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