michael@0: #if 0 michael@0: // michael@0: // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 michael@0: // michael@0: // fxc /E passthroughps /T ps_2_0 /Fh compiled/passthroughps.h Blit.ps michael@0: // michael@0: // michael@0: // Parameters: michael@0: // michael@0: // sampler2D tex; michael@0: // michael@0: // michael@0: // Registers: michael@0: // michael@0: // Name Reg Size michael@0: // ------------ ----- ---- michael@0: // tex s0 1 michael@0: // michael@0: michael@0: ps_2_0 michael@0: dcl t0.xy michael@0: dcl_2d s0 michael@0: texld r0, t0, s0 michael@0: mov oC0, r0 michael@0: michael@0: // approximately 2 instruction slots used (1 texture, 1 arithmetic) michael@0: #endif michael@0: michael@0: const BYTE g_ps20_passthroughps[] = michael@0: { michael@0: 0, 2, 255, 255, 254, 255, michael@0: 32, 0, 67, 84, 65, 66, michael@0: 28, 0, 0, 0, 75, 0, michael@0: 0, 0, 0, 2, 255, 255, michael@0: 1, 0, 0, 0, 28, 0, michael@0: 0, 0, 0, 1, 0, 0, michael@0: 68, 0, 0, 0, 48, 0, michael@0: 0, 0, 3, 0, 0, 0, michael@0: 1, 0, 0, 0, 52, 0, michael@0: 0, 0, 0, 0, 0, 0, michael@0: 116, 101, 120, 0, 4, 0, michael@0: 12, 0, 1, 0, 1, 0, michael@0: 1, 0, 0, 0, 0, 0, michael@0: 0, 0, 112, 115, 95, 50, michael@0: 95, 48, 0, 77, 105, 99, michael@0: 114, 111, 115, 111, 102, 116, michael@0: 32, 40, 82, 41, 32, 72, michael@0: 76, 83, 76, 32, 83, 104, michael@0: 97, 100, 101, 114, 32, 67, michael@0: 111, 109, 112, 105, 108, 101, michael@0: 114, 32, 57, 46, 50, 57, michael@0: 46, 57, 53, 50, 46, 51, michael@0: 49, 49, 49, 0, 31, 0, michael@0: 0, 2, 0, 0, 0, 128, michael@0: 0, 0, 3, 176, 31, 0, michael@0: 0, 2, 0, 0, 0, 144, michael@0: 0, 8, 15, 160, 66, 0, michael@0: 0, 3, 0, 0, 15, 128, michael@0: 0, 0, 228, 176, 0, 8, michael@0: 228, 160, 1, 0, 0, 2, michael@0: 0, 8, 15, 128, 0, 0, michael@0: 228, 128, 255, 255, 0, 0 michael@0: };