mirror of https://github.com/aap/librw.git
forgot to upload compiled shaders
This commit is contained in:
parent
808290e73e
commit
5fa0e17986
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@ -0,0 +1,72 @@
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#if 0
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
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//
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// fxc /T ps_2_0 /Fh default_PS.h default_PS.hlsl
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//
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//
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// Parameters:
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//
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// float4 fogColor;
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//
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//
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// Registers:
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//
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// Name Reg Size
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// ------------ ----- ----
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// fogColor c0 1
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//
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ps_2_0
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dcl t0.xyz
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dcl v0
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add r0.xyz, v0, -c0
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mad r0.xyz, t0.z, r0, c0
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mov r0.w, v0.w
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mov oC0, r0
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// approximately 4 instruction slots used
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#endif
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const BYTE g_ps20_main[] =
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{
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0, 2, 255, 255, 254, 255,
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34, 0, 67, 84, 65, 66,
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28, 0, 0, 0, 83, 0,
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0, 0, 0, 2, 255, 255,
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1, 0, 0, 0, 28, 0,
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0, 0, 0, 1, 0, 0,
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76, 0, 0, 0, 48, 0,
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0, 0, 2, 0, 0, 0,
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1, 0, 2, 0, 60, 0,
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0, 0, 0, 0, 0, 0,
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102, 111, 103, 67, 111, 108,
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111, 114, 0, 171, 171, 171,
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1, 0, 3, 0, 1, 0,
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4, 0, 1, 0, 0, 0,
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0, 0, 0, 0, 112, 115,
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95, 50, 95, 48, 0, 77,
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105, 99, 114, 111, 115, 111,
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102, 116, 32, 40, 82, 41,
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32, 72, 76, 83, 76, 32,
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83, 104, 97, 100, 101, 114,
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32, 67, 111, 109, 112, 105,
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108, 101, 114, 32, 57, 46,
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50, 57, 46, 57, 53, 50,
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46, 51, 49, 49, 49, 0,
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31, 0, 0, 2, 0, 0,
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0, 128, 0, 0, 7, 176,
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31, 0, 0, 2, 0, 0,
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0, 128, 0, 0, 15, 144,
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2, 0, 0, 3, 0, 0,
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7, 128, 0, 0, 228, 144,
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0, 0, 228, 161, 4, 0,
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0, 4, 0, 0, 7, 128,
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0, 0, 170, 176, 0, 0,
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228, 128, 0, 0, 228, 160,
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1, 0, 0, 2, 0, 0,
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8, 128, 0, 0, 255, 144,
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1, 0, 0, 2, 0, 8,
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15, 128, 0, 0, 228, 128,
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255, 255, 0, 0
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};
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@ -0,0 +1,89 @@
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#if 0
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
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//
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// fxc /T ps_2_0 /DTEX /Fh default_tex_PS.h default_PS.hlsl
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//
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//
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// Parameters:
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//
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// float4 fogColor;
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// sampler2D tex0;
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//
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//
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// Registers:
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//
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// Name Reg Size
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// ------------ ----- ----
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// fogColor c0 1
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// tex0 s0 1
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//
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ps_2_0
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dcl t0.xyz
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dcl v0
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dcl_2d s0
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texld r0, t0, s0
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mad r0.xyz, v0, r0, -c0
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mul r1.w, r0.w, v0.w
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mad r1.xyz, t0.z, r0, c0
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mov oC0, r1
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// approximately 5 instruction slots used (1 texture, 4 arithmetic)
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#endif
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const BYTE g_ps20_main[] =
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{
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0, 2, 255, 255, 254, 255,
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45, 0, 67, 84, 65, 66,
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28, 0, 0, 0, 127, 0,
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0, 0, 0, 2, 255, 255,
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2, 0, 0, 0, 28, 0,
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0, 0, 0, 1, 0, 0,
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120, 0, 0, 0, 68, 0,
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0, 0, 2, 0, 0, 0,
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1, 0, 2, 0, 80, 0,
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0, 0, 0, 0, 0, 0,
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96, 0, 0, 0, 3, 0,
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0, 0, 1, 0, 2, 0,
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104, 0, 0, 0, 0, 0,
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0, 0, 102, 111, 103, 67,
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111, 108, 111, 114, 0, 171,
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171, 171, 1, 0, 3, 0,
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1, 0, 4, 0, 1, 0,
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0, 0, 0, 0, 0, 0,
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116, 101, 120, 48, 0, 171,
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171, 171, 4, 0, 12, 0,
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1, 0, 1, 0, 1, 0,
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0, 0, 0, 0, 0, 0,
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112, 115, 95, 50, 95, 48,
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0, 77, 105, 99, 114, 111,
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115, 111, 102, 116, 32, 40,
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82, 41, 32, 72, 76, 83,
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76, 32, 83, 104, 97, 100,
