#if 0 // // Generated by Microsoft (R) D3D Shader Disassembler // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Position 0 xyzw 0 NONE float xyzw // TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 1 xy 2 NONE float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // COLOR 0 xyzw 0 NONE float xyzw // COLOR 1 xyzw 1 NONE float xyzw // TEXCOORD 0 xy 2 NONE float xy // TEXCOORD 1 zw 2 NONE float zw // SV_Position 0 xyzw 3 POS float xyzw // // // Constant buffer to DX9 shader constant mappings: // // Target Reg Buffer Start Reg # of Regs Data Conversion // ---------- ------- --------- --------- ---------------------- // c1 cb0 0 1 ( FLT, FLT, FLT, FLT) // c2 cb0 2 5 ( FLT, FLT, FLT, FLT) // // // Runtime generated constant mappings: // // Target Reg Constant Description // ---------- -------------------------------------------------- // c0 Vertex Shader position offset // // // Level9 shader bytecode: // vs_2_0 def c7, 0, 1, 0, 0 dcl_texcoord v0 dcl_texcoord1 v1 dcl_texcoord2 v2 dp4 oPos.z, v0, c5 dp4 r0.x, v0, c2 max r0.x, r0.x, c7.x min oT1.w, r0.x, c7.y dp4 r0.x, v0, c3 dp4 r0.y, v0, c4 dp4 r0.z, v0, c6 mad oPos.xy, r0.z, c0, r0 mov oPos.w, r0.z mov oT0, c1 mov oT1.xyz, c7.x mov oT2.xy, v1 mov oT2.zw, v2.xyyx // approximately 13 instruction slots used vs_4_0 dcl_constantbuffer CB0[7], immediateIndexed dcl_input v0.xyzw dcl_input v1.xy dcl_input v2.xy dcl_output o0.xyzw dcl_output o1.xyzw dcl_output o2.xy dcl_output o2.zw dcl_output_siv o3.xyzw, position mov o0.xyzw, cb0[0].xyzw dp4_sat o1.w, v0.xyzw, cb0[2].xyzw mov o1.xyz, l(0,0,0,0) mov o2.xy, v1.xyxx mov o2.zw, v2.xxxy dp4 o3.x, v0.xyzw, cb0[3].xyzw dp4 o3.y, v0.xyzw, cb0[4].xyzw dp4 o3.z, v0.xyzw, cb0[5].xyzw dp4 o3.w, v0.xyzw, cb0[6].xyzw ret // Approximately 0 instruction slots used #endif const BYTE 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