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

174 lines
5.8 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[19], 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 3
sample r0.xyzw, v1.xyxx, t0.xyzw, s0
dp3 r1.x, r0.xyzx, l(0.212500, 0.715400, 0.072100, 0.000000)
add r0.xyzw, r0.xyzw, -r1.xxxx
mad r0.xyzw, cb0[16].xxxx, r0.xyzw, r1.xxxx
mul r0.xyzw, r0.xyzw, cb0[17].xyzw
sample r1.xyzw, v1.xyxx, t1.xyzw, s0
dp3 r2.x, r1.xyzx, l(0.212500, 0.715400, 0.072100, 0.000000)
add r1.xyzw, r1.xyzw, -r2.xxxx
mad r1.xyzw, cb0[16].yyyy, r1.xyzw, r2.xxxx
mul r1.xyzw, r1.xyzw, cb0[18].xyzw
mov_sat r2.xyzw, r1.xyzw
add r2.xyzw, -r2.xyzw, l(1.000000, 1.000000, 1.000000, 1.000000)
mad o0.xyzw, r0.xyzw, r2.xyzw, r1.xyzw
ret
// Approximately 0 instruction slots used
#endif
const BYTE PostProcess_PSBloomCombine[] =
{
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55, 62, 204, 88, 89, 93,
56, 103, 128, 16, 10, 110,
154, 166, 1, 0, 0, 0,
244, 2, 0, 0, 3, 0,
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79, 83, 71, 78, 44, 0,
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116, 0, 171, 171, 83, 72,
68, 82, 52, 2, 0, 0,
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42, 169, 147, 61, 0, 0,
0, 0, 0, 0, 0, 8,
242, 0, 16, 0, 1, 0,
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32, 0, 0, 0, 0, 0,
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0, 5, 242, 0, 16, 0,
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0, 0, 0, 11, 242, 0,
16, 0, 2, 0, 0, 0,
70, 14, 16, 128, 65, 0,
0, 0, 2, 0, 0, 0,
2, 64, 0, 0, 0, 0,
128, 63, 0, 0, 128, 63,
0, 0, 128, 63, 0, 0,
128, 63, 50, 0, 0, 9,
242, 32, 16, 0, 0, 0,
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70, 14, 16, 0, 1, 0,
0, 0, 62, 0, 0, 1
};