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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma kernel ClearBuffer2DMain
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition-config/Runtime/ShaderConfig.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
float4 _ClearValue;
float4 _BufferSize;
RW_TEXTURE2D_X(float4, _Buffer2D);
[numthreads(8, 8, 1)]
void ClearBuffer2DMain(uint3 dispatchThreadID : SV_DispatchThreadID)
{
if (any(dispatchThreadID.xy >= (uint2)_BufferSize.xy))
return;
_Buffer2D[COORD_TEXTURE2D_X(dispatchThreadID.xy)] = _ClearValue;
}