I have a 3D texture and I want to filter each pixel of it. It is rather simple as I only need to read the pixel data for that pixel. So the pixel shader will like this:
outcolor = filter_val * input.color;
As this is a 3D texture, I think I need to create an object of the same size and draw triangles that will cover each pixel of the object. But this would be a lot of indices to draw with. Is this what I supposed to do with pixel shaders?
Is there a better way to do this? A compute shader might do this but I could not find any samples that would take a 3D texture input and output - only the buffers.