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hlsl source #1
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struct RayDesc2 { float3 Origin; float TMin; float3 Direction; float TMax; }; [numthreads(32, 8, 1)] void main(uint2 threadId : SV_DispatchThreadID) { ByteAddressBuffer buffer = ResourceDescriptorHeap[NonUniformResourceIndex(10)]; RayDesc2 result = buffer.Load<RayDesc2>(sizeof(RayDesc2) * 1); }
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