#if 0 // // Generated by Microsoft (R) D3D Shader Disassembler // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_VertexID 0 x 0 VERTID uint x // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Position 0 xyzw 0 POS float xyzw // TEXCOORD 0 xy 1 NONE float xy // vs_5_0 dcl_globalFlags refactoringAllowed dcl_input_sgv v0.x, vertex_id dcl_output_siv o0.xyzw, position dcl_output o1.xy dcl_temps 1 bfi r0.x, l(1), l(1), v0.x, l(0) and r0.z, v0.x, l(2) utof r0.xy, r0.xzxx mad o0.xy, r0.xyxx, l(2.000000, -2.000000, 0.000000, 0.000000), l(-1.000000, 1.000000, 0.000000, 0.000000) mov o1.xy, r0.xyxx mov o0.zw, l(0,0,0,1.000000) ret // Approximately 0 instruction slots used #endif const BYTE g_FullScreenTriangle_VS_D3D11[] = { 68, 88, 66, 67, 212, 174, 214, 75, 165, 110, 37, 2, 13, 22, 148, 133, 215, 169, 157, 38, 1, 0, 0, 0, 208, 1, 0, 0, 3, 0, 0, 0, 44, 0, 0, 0, 96, 0, 0, 0, 184, 0, 0, 0, 73, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 83, 86, 95, 86, 101, 114, 116, 101, 120, 73, 68, 0, 79, 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, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1, 0, 0, 0, 3, 12, 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, 83, 72, 69, 88, 16, 1, 0, 0, 80, 0, 1, 0, 68, 0, 0, 0, 106, 8, 0, 1, 96, 0, 0, 4, 18, 16, 16, 0, 0, 0, 0, 0, 6, 0, 0, 0, 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, 104, 0, 0, 2, 1, 0, 0, 0, 140, 0, 0, 11, 18, 0, 16, 0, 0, 0, 0, 0, 1, 64, 0, 0, 1, 0, 0, 0, 1, 64, 0, 0, 1, 0, 0, 0, 10, 16, 16, 0, 0, 0, 0, 0, 1, 64, 0, 0, 0, 0, 0, 0, 1, 0, 0, 7, 66, 0, 16, 0, 0, 0, 0, 0, 10, 16, 16, 0, 0, 0, 0, 0, 1, 64, 0, 0, 2, 0, 0, 0, 86, 0, 0, 5, 50, 0, 16, 0, 0, 0, 0, 0, 134, 0, 16, 0, 0, 0, 0, 0, 50, 0, 0, 15, 50, 32, 16, 0, 0, 0, 0, 0, 70, 0, 16, 0, 0, 0, 0, 0, 2, 64, 0, 0, 0, 0, 0, 64, 0, 0, 0, 192, 0, 0, 0, 0, 0, 0, 0, 0, 2, 64, 0, 0, 0, 0, 128, 191, 0, 0, 128, 63, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 5, 50, 32, 16, 0, 1, 0, 0, 0, 70, 0, 16, 0, 0, 0, 0, 0, 54, 0, 0, 8, 194, 32, 16, 0, 0, 0, 0, 0, 2, 64, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 63, 62, 0, 0, 1 }; namespace Generated { void FullScreenTriangle_VS::Create(DevicePointer Device) { m_Shader.Create(Device, g_FullScreenTriangle_VS_D3D11, sizeof(g_FullScreenTriangle_VS_D3D11)); } void FullScreenTriangle_VS::Release(DevicePointer Device) { m_Shader.Release(Device); } }