Texture2D in0 : register(t0); RWTexture2D o0 : register(u1); RWTexture2D o1 : register(u2); [numthreads(16, 16, 1)] void main(uint3 id : SV_DispatchThreadID) { float4 i = in0[id.xy]; o0[id.xy] = float4(i.bgra) * 255; o1[id.xy] = float4(i.a, i.a, i.a, 1) * 255; }