
unorm float4 uf4;

Texture3D<unorm float4> ResultInU: register(t0);
RWTexture3D<unorm float4> ResultOutU: register(u0);

Texture3D<snorm float4> ResultInS: register(t1);
RWTexture3D<snorm float4> ResultOutS: register(u1);

[numthreads(16, 16, 1)]
void main(uint3 tid: SV_DispatchThreadID)
{
    ResultOutS[tid] = ResultInS[tid] + uf4;
    ResultOutU[tid] = ResultInU[tid];
}
