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Jan 18th, 2017
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  1. Texture2D LightShadingTexture       : register(t0);
  2. RWTexture2D<float4> OutputTexture   : register(u0);
  3.  
  4. [numthreads(32, 18, 1)]
  5. void CS_main(uint3 dispatchThreadID : SV_DispatchThreadID){
  6.     OutputTexture[dispatchThreadID.xy] = float4(1.0f, 0.0f, 0.0f, 1.0f);    //red
  7. }
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