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#pragma kernel KMain
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
TEXTURE2D_X(_InputTexture);
RW_TEXTURE2D_X(float, _OutputTexture);
[numthreads(8, 8, 1)]
void KMain(uint3 dispatchThreadId : SV_DispatchThreadID)
{
UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z);
float alpha = LOAD_TEXTURE2D_X(_InputTexture, dispatchThreadId.xy).w;
_OutputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = alpha;
}