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_TARGET 0 xyzw 0 TARGET float xyzw
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
38 mov o0.yzw, l(0,0,0,1.000000)
40 // Approximately 4 instruction slots used
43 const BYTE g_PS_PassthroughR2D[] =
45 68, 88, 66, 67, 165, 241,
46 169, 123, 72, 216, 126, 110,
47 212, 26, 98, 247, 42, 20,
70 0, 0, 83, 97, 109, 112,
71 108, 101, 114, 0, 84, 101,
72 120, 116, 117, 114, 101, 70,
73 0, 77, 105, 99, 114, 111,
74 115, 111, 102, 116, 32, 40,
75 82, 41, 32, 72, 76, 83,
76 76, 32, 83, 104, 97, 100,
77 101, 114, 32, 67, 111, 109,
78 112, 105, 108, 101, 114, 32,
79 57, 46, 51, 48, 46, 57,
80 50, 48, 48, 46, 49, 54,
81 51, 56, 52, 0, 73, 83,
93 79, 83, 73, 84, 73, 79,
94 78, 0, 84, 69, 88, 67,
95 79, 79, 82, 68, 0, 171,
96 171, 171, 79, 83, 71, 78,
103 83, 86, 95, 84, 65, 82,
104 71, 69, 84, 0, 171, 171,
105 83, 72, 68, 82, 160, 0,
115 242, 32, 16, 0, 0, 0,
121 70, 126, 16, 0, 0, 0,
127 54, 0, 0, 8, 226, 32,
132 128, 63, 62, 0, 0, 1,
133 83, 84, 65, 84, 116, 0,