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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_5_0
dcl_globalFlags refactoringAllowed
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, 53, 192,
8, 24, 97, 223, 48, 192,
236, 66, 223, 132, 46, 54,
142, 252, 1, 0, 0, 0,
220, 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,
69, 88, 64, 0, 0, 0,
80, 0, 1, 0, 16, 0,
0, 0, 106, 8, 0, 1,
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
};
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