#if 0 // // Generated by Microsoft (R) D3D Shader Disassembler // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Position 0 xyzw 0 POS float xyzw // TEXCOORD 0 xy 1 NONE float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Position 0 xyzw 0 POS float xyzw // TEXCOORD 0 xy 1 NONE float xy // SV_RenderTargetArrayIndex 0 x 2 RTINDEX uint x // gs_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb1[2], immediateIndexed dcl_input_siv v[3][0].xyzw, position dcl_input v[3][1].xy dcl_inputprimitive triangle dcl_stream m0 dcl_outputtopology trianglestrip dcl_output_siv o0.xyzw, position dcl_output o1.xy dcl_output_siv o2.x, rendertarget_array_index dcl_maxout 3 mov o0.xyzw, v[0][0].xyzw mov o1.xy, v[0][1].xyxx mov o2.x, cb1[1].w emit_stream m0 mov o0.xyzw, v[1][0].xyzw mov o1.xy, v[1][1].xyxx mov o2.x, cb1[1].w emit_stream m0 mov o0.xyzw, v[2][0].xyzw mov o1.xy, v[2][1].xyxx mov o2.x, cb1[1].w emit_stream m0 ret // Approximately 0 instruction slots used #endif const BYTE g_CoarseAO_GS_D3D11[] = { 68, 88, 66, 67, 193, 72, 205, 99, 60, 76, 114, 103, 198, 76, 168, 118, 44, 179, 204, 42, 1, 0, 0, 0, 168, 2, 0, 0, 3, 0, 0, 0, 44, 0, 0, 0, 132, 0, 0, 0, 24, 1, 0, 0, 73, 83, 71, 78, 80, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 56, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 15, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1, 0, 0, 0, 3, 3, 0, 0, 83, 86, 95, 80, 111, 115, 105, 116, 105, 111, 110, 0, 84, 69, 88, 67, 79, 79, 82, 68, 0, 171, 171, 171, 79, 83, 71, 53, 140, 0, 0, 0, 3, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0, 92, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 0, 0, 0, 0, 0, 0, 0, 104, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1, 0, 0, 0, 3, 12, 0, 0, 0, 0, 0, 0, 113, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 1, 0, 0, 0, 2, 0, 0, 0, 1, 14, 0, 0, 83, 86, 95, 80, 111, 115, 105, 116, 105, 111, 110, 0, 84, 69, 88, 67, 79, 79, 82, 68, 0, 83, 86, 95, 82, 101, 110, 100, 101, 114, 84, 97, 114, 103, 101, 116, 65, 114, 114, 97, 121, 73, 110, 100, 101, 120, 0, 171, 83, 72, 69, 88, 136, 1, 0, 0, 80, 0, 2, 0, 98, 0, 0, 0, 106, 8, 0, 1, 89, 0, 0, 4, 70, 142, 32, 0, 1, 0, 0, 0, 2, 0, 0, 0, 97, 0, 0, 5, 242, 16, 32, 0, 3, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 95, 0, 0, 4, 50, 16, 32, 0, 3, 0, 0, 0, 1, 0, 0, 0, 93, 24, 0, 1, 143, 0, 0, 3, 0, 0, 17, 0, 0, 0, 0, 0, 92, 40, 0, 1, 103, 0, 0, 4, 242, 32, 16, 0, 0, 0, 0, 0, 1, 0, 0, 0, 101, 0, 0, 3, 50, 32, 16, 0, 1, 0, 0, 0, 103, 0, 0, 4, 18, 32, 16, 0, 2, 0, 0, 0, 4, 0, 0, 0, 94, 0, 0, 2, 3, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 0, 0, 0, 0, 70, 30, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 50, 32, 16, 0, 1, 0, 0, 0, 70, 16, 32, 0, 0, 0, 0, 0, 1, 0, 0, 0, 54, 0, 0, 6, 18, 32, 16, 0, 2, 0, 0, 0, 58, 128, 32, 0, 1, 0, 0, 0, 1, 0, 0, 0, 117, 0, 0, 3, 0, 0, 17, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 0, 0, 0, 0, 70, 30, 32, 0, 1, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 50, 32, 16, 0, 1, 0, 0, 0, 70, 16, 32, 0, 1, 0, 0, 0, 1, 0, 0, 0, 54, 0, 0, 6, 18, 32, 16, 0, 2, 0, 0, 0, 58, 128, 32, 0, 1, 0, 0, 0, 1, 0, 0, 0, 117, 0, 0, 3, 0, 0, 17, 0, 0, 0, 0, 0, 54, 0, 0, 6, 242, 32, 16, 0, 0, 0, 0, 0, 70, 30, 32, 0, 2, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 6, 50, 32, 16, 0, 1, 0, 0, 0, 70, 16, 32, 0, 2, 0, 0, 0, 1, 0, 0, 0, 54, 0, 0, 6, 18, 32, 16, 0, 2, 0, 0, 0, 58, 128, 32, 0, 1, 0, 0, 0, 1, 0, 0, 0, 117, 0, 0, 3, 0, 0, 17, 0, 0, 0, 0, 0, 62, 0, 0, 1 }; namespace Generated { void CoarseAO_GS::Create(DevicePointer Device) { m_Shader.Create(Device, g_CoarseAO_GS_D3D11, sizeof(g_CoarseAO_GS_D3D11)); } void CoarseAO_GS::Release(DevicePointer Device) { m_Shader.Release(Device); } }