Files
game-physics/DirectXTK/Src/Shaders/Compiled/PostProcess_PSMerge.inc
2017-10-11 15:01:05 +02:00

113 lines
3.6 KiB
SQL

#if 0
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
ps_4_0
dcl_constantbuffer CB0[18], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 2
sample r0.xyzw, v1.xyxx, t1.xyzw, s0
mul r0.xyzw, r0.xyzw, cb0[17].xyzw
sample r1.xyzw, v1.xyxx, t0.xyzw, s0
mad o0.xyzw, cb0[16].xyzw, r1.xyzw, r0.xyzw
ret
// Approximately 0 instruction slots used
#endif
const BYTE PostProcess_PSMerge[] =
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};