//-------------------------------------------------------------------------------------- // File: DumpToTexture.hlsl // // The PS for converting CS output buffer to a texture, used in CS path of // HDRToneMappingCS11 sample // // Copyright (c) Microsoft Corporation. All rights reserved. //-------------------------------------------------------------------------------------- StructuredBuffer buffer : register( t0 ); struct QuadVS_Output { float4 Pos : SV_POSITION; float2 Tex : TEXCOORD0; }; cbuffer cbPS : register( b0 ) { uint4 g_param; }; float4 main( QuadVS_Output Input ) : SV_TARGET { // To calculate the buffer offset, it is natural to use the screen space coordinates, // Input.Pos is the screen space coordinates of the pixel being written return buffer[ (Input.Pos.x - 0.5) + (Input.Pos.y - 0.5) * g_param.x ]; }