Mypal/gfx/layers/d3d9/LayerManagerD3D9Shaders.h
2019-03-11 13:26:37 +03:00

1632 lines
48 KiB
C

#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
// Parameters:
//
// float4x4 mLayerTransform;
// float4x4 mProjection;
// float4 vLayerQuad;
// float4 vRenderTargetOffset;
// float4 vTextureCoords;
//
//
// Registers:
//
// Name Reg Size
// ------------------- ----- ----
// mLayerTransform c0 4
// mProjection c4 4
// vRenderTargetOffset c8 1
// vTextureCoords c9 1
// vLayerQuad c10 1
//
vs_2_0
def c11, -0.5, 0, 0, 0
dcl_position v0
mad r0.xy, v0, c10.zwzw, c10
mul r1, r0.y, c1
mad r0, c0, r0.x, r1
mad r0, c2, v0.z, r0
mad r0, c3, v0.w, r0
rcp r1.x, r0.w
mul r0.xyz, r0, r1.x
add r0, r0, -c8
mad r0.xy, r0, r0.w, c11.x
mul r1, r0.y, c5
mad r1, c4, r0.x, r1
mul r0.x, r0.w, r0.z
mad r1, c6, r0.x, r1
mad oPos, c7, r0.w, r1
mad oT0.xy, v0, c9.zwzw, c9
// approximately 15 instruction slots used
#endif
const BYTE LayerQuadVS[] =
{
0, 2, 254, 255, 254, 255,
76, 0, 67, 84, 65, 66,
28, 0, 0, 0, 2, 1,
0, 0, 0, 2, 254, 255,
5, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0,
251, 0, 0, 0, 128, 0,
0, 0, 2, 0, 0, 0,
4, 0, 0, 0, 144, 0,
0, 0, 0, 0, 0, 0,
160, 0, 0, 0, 2, 0,
4, 0, 4, 0, 0, 0,
144, 0, 0, 0, 0, 0,
0, 0, 172, 0, 0, 0,
2, 0, 10, 0, 1, 0,
0, 0, 184, 0, 0, 0,
0, 0, 0, 0, 200, 0,
0, 0, 2, 0, 8, 0,
1, 0, 0, 0, 220, 0,
0, 0, 0, 0, 0, 0,
236, 0, 0, 0, 2, 0,
9, 0, 1, 0, 0, 0,
184, 0, 0, 0, 0, 0,
0, 0, 109, 76, 97, 121,
101, 114, 84, 114, 97, 110,
115, 102, 111, 114, 109, 0,
3, 0, 3, 0, 4, 0,
4, 0, 1, 0, 0, 0,
0, 0, 0, 0, 109, 80,
114, 111, 106, 101, 99, 116,
105, 111, 110, 0, 118, 76,
97, 121, 101, 114, 81, 117,
97, 100, 0, 171, 1, 0,
3, 0, 1, 0, 4, 0,
1, 0, 0, 0, 0, 0,
0, 0, 118, 82, 101, 110,
100, 101, 114, 84, 97, 114,
103, 101, 116, 79, 102, 102,
115, 101, 116, 0, 1, 0,
3, 0, 1, 0, 4, 0,
1, 0, 0, 0, 0, 0,
0, 0, 118, 84, 101, 120,
116, 117, 114, 101, 67, 111,
111, 114, 100, 115, 0, 118,
115, 95, 50, 95, 48, 0,
77, 105, 99, 114, 111, 115,
111, 102, 116, 32, 40, 82,
41, 32, 72, 76, 83, 76,
32, 83, 104, 97, 100, 101,
114, 32, 67, 111, 109, 112,
105, 108, 101, 114, 32, 49,
48, 46, 49, 0, 171, 171,
81, 0, 0, 5, 11, 0,
15, 160, 0, 0, 0, 191,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
31, 0, 0, 2, 0, 0,
0, 128, 0, 0, 15, 144,
4, 0, 0, 4, 0, 0,
3, 128, 0, 0, 228, 144,
10, 0, 238, 160, 10, 0,
228, 160, 5, 0, 0, 3,
1, 0, 15, 128, 0, 0,
85, 128, 1, 0, 228, 160,
4, 0, 0, 4, 0, 0,
15, 128, 0, 0, 228, 160,
0, 0, 0, 128, 1, 0,
228, 128, 4, 0, 0, 4,
0, 0, 15, 128, 2, 0,
228, 160, 0, 0, 170, 144,
0, 0, 228, 128, 4, 0,
0, 4, 0, 0, 15, 128,
3, 0, 228, 160, 0, 0,
255, 144, 0, 0, 228, 128,
6, 0, 0, 2, 1, 0,
