1 #if 0 2 // 3 // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 4 // 5 // 6 // fxc /nologo /E PS_SwizzleF2D /T ps_4_0 /Fh compiled\swizzlef2dps.h 7 // Swizzle11.hlsl 8 // 9 // 10 // Buffer Definitions: 11 // 12 // cbuffer SwizzleProperties 13 // { 14 // 15 // uint4 SwizzleIndices; // Offset: 0 Size: 16 16 // 17 // } 18 // 19 // 20 // Resource Bindings: 21 // 22 // Name Type Format Dim Slot Elements 23 // ------------------------------ ---------- ------- ----------- ---- -------- 24 // Sampler sampler NA NA 0 1 25 // TextureF2D texture float4 2d 0 1 26 // SwizzleProperties cbuffer NA NA 0 1 27 // 28 // 29 // 30 // Input signature: 31 // 32 // Name Index Mask Register SysValue Format Used 33 // -------------------- ----- ------ -------- -------- ------ ------ 34 // SV_POSITION 0 xyzw 0 POS float 35 // TEXCOORD 0 xy 1 NONE float xy 36 // 37 // 38 // Output signature: 39 // 40 // Name Index Mask Register SysValue Format Used 41 // -------------------- ----- ------ -------- -------- ------ ------ 42 // SV_TARGET 0 xyzw 0 TARGET float xyzw 43 // 44 ps_4_0 45 dcl_constantbuffer cb0[1], immediateIndexed 46 dcl_sampler s0, mode_default 47 dcl_resource_texture2d (float,float,float,float) t0 48 dcl_input_ps linear v1.xy 49 dcl_output o0.xyzw 50 dcl_temps 1 51 dcl_indexableTemp x0[6], 4 52 sample r0.xyzw, v1.xyxx, t0.xyzw, s0 53 mov x0[0].x, r0.x 54 mov x0[1].x, r0.y 55 mov x0[2].x, r0.z 56 mov x0[3].x, r0.w 57 mov x0[4].x, l(0) 58 mov x0[5].x, l(1.000000) 59 mov r0.x, cb0[0].x 60 mov o0.x, x0[r0.x + 0].x 61 mov r0.x, cb0[0].y 62 mov o0.y, x0[r0.x + 0].x 63 mov r0.x, cb0[0].z 64 mov o0.z, x0[r0.x + 0].x 65 mov r0.x, cb0[0].w 66 mov o0.w, x0[r0.x + 0].x 67 ret 68 // Approximately 16 instruction slots used 69 #endif 70 71 const BYTE g_PS_SwizzleF2D[] = { 72 68, 88, 66, 67, 231, 84, 171, 36, 174, 101, 233, 167, 224, 61, 160, 30, 113, 106, 106, 73 125, 1, 0, 0, 0, 96, 4, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 100, 1, 74 0, 0, 188, 1, 0, 0, 240, 1, 0, 0, 228, 3, 0, 0, 82, 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