forgot to upload compiled shaders

This commit is contained in:
aap 2020-04-20 20:16:53 +02:00
parent 808290e73e
commit 5fa0e17986
4 changed files with 269 additions and 0 deletions

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#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// fxc /T ps_2_0 /Fh default_PS.h default_PS.hlsl
//
//
// Parameters:
//
// float4 fogColor;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// fogColor c0 1
//
ps_2_0
dcl t0.xyz
dcl v0
add r0.xyz, v0, -c0
mad r0.xyz, t0.z, r0, c0
mov r0.w, v0.w
mov oC0, r0
// approximately 4 instruction slots used
#endif
const BYTE g_ps20_main[] =
{
0, 2, 255, 255, 254, 255,
34, 0, 67, 84, 65, 66,
28, 0, 0, 0, 83, 0,
0, 0, 0, 2, 255, 255,
1, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0,
76, 0, 0, 0, 48, 0,
0, 0, 2, 0, 0, 0,
1, 0, 2, 0, 60, 0,
0, 0, 0, 0, 0, 0,
102, 111, 103, 67, 111, 108,
111, 114, 0, 171, 171, 171,
1, 0, 3, 0, 1, 0,
4, 0, 1, 0, 0, 0,
0, 0, 0, 0, 112, 115,
95, 50, 95, 48, 0, 77,
105, 99, 114, 111, 115, 111,
102, 116, 32, 40, 82, 41,
32, 72, 76, 83, 76, 32,
83, 104, 97, 100, 101, 114,
32, 67, 111, 109, 112, 105,
108, 101, 114, 32, 57, 46,
50, 57, 46, 57, 53, 50,
46, 51, 49, 49, 49, 0,
31, 0, 0, 2, 0, 0,
0, 128, 0, 0, 7, 176,
31, 0, 0, 2, 0, 0,
0, 128, 0, 0, 15, 144,
2, 0, 0, 3, 0, 0,
7, 128, 0, 0, 228, 144,
0, 0, 228, 161, 4, 0,
0, 4, 0, 0, 7, 128,
0, 0, 170, 176, 0, 0,
228, 128, 0, 0, 228, 160,
1, 0, 0, 2, 0, 0,
8, 128, 0, 0, 255, 144,
1, 0, 0, 2, 0, 8,
15, 128, 0, 0, 228, 128,
255, 255, 0, 0
};

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#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// fxc /T ps_2_0 /DTEX /Fh default_tex_PS.h default_PS.hlsl
//
//
// Parameters:
//
// float4 fogColor;
// sampler2D tex0;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// fogColor c0 1
// tex0 s0 1
//
ps_2_0
dcl t0.xyz
dcl v0
dcl_2d s0
texld r0, t0, s0
mad r0.xyz, v0, r0, -c0
mul r1.w, r0.w, v0.w
mad r1.xyz, t0.z, r0, c0
mov oC0, r1
// approximately 5 instruction slots used (1 texture, 4 arithmetic)
#endif
const BYTE g_ps20_main[] =
{
0, 2, 255, 255, 254, 255,
45, 0, 67, 84, 65, 66,
28, 0, 0, 0, 127, 0,
0, 0, 0, 2, 255, 255,
2, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0,
120, 0, 0, 0, 68, 0,
0, 0, 2, 0, 0, 0,
1, 0, 2, 0, 80, 0,
0, 0, 0, 0, 0, 0,
96, 0, 0, 0, 3, 0,
0, 0, 1, 0, 2, 0,
104, 0, 0, 0, 0, 0,
0, 0, 102, 111, 103, 67,
111, 108, 111, 114, 0, 171,
171, 171, 1, 0, 3, 0,
1, 0, 4, 0, 1, 0,
0, 0, 0, 0, 0, 0,
116, 101, 120, 48, 0, 171,
171, 171, 4, 0, 12, 0,
1, 0, 1, 0, 1, 0,
0, 0, 0, 0, 0, 0,
112, 115, 95, 50, 95, 48,
0, 77, 105, 99, 114, 111,
115, 111, 102, 116, 32, 40,
82, 41, 32, 72, 76, 83,
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 49, 49,
49, 0, 31, 0, 0, 2,
0, 0, 0, 128, 0, 0,
7, 176, 31, 0, 0, 2,
0, 0, 0, 128, 0, 0,
15, 144, 31, 0, 0, 2,
0, 0, 0, 144, 0, 8,
15, 160, 66, 0, 0, 3,
0, 0, 15, 128, 0, 0,
228, 176, 0, 8, 228, 160,
4, 0, 0, 4, 0, 0,
7, 128, 0, 0, 228, 144,
0, 0, 228, 128, 0, 0,
228, 161, 5, 0, 0, 3,
1, 0, 8, 128, 0, 0,
255, 128, 0, 0, 255, 144,
4, 0, 0, 4, 1, 0,
7, 128, 0, 0, 170, 176,
0, 0, 228, 128, 0, 0,
228, 160, 1, 0, 0, 2,
0, 8, 15, 128, 1, 0,
228, 128, 255, 255, 0, 0
};

