ResultOutU: register(u0);
6
7Texture3D<snorm float4> ResultInS: register(t1);
8RWTexture3D<snorm float4> ResultOutS: register(u1);
9
10[numthreads(16, 16, 1)]
11void main(uint3 tid: SV_DispatchThreadID)
12{
13    ResultOutS[tid] = ResultInS[tid] + uf4;
14    ResultOutU[tid] = ResultInU[tid];
15}
16