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Question by Major · Jul 27, 2015 at 12:58 AM · errorshaderfunctionmathcompute shader

Can't get Math Functions to Work in Compute Shader

I have a compute shader that currently only draws to textures. But I want to use the same script to do the math that the cpu is doing. However when I try the code below, not$$anonymous$$ng happens. I know I am calling, and initializing everyt$$anonymous$$ng correctly because I am drawing to the textures in the same kernels. T$$anonymous$$s is the code I am trying to run:

 for(int i=0; i<positionsX.Length; i++){
     
         int xPos_FrontandBack = round (tan (atan (buffer[1] / buffer1[1])) * w / 2);
         int yPos_FrontandBack = round (tan (atan (buffer1[1] / buffer2[1])) * w / 2);
                  
         if (abs (atan (positionsX[i] / positionsZ[i])) < 0.785 && positionsZ[i] > 0 && abs (xPos_FrontandBack) < w / 2 && abs (yPos_FrontandBack) < w / 2) {
             tex0[int2(xPos_FrontandBack + w / 2, yPos_FrontandBack + w / 2)] = float4(1, 1, 0, 1);
         }
     }

When t$$anonymous$$s compiles there are no errors, or anyt$$anonymous$$ng at all that appears in the console. When it is run in the game, not$$anonymous$$ng happens. What is happening here, and how can I get t$$anonymous$$s to work?

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