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RWTexture2D<uint> Values;
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struct InputStruct {
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float4 Position : SV_POSITION;
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};
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[earlydepthstencil]
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uint main(InputStruct input) : SV_Target {
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uint oldVal;
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InterlockedExchange(Values[uint2(input.Position.x, input.Position.y)], 1.0, oldVal);
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return oldVal;
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}
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