1, 128, 0, 0, 255, 128,
5, 0, 0, 3, 0, 0,
7, 128, 0, 0, 228, 128,
1, 0, 0, 128, 2, 0,
0, 3, 0, 0, 15, 128,
0, 0, 228, 128, 8, 0,
228, 161, 4, 0, 0, 4,
0, 0, 3, 128, 0, 0,
228, 128, 0, 0, 255, 128,
11, 0, 0, 160, 5, 0,
0, 3, 1, 0, 15, 128,
0, 0, 85, 128, 5, 0,
228, 160, 4, 0, 0, 4,
1, 0, 15, 128, 4, 0,
228, 160, 0, 0, 0, 128,
1, 0, 228, 128, 5, 0,
0, 3, 0, 0, 1, 128,
0, 0, 255, 128, 0, 0,
170, 128, 4, 0, 0, 4,
1, 0, 15, 128, 6, 0,
228, 160, 0, 0, 0, 128,
1, 0, 228, 128, 4, 0,
0, 4, 0, 0, 15, 192,
7, 0, 228, 160, 0, 0,
255, 128, 1, 0, 228, 128,
4, 0, 0, 4, 0, 0,
3, 224, 0, 0, 228, 144,
9, 0, 238, 160, 9, 0,
228, 160, 255, 255, 0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
// Parameters:
//
// float fLayerOpacity;
// sampler2D s2D;
//
//
// Registers:
//
// Name Reg Size
// ------------- ----- ----
// fLayerOpacity c0 1
// s2D s0 1
//
ps_2_0
dcl t0.xy
dcl_2d s0
texld r0, t0, s0
mul r0, r0, c0.x
mov oC0, r0
// approximately 3 instruction slots used (1 texture, 2 arithmetic)
#endif
const BYTE RGBAShaderPS[] =
{
0, 2, 255, 255, 254, 255,
43, 0, 67, 84, 65, 66,
28, 0, 0, 0, 127, 0,
0, 0, 0, 2, 255, 255,
2, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0,
120, 0, 0, 0, 68, 0,
0, 0, 2, 0, 0, 0,
1, 0, 0, 0, 84, 0,
0, 0, 0, 0, 0, 0,
100, 0, 0, 0, 3, 0,
0, 0, 1, 0, 0, 0,
104, 0, 0, 0, 0, 0,
0, 0, 102, 76, 97, 121,
101, 114, 79, 112, 97, 99,
105, 116, 121, 0, 171, 171,
0, 0, 3, 0, 1, 0,
1, 0, 1, 0, 0, 0,
0, 0, 0, 0, 115, 50,
68, 0, 4, 0, 12, 0,
1, 0, 1, 0, 1, 0,
0, 0, 0, 0, 0, 0,
112, 115, 95, 50, 95, 48,
0, 77, 105, 99, 114, 111,
115, 111, 102, 116, 32, 40,
82, 41, 32, 72, 76, 83,
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
49, 48, 46, 49, 0, 171,
31, 0, 0, 2, 0, 0,
0, 128, 0, 0, 3, 176,
31, 0, 0, 2, 0, 0,
0, 144, 0, 8, 15, 160,
66, 0, 0, 3, 0, 0,
15, 128, 0, 0, 228, 176,
0, 8, 228, 160, 5, 0,
0, 3, 0, 0, 15, 128,
0, 0, 228, 128, 0, 0,
0, 160, 1, 0, 0, 2,
0, 8, 15, 128, 0, 0,
228, 128, 255, 255, 0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
// Parameters:
//
// float fLayerOpacity;
// sampler2D s2D;
// sampler2D s2DWhite;
//
//
// Registers:
//
// Name Reg Size
// ------------- ----- ----
// fLayerOpacity c0 1
// s2D s0 1
// s2DWhite s1 1
//
ps_2_0
def c1, 1, 0, 0, 0
dcl t0.xy
dcl_2d s0
dcl_2d s1
texld r0, t0, s0
texld r1, t0, s1
add r0.xyz, r0, -r1
add r0.xyz, r0, c1.x
mul r0.xyz, r0, c0.x
mov r0.w, r0.y
mov oC0, r0
// approximately 7 instruction slots used (2 texture, 5 arithmetic)
#endif
const BYTE ComponentPass1ShaderPS[] =
{
0, 2, 255, 255, 254, 255,
55, 0, 67, 84, 65, 66,
28, 0, 0, 0, 175, 0,
0, 0, 0, 2, 255, 255,
3, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0,
168, 0, 0, 0, 88, 0,
