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path: root/src/generated/Quadtree_SM4_sig.h
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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
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
//
vs_4_0
dcl_input v0.xyzw
dcl_output_siv o0.xyzw, position
mov o0.xyzw, v0.xyzw
ret 
// Approximately 0 instruction slots used
#endif

const BYTE g_GFSDK_WAVEWORKS_VERTEX_INPUT_Sig[] =
{
     68,  88,  66,  67, 144, 117, 
    118, 146, 167, 219, 166,   6, 
    178, 120, 224,  10, 246, 184, 
     94, 123,   1,   0,   0,   0, 
    216,   0,   0,   0,   3,   0, 
      0,   0,  44,   0,   0,   0, 
     96,   0,   0,   0, 148,   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,   0,   0,   0,   0, 
      3,   0,   0,   0,   0,   0, 
      0,   0,  15,  15,   0,   0, 
     80,  79,  83,  73,  84,  73, 
     79,  78,   0, 171, 171, 171, 
     79,  83,  71,  78,  44,   0, 
      0,   0,   1,   0,   0,   0, 
      8,   0,   0,   0,  32,   0, 
      0,   0,   0,   0,   0,   0, 
      1,   0,   0,   0,   3,   0, 
      0,   0,   0,   0,   0,   0, 
     15,   0,   0,   0,  83,  86, 
     95,  80, 111, 115, 105, 116, 
    105, 111, 110,   0,  83,  72, 
     68,  82,  60,   0,   0,   0, 
     64,   0,   1,   0,  15,   0, 
      0,   0,  95,   0,   0,   3, 
    242,  16,  16,   0,   0,   0, 
      0,   0, 103,   0,   0,   4, 
    242,  32,  16,   0,   0,   0, 
      0,   0,   1,   0,   0,   0, 
     54,   0,   0,   5, 242,  32, 
     16,   0,   0,   0,   0,   0, 
     70,  30,  16,   0,   0,   0, 
      0,   0,  62,   0,   0,   1
};