11 lines
288 B
HLSL
11 lines
288 B
HLSL
Texture2D<float4> in0 : register(t0);
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RWTexture2D<uint4> o0 : register(u1);
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RWTexture2D<uint4> o1 : register(u2);
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[numthreads(16, 16, 1)]
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void main(uint3 id : SV_DispatchThreadID)
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{
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float4 i = in0[id.xy];
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o0[id.xy] = float4(i.bgra) * 255;
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o1[id.xy] = float4(i.a, i.a, i.a, 1) * 255;
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} |