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RWTexture2D<float3> rwtx;
RWBuffer<float3> buf;
float3 SomeValue() { return float3(1,2,3); }
float4 main() : SV_Target0
{
int2 tc2 = { 0, 0 };
int tc = 0;
// Test swizzles and partial updates of L-values when writing to buffers and writable textures.
rwtx[tc2].zyx = float3(1,2,3); // full swizzle, simple RHS
rwtx[tc2].zyx = SomeValue(); // full swizzle, complex RHS
rwtx[tc2].zyx = 2; // full swizzle, modify op
// Partial updates not yet supported.
// Partial values, which will use swizzles.
// buf[tc].yz = 42; // partial swizzle, simple RHS
// buf[tc].yz = SomeValue().x; // partial swizzle, complex RHS
// buf[tc].yz += 43; // partial swizzle, modify op
// // Partial values, which will use index.
// buf[tc].y = 44; // single index, simple RHS
// buf[tc].y = SomeValue().x; // single index, complex RHS
// buf[tc].y += 45; // single index, modify op
return 0.0;
}