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int resolution;
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Texture2D<float> rtDepth;
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RWStructuredBuffer<float> heightBuffer;
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float distance;
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float captureHeight;
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int direction;
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[numthreads(8,8,1)]
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#pragma kernel CSMain
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void CSMain (uint2 id : SV_DispatchThreadID)
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{
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heightBuffer[id.x + (id.y * resolution)] = captureHeight + (((1 - rtDepth[id]) * distance) * direction);
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}
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