#if 0 // // Generated by Microsoft (R) HLSL Shader Compiler 10.1 // // // Buffer Definitions: // // cbuffer Constants // { // // float scRGB_output; // Offset: 0 Size: 4 [unused] // float texture_type; // Offset: 4 Size: 4 [unused] // float input_type; // Offset: 8 Size: 4 [unused] // float color_scale; // Offset: 12 Size: 4 // float tonemap_method; // Offset: 16 Size: 4 [unused] // float tonemap_factor1; // Offset: 20 Size: 4 [unused] // float tonemap_factor2; // Offset: 24 Size: 4 [unused] // float sdr_white_point; // Offset: 28 Size: 4 [unused] // float4 Yoffset; // Offset: 32 Size: 16 [unused] // float4 Rcoeff; // Offset: 48 Size: 16 [unused] // float4 Gcoeff; // Offset: 64 Size: 16 [unused] // float4 Bcoeff; // Offset: 80 Size: 16 [unused] // // } // // // Resource Bindings: // // Name Type Format Dim HLSL Bind Count // ------------------------------ ---------- ------- ----------- -------------- ------ // theSampler sampler NA NA s0 1 // theTexture texture float4 2d t0 1 // Constants cbuffer NA NA cb0 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float // TEXCOORD 0 xy 1 NONE float xy // COLOR 0 xyzw 2 NONE float xyzw // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_TARGET 0 xyzw 0 TARGET float xyzw // // // Constant buffer to DX9 shader constant mappings: // // Target Reg Buffer Start Reg # of Regs Data Conversion // ---------- ------- --------- --------- ---------------------- // c0 cb0 0 1 ( FLT, FLT, FLT, FLT) // // // Sampler/Resource to DX9 shader sampler mappings: // // Target Sampler Source Sampler Source Resource // -------------- --------------- ---------------- // s0 s0 t0 // // // Level9 shader bytecode: // ps_2_0 dcl t0.xy dcl t1 dcl_2d s0 texld r0, t0, s0 mul r0.xyz, r0, c0.w mul r0, r0, t1 mov oC0, r0 // approximately 4 instruction slots used (1 texture, 3 arithmetic) ps_4_0 dcl_constantbuffer CB0[1], immediateIndexed dcl_sampler s0, mode_default dcl_resource_texture2d (float,float,float,float) t0 dcl_input_ps linear v1.xy dcl_input_ps linear v2.xyzw dcl_output o0.xyzw dcl_temps 1 sample r0.xyzw, v1.xyxx, t0.xyzw, s0 mul r0.xyz, r0.xyzx, cb0[0].wwww mul o0.xyzw, r0.xyzw, v2.xyzw ret // Approximately 4 instruction slots used #endif const BYTE g_main[] = { 68, 88, 66, 67, 8, 152, 224, 210, 182, 254, 37, 89, 68, 213, 13, 174, 95, 42, 2, 11, 1, 0, 0, 0, 132, 5, 0, 0, 6, 0, 0, 0, 56, 0, 0, 0, 220, 0, 0, 0, 168, 1, 0, 0, 36, 2, 0, 0, 220, 4, 0, 0, 80, 5, 0, 0, 65, 111, 110, 57, 156, 0, 0, 0, 156, 0, 0, 0, 0, 2, 255, 255, 104, 0, 0, 0, 52, 0, 0, 0, 1, 0, 40, 0, 0, 0, 52, 0, 0, 0, 52, 0, 1, 0, 36, 0, 0, 0, 52, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 255, 255, 31, 0, 0, 2, 0, 0, 0, 128, 0, 0, 3, 176, 31, 0, 0, 2, 0, 0, 0, 128, 1, 0, 15, 176, 31, 0, 0, 2, 0, 0, 0, 144, 0, 8, 15, 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