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Fix depth transfer thread dispatch count for runtime compiled shader
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@@ -7,7 +7,7 @@ Texture2D<float> SourceTexture : register(t0);
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RWTexture2D<float> DestinationTexture : register(u0);
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// Shader to perform the conversion
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[numthreads(512, 1, 1)]
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[numthreads(16, 16, 1)]
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void CSMain(uint3 dispatchThreadID : SV_DispatchThreadID)
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{
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float srcColor = SourceTexture.Load(int3(dispatchThreadID.xy, 0));
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