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- // Copyright (C) 2009-present, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #pragma anki technique comp
- #include <AnKi/Shaders/Common.hlsl>
- RWStructuredBuffer<U32> g_buff : register(u0);
- struct Consts
- {
- U32 m_val;
- U32 m_offset;
- U32 m_elementCount;
- U32 m_padding2;
- };
- ANKI_FAST_CONSTANTS(Consts, g_consts)
- [numthreads(64, 1, 1)] void main(U32 svDispatchThreadId : SV_DISPATCHTHREADID)
- {
- if(svDispatchThreadId < g_consts.m_elementCount)
- {
- g_buff[svDispatchThreadId + g_consts.m_offset] = g_consts.m_val;
- }
- }
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