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src/d3d/shaders/im2d_PS.h Normal file
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#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// fxc /T ps_2_0 /Fh im2d_PS.h im2d_PS.hlsl
//
ps_2_0
dcl v0
mov oC0, v0
// approximately 1 instruction slot used
#endif
const BYTE g_ps20_main[] =
{
0, 2, 255, 255, 254, 255,
22, 0, 67, 84, 65, 66,
28, 0, 0, 0, 35, 0,
0, 0, 0, 2, 255, 255,
0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 0, 0,
28, 0, 0, 0, 112, 115,
95, 50, 95, 48, 0, 77,
105, 99, 114, 111, 115, 111,
102, 116, 32, 40, 82, 41,
32, 72, 76, 83, 76, 32,
83, 104, 97, 100, 101, 114,
32, 67, 111, 109, 112, 105,
108, 101, 114, 32, 57, 46,
50, 57, 46, 57, 53, 50,
46, 51, 49, 49, 49, 0,
31, 0, 0, 2, 0, 0,
0, 128, 0, 0, 15, 144,
1, 0, 0, 2, 0, 8,
15, 128, 0, 0, 228, 144,
255, 255, 0, 0
};

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#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// fxc /T ps_2_0 /DTEX /Fh im2d_tex_PS.h im2d_PS.hlsl
//
//
// Parameters:
//
// sampler2D tex0;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// tex0 s0 1
//
ps_2_0
dcl t0.xy
dcl v0
dcl_2d s0
texld r0, t0, s0
mul r0, r0, v0
mov oC0, r0
// approximately 3 instruction slots used (1 texture, 2 arithmetic)
#endif
const BYTE g_ps20_main[] =
{
0, 2, 255, 255, 254, 255,
33, 0, 67, 84, 65, 66,
28, 0, 0, 0, 79, 0,
0, 0, 0, 2, 255, 255,
1, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0,
72, 0, 0, 0, 48, 0,
0, 0, 3, 0, 0, 0,
1, 0, 2, 0, 56, 0,
0, 0, 0, 0, 0, 0,
116, 101, 120, 48, 0, 171,
171, 171, 4, 0, 12, 0,
1, 0, 1, 0, 1, 0,
0, 0, 0, 0, 0, 0,
112, 115, 95, 50, 95, 48,
0, 77, 105, 99, 114, 111,
115, 111, 102, 116, 32, 40,
82, 41, 32, 72, 76, 83,
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 49, 49,
49, 0, 31, 0, 0, 2,
0, 0, 0, 128, 0, 0,
3, 176, 31, 0, 0, 2,
0, 0, 0, 128, 0, 0,
15, 144, 31, 0, 0, 2,
0, 0, 0, 144, 0, 8,
15, 160, 66, 0, 0, 3,
0, 0, 15, 128, 0, 0,
228, 176, 0, 8, 228, 160,
5, 0, 0, 3, 0, 0,
15, 128, 0, 0, 228, 128,
0, 0, 228, 144, 1, 0,
0, 2, 0, 8, 15, 128,
0, 0, 228, 128, 255, 255,
0, 0
};