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#if 0
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyzw
// TEXCOORD 0 xy 1 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 0 xy 0 NONE float xy
// SV_Position 0 xyzw 1 POS float xyzw
//
vs_4_0
dcl_input v0.xyzw
dcl_input v1.xy
dcl_output o0.xy
dcl_output_siv o1.xyzw, position
mov o0.xy, v1.xyxx
mov o1.xyzw, v0.xyzw
ret
// Approximately 0 instruction slots used
#endif
const BYTE g_vs[] =
{
68, 88, 66, 67, 110, 26,
156, 84, 28, 108, 22, 50,
32, 85, 186, 213, 4, 30,
56, 4, 1, 0, 0, 0,
72, 1, 0, 0, 3, 0,
0, 0, 44, 0, 0, 0,
128, 0, 0, 0, 216, 0,
0, 0, 73, 83, 71, 78,
76, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 15, 15, 0, 0,
65, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 1, 0,
0, 0, 3, 3, 0, 0,
80, 79, 83, 73, 84, 73,
79, 78, 0, 84, 69, 88,
67, 79, 79, 82, 68, 0,
171, 171, 79, 83, 71, 78,
80, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 3, 12, 0, 0,
65, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
3, 0, 0, 0, 1, 0,
0, 0, 15, 0, 0, 0,
84, 69, 88, 67, 79, 79,
82, 68, 0, 83, 86, 95,
80, 111, 115, 105, 116, 105,
111, 110, 0, 171, 171, 171,
83, 72, 68, 82, 104, 0,
0, 0, 64, 0, 1, 0,
26, 0, 0, 0, 95, 0,
0, 3, 242, 16, 16, 0,
0, 0, 0, 0, 95, 0,
0, 3, 50, 16, 16, 0,
1, 0, 0, 0, 101, 0,
0, 3, 50, 32, 16, 0,
0, 0, 0, 0, 103, 0,
0, 4, 242, 32, 16, 0,
1, 0, 0, 0, 1, 0,
0, 0, 54, 0, 0, 5,
50, 32, 16, 0, 0, 0,
0, 0, 70, 16, 16, 0,
1, 0, 0, 0, 54, 0,
0, 5, 242, 32, 16, 0,
1, 0, 0, 0, 70, 30,
16, 0, 0, 0, 0, 0,
62, 0, 0, 1
};
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