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RWTexture1D <float> g_tTex1df1;
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RWBuffer <uint> g_tBuf1du1;
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struct PS_OUTPUT
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{
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float4 Color : SV_Target0;
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};
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PS_OUTPUT main()
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{
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float r00 = g_tTex1df1[0];
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uint r01 = g_tBuf1du1[0];
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PS_OUTPUT psout;
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psout.Color = 0;
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return psout;
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}
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