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#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);
}
}
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