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101, 114, 32, 67, 111, 109,
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112, 105, 108, 101, 114, 32,
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57, 46, 50, 57, 46, 57,
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53, 50, 46, 51, 49, 49,
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49, 0, 31, 0, 0, 2,
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0, 0, 0, 128, 0, 0,
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7, 176, 31, 0, 0, 2,
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0, 0, 0, 128, 0, 0,
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15, 144, 31, 0, 0, 2,
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0, 0, 0, 144, 0, 8,
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15, 160, 66, 0, 0, 3,
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0, 0, 15, 128, 0, 0,
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228, 176, 0, 8, 228, 160,
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4, 0, 0, 4, 0, 0,
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7, 128, 0, 0, 228, 144,
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0, 0, 228, 128, 0, 0,
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228, 161, 5, 0, 0, 3,
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1, 0, 8, 128, 0, 0,
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255, 128, 0, 0, 255, 144,
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4, 0, 0, 4, 1, 0,
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7, 128, 0, 0, 170, 176,
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0, 0, 228, 128, 0, 0,
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228, 160, 1, 0, 0, 2,
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0, 8, 15, 128, 1, 0,
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228, 128, 255, 255, 0, 0
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};
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@ -0,0 +1,37 @@
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#if 0
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
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//
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// fxc /T ps_2_0 /Fh im2d_PS.h im2d_PS.hlsl
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//
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ps_2_0
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dcl v0
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mov oC0, v0
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// approximately 1 instruction slot used
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#endif
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const BYTE g_ps20_main[] =
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{
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0, 2, 255, 255, 254, 255,
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22, 0, 67, 84, 65, 66,
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28, 0, 0, 0, 35, 0,
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0, 0, 0, 2, 255, 255,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 1, 0, 0,
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28, 0, 0, 0, 112, 115,
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95, 50, 95, 48, 0, 77,
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105, 99, 114, 111, 115, 111,
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102, 116, 32, 40, 82, 41,
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32, 72, 76, 83, 76, 32,
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83, 104, 97, 100, 101, 114,
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32, 67, 111, 109, 112, 105,
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108, 101, 114, 32, 57, 46,
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50, 57, 46, 57, 53, 50,
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46, 51, 49, 49, 49, 0,
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31, 0, 0, 2, 0, 0,
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0, 128, 0, 0, 15, 144,
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1, 0, 0, 2, 0, 8,
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15, 128, 0, 0, 228, 144,
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255, 255, 0, 0
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};
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@ -0,0 +1,71 @@
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#if 0
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
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//
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// fxc /T ps_2_0 /DTEX /Fh im2d_tex_PS.h im2d_PS.hlsl
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//
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//
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// Parameters:
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//
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// sampler2D tex0;
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//
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//
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// Registers:
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//
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// Name Reg Size
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// ------------ ----- ----
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// tex0 s0 1
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//
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ps_2_0
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dcl t0.xy
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dcl v0
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dcl_2d s0
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texld r0, t0, s0
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mul r0, r0, v0
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mov oC0, r0
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// approximately 3 instruction slots used (1 texture, 2 arithmetic)
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#endif
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const BYTE g_ps20_main[] =
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{
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0, 2, 255, 255, 254, 255,
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33, 0, 67, 84, 65, 66,
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28, 0, 0, 0, 79, 0,
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0, 0, 0, 2, 255, 255,
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1, 0, 0, 0, 28, 0,
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0, 0, 0, 1, 0, 0,
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72, 0, 0, 0, 48, 0,
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0, 0, 3, 0, 0, 0,
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1, 0, 2, 0, 56, 0,
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0, 0, 0, 0, 0, 0,
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116, 101, 120, 48, 0, 171,
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171, 171, 4, 0, 12, 0,
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1, 0, 1, 0, 1, 0,
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0, 0, 0, 0, 0, 0,
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112, 115, 95, 50, 95, 48,
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0, 77, 105, 99, 114, 111,
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115, 111, 102, 116, 32, 40,
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82, 41, 32, 72, 76, 83,
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76, 32, 83, 104, 97, 100,
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101, 114, 32, 67, 111, 109,
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112, 105, 108, 101, 114, 32,
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57, 46, 50, 57, 46, 57,
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53, 50, 46, 51, 49, 49,
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49, 0, 31, 0, 0, 2,
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0, 0, 0, 128, 0, 0,
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3, 176, 31, 0, 0, 2,
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0, 0, 0, 128, 0, 0,
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15, 144, 31, 0, 0, 2,
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0, 0, 0, 144, 0, 8,
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15, 160, 66, 0, 0, 3,
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0, 0, 15, 128, 0, 0,
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228, 176, 0, 8, 228, 160,
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5, 0, 0, 3, 0, 0,
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15, 128, 0, 0, 228, 128,
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0, 0, 228, 144, 1, 0,
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0, 2, 0, 8, 15, 128,
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0, 0, 228, 128, 255, 255,
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0, 0
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};
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