float4 LUTCoordsFromThreadID( uint3 ThreadId ) { float4 f4Corrds; f4Corrds.xy = (float2( ThreadId.xy ) + float2(0.5,0.5) ) / PRECOMPUTED_SCTR_LUT_DIM.xy; uint uiW = ThreadId.z % uint(PRECOMPUTED_SCTR_LUT_DIM.z); uint uiQ = ThreadId.z / uint(PRECOMPUTED_SCTR_LUT_DIM.z); f4Corrds.zw = ( float2(uiW, uiQ) + float2(0.5,0.5) ) / PRECOMPUTED_SCTR_LUT_DIM.zw; return f4Corrds; }