1 #if 0 2 // 3 // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 4 // 5 // 6 // fxc /nologo /E PS_PassthroughRGBA2D_5551 /T ps_4_0_level_9_3 /Fh 7 // compiled\passthroughrgba2d_5551_11ps.h Passthrough2D11.hlsl 8 // 9 // 10 // Resource Bindings: 11 // 12 // Name Type Format Dim Slot Elements 13 // ------------------------------ ---------- ------- ----------- ---- -------- 14 // Sampler sampler NA NA 0 1 15 // TextureF texture float4 2d 0 1 16 // 17 // 18 // 19 // Input signature: 20 // 21 // Name Index Mask Register SysValue Format Used 22 // -------------------- ----- ------ -------- -------- ------ ------ 23 // SV_POSITION 0 xyzw 0 POS float 24 // TEXCOORD 0 xy 1 NONE float xy 25 // 26 // 27 // Output signature: 28 // 29 // Name Index Mask Register SysValue Format Used 30 // -------------------- ----- ------ -------- -------- ------ ------ 31 // SV_TARGET 0 xyzw 0 TARGET float xyzw 32 // 33 // 34 // Sampler/Resource to DX9 shader sampler mappings: 35 // 36 // Target Sampler Source Sampler Source Resource 37 // -------------- --------------- ---------------- 38 // s0 s0 t0 39 // 40 // 41 // Level9 shader bytecode: 42 // 43 ps_2_x 44 def c0, 31, 1, 0.5, 0.0322580636 45 dcl t0.xy 46 dcl_2d s0 47 texld r0, t0, s0 48 mad r0, r0, c0.xxxy, c0.z 49 frc r1, r0 50 add r0, r0, -r1 51 mul r0, r0, c0.wwwy 52 mov oC0, r0 53 54 // approximately 6 instruction slots used (1 texture, 5 arithmetic) 55 ps_4_0 56 dcl_sampler s0, mode_default 57 dcl_resource_texture2d (float,float,float,float) t0 58 dcl_input_ps linear v1.xy 59 dcl_output o0.xyzw 60 dcl_temps 1 61 sample r0.xyzw, v1.xyxx, t0.xyzw, s0 62 mul r0.xyzw, r0.xyzw, l(31.000000, 31.000000, 31.000000, 1.000000) 63 round_ne r0.xyzw, r0.xyzw 64 mul o0.xyzw, r0.xyzw, l(0.032258, 0.032258, 0.032258, 1.000000) 65 ret 66 // Approximately 5 instruction slots used 67 #endif 68 69 const BYTE g_PS_PassthroughRGBA2D_5551[] = { 70 68, 88, 66, 67, 187, 10, 247, 243, 253, 108, 12, 228, 143, 154, 244, 52, 216, 197, 86, 71 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