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1 #if 0 |
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2 // |
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3 // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 |
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4 // |
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5 // fxc /E luminanceps /T ps_2_0 /Fh compiled/luminanceps.h Blit.ps |
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6 // |
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7 // |
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8 // Parameters: |
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9 // |
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10 // float4 mode; |
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11 // sampler2D tex; |
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12 // |
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13 // |
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14 // Registers: |
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15 // |
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16 // Name Reg Size |
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17 // ------------ ----- ---- |
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18 // mode c0 1 |
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19 // tex s0 1 |
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20 // |
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21 |
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22 ps_2_0 |
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23 dcl t0.xy |
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24 dcl_2d s0 |
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25 texld r0, t0, s0 |
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26 mad r1.w, r0.w, c0.x, c0.y |
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27 mov r1.xyz, r0.x |
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28 mov oC0, r1 |
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29 |
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30 // approximately 4 instruction slots used (1 texture, 3 arithmetic) |
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31 #endif |
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32 |
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33 const BYTE g_ps20_luminanceps[] = |
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34 { |
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35 0, 2, 255, 255, 254, 255, |
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36 43, 0, 67, 84, 65, 66, |
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37 28, 0, 0, 0, 119, 0, |
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38 0, 0, 0, 2, 255, 255, |
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39 2, 0, 0, 0, 28, 0, |
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40 0, 0, 0, 1, 0, 0, |
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41 112, 0, 0, 0, 68, 0, |
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42 0, 0, 2, 0, 0, 0, |
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43 1, 0, 0, 0, 76, 0, |
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44 0, 0, 0, 0, 0, 0, |
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45 92, 0, 0, 0, 3, 0, |
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46 0, 0, 1, 0, 0, 0, |
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47 96, 0, 0, 0, 0, 0, |
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48 0, 0, 109, 111, 100, 101, |
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49 0, 171, 171, 171, 1, 0, |
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50 3, 0, 1, 0, 4, 0, |
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51 1, 0, 0, 0, 0, 0, |
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52 0, 0, 116, 101, 120, 0, |
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53 4, 0, 12, 0, 1, 0, |
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54 1, 0, 1, 0, 0, 0, |
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55 0, 0, 0, 0, 112, 115, |
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56 95, 50, 95, 48, 0, 77, |
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57 105, 99, 114, 111, 115, 111, |
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58 102, 116, 32, 40, 82, 41, |
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59 32, 72, 76, 83, 76, 32, |
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60 83, 104, 97, 100, 101, 114, |
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61 32, 67, 111, 109, 112, 105, |
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62 108, 101, 114, 32, 57, 46, |
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63 50, 57, 46, 57, 53, 50, |
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64 46, 51, 49, 49, 49, 0, |
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65 31, 0, 0, 2, 0, 0, |
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66 0, 128, 0, 0, 3, 176, |
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67 31, 0, 0, 2, 0, 0, |
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68 0, 144, 0, 8, 15, 160, |
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69 66, 0, 0, 3, 0, 0, |
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70 15, 128, 0, 0, 228, 176, |
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71 0, 8, 228, 160, 4, 0, |
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72 0, 4, 1, 0, 8, 128, |
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73 0, 0, 255, 128, 0, 0, |
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74 0, 160, 0, 0, 85, 160, |
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75 1, 0, 0, 2, 1, 0, |
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76 7, 128, 0, 0, 0, 128, |
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77 1, 0, 0, 2, 0, 8, |
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78 15, 128, 1, 0, 228, 128, |
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79 255, 255, 0, 0 |
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80 }; |