I know this is a shader pipeline thing with bound resources and one thread not knowing what the other one does.
However, I tried writing my current data to another RWTexture2D with the same dimensions as my shader and reading from it later on. The compiler did not throw an error but it did not work.
uint2 this = tid.xy;
uint2 next = tid.xy+uint2(1,0);
tex2[tid.xy] = col;
col.r = tex2[this].r + tex2[next].r;
I thought I could access textures like arrays with xy? Is there another way to do this?