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Use a Texture2DArray in HLSL to match the SRVs
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@@ -1,11 +1,11 @@
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Texture2D<min16float> luminancePlane : register(t0);
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Texture2D<min16float2> chrominancePlane : register(t1);
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Texture2DArray<min16float> luminancePlane : register(t0);
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Texture2DArray<min16float2> chrominancePlane : register(t1);
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SamplerState theSampler : register(s0);
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struct ShaderInput
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{
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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float3 tex : TEXCOORD0;
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};
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cbuffer ChromaLimitBuf : register(b0)
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