3 // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
9 // Name Type Format Dim Slot Elements
10 // ------------------------------ ---------- ------- ----------- ---- --------
11 // Sampler sampler NA NA 0 1
12 // TextureF texture float4 2d 0 1
18 // Name Index Mask Register SysValue Format Used
19 // -------------------- ----- ------ -------- -------- ------- ------
20 // SV_POSITION 0 xyzw 0 POS float
21 // TEXCOORD 0 xy 1 NONE float xy
26 // Name Index Mask Register SysValue Format Used
27 // -------------------- ----- ------ -------- -------- ------- ------
28 // SV_DEPTH 0 N/A oDepth DEPTH float YES
31 dcl_sampler s0, mode_default
32 dcl_resource_texture2d (float,float,float,float) t0
33 dcl_input_ps linear v1.xy
36 sample r0.xyzw, v1.xyxx, t0.xyzw, s0
39 // Approximately 3 instruction slots used
42 const BYTE g_PS_PassthroughDepth2D[] =
44 68, 88, 66, 67, 205, 127,
45 148, 170, 168, 91, 194, 133,
46 180, 181, 17, 51, 13, 53,
69 0, 0, 83, 97, 109, 112,
70 108, 101, 114, 0, 84, 101,
71 120, 116, 117, 114, 101, 70,
72 0, 77, 105, 99, 114, 111,
73 115, 111, 102, 116, 32, 40,
74 82, 41, 32, 72, 76, 83,
75 76, 32, 83, 104, 97, 100,
76 101, 114, 32, 67, 111, 109,
77 112, 105, 108, 101, 114, 32,
78 57, 46, 51, 48, 46, 57,
79 50, 48, 48, 46, 49, 54,
80 51, 56, 52, 0, 73, 83,
92 79, 83, 73, 84, 73, 79,
93 78, 0, 84, 69, 88, 67,
94 79, 79, 82, 68, 0, 171,
95 171, 171, 79, 83, 71, 78,
100 3, 0, 0, 0, 255, 255,
101 255, 255, 1, 14, 0, 0,
102 83, 86, 95, 68, 69, 80,
103 84, 72, 0, 171, 171, 171,
104 83, 72, 68, 82, 120, 0,
114 1, 192, 0, 0, 104, 0,
119 0, 0, 70, 126, 16, 0,
125 0, 1, 83, 84, 65, 84,