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RWBuffer <float4> g_tBuffF;
RWBuffer <int4> g_tBuffI;
RWBuffer <uint4> g_tBuffU;
struct PS_OUTPUT
{
float4 Color : SV_Target0;
};
uniform int c1;
uniform int2 c2;
uniform int3 c3;
uniform int4 c4;
uniform int o1;
uniform int2 o2;
uniform int3 o3;
uniform int4 o4;
PS_OUTPUT main()
{
PS_OUTPUT psout;
g_tBuffF.Load(c1);
g_tBuffU.Load(c1);
g_tBuffI.Load(c1);
psout.Color = 1.0;
return psout;
}