0, 0, 2, 0, 0, 0,
1, 0, 0, 0, 104, 0,
0, 0, 0, 0, 0, 0,
120, 0, 0, 0, 3, 0,
0, 0, 1, 0, 0, 0,
124, 0, 0, 0, 0, 0,
0, 0, 140, 0, 0, 0,
3, 0, 1, 0, 1, 0,
0, 0, 152, 0, 0, 0,
0, 0, 0, 0, 102, 76,
97, 121, 101, 114, 79, 112,
97, 99, 105, 116, 121, 0,
171, 171, 0, 0, 3, 0,
1, 0, 1, 0, 1, 0,
0, 0, 0, 0, 0, 0,
115, 50, 68, 0, 4, 0,
12, 0, 1, 0, 1, 0,
1, 0, 0, 0, 0, 0,
0, 0, 115, 50, 68, 87,
104, 105, 116, 101, 0, 171,
171, 171, 4, 0, 12, 0,
1, 0, 1, 0, 1, 0,
0, 0, 0, 0, 0, 0,
112, 115, 95, 50, 95, 48,
0, 77, 105, 99, 114, 111,
115, 111, 102, 116, 32, 40,
82, 41, 32, 72, 76, 83,
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
49, 48, 46, 49, 0, 171,
81, 0, 0, 5, 1, 0,
15, 160, 0, 0, 128, 63,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
31, 0, 0, 2, 0, 0,
0, 128, 0, 0, 3, 176,
31, 0, 0, 2, 0, 0,
0, 144, 0, 8, 15, 160,
31, 0, 0, 2, 0, 0,
0, 144, 1, 8, 15, 160,
66, 0, 0, 3, 0, 0,
15, 128, 0, 0, 228, 176,
0, 8, 228, 160, 66, 0,
0, 3, 1, 0, 15, 128,
0, 0, 228, 176, 1, 8,
228, 160, 2, 0, 0, 3,
0, 0, 7, 128, 0, 0,
228, 128, 1, 0, 228, 129,
2, 0, 0, 3, 0, 0,
7, 128, 0, 0, 228, 128,
1, 0, 0, 160, 5, 0,
0, 3, 0, 0, 7, 128,
0, 0, 228, 128, 0, 0,
0, 160, 1, 0, 0, 2,
0, 0, 8, 128, 0, 0,
85, 128, 1, 0, 0, 2,
0, 8, 15, 128, 0, 0,
228, 128, 255, 255, 0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
// Parameters:
//
// float fLayerOpacity;
// sampler2D s2D;
// sampler2D s2DWhite;
//
//
// Registers:
//
// Name Reg Size
// ------------- ----- ----
// fLayerOpacity c0 1
// s2D s0 1
// s2DWhite s1 1
//
ps_2_0
def c1, 1, 0, 0, 0
dcl t0.xy
dcl_2d s0
dcl_2d s1
texld r0, t0, s1
texld r1, t0, s0
add r0.x, -r0.y, r1.y
add r1.w, r0.x, c1.x
mul r0, r1, c0.x
mov oC0, r0
// approximately 6 instruction slots used (2 texture, 4 arithmetic)
#endif
const BYTE ComponentPass2ShaderPS[] =
{
0, 2, 255, 255, 254, 255,
55, 0, 67, 84, 65, 66,
28, 0, 0, 0, 175, 0,
0, 0, 0, 2, 255, 255,
3, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0,
168, 0, 0, 0, 88, 0,
0, 0, 2, 0, 0, 0,
1, 0, 0, 0, 104, 0,
0, 0, 0, 0, 0, 0,
120, 0, 0, 0, 3, 0,
0, 0, 1, 0, 0, 0,
124, 0, 0, 0, 0, 0,
0, 0, 140, 0, 0, 0,
3, 0, 1, 0, 1, 0,
0, 0, 152, 0, 0, 0,
0, 0, 0, 0, 102, 76,
97, 121, 101, 114, 79, 112,
97, 99, 105, 116, 121, 0,
171, 171, 0, 0, 3, 0,
1, 0, 1, 0, 1, 0,
0, 0, 0, 0, 0, 0,
115, 50, 68, 0, 4, 0,
12, 0, 1, 0, 1, 0,
1, 0, 0, 0, 0, 0,
0, 0, 115, 50, 68, 87,
104, 105, 116, 101, 0, 171,
171, 171, 4, 0, 12, 0,
1, 0, 1, 0, 1, 0,
0, 0, 0, 0, 0, 0,
112, 115, 95, 50, 95, 48,
0, 77, 105, 99, 114, 111,
115, 111, 102, 116, 32, 40,
82, 41, 32, 72, 76, 83,
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
49, 48, 46, 49, 0, 171,
81, 0, 0, 5, 1, 0,
15, 160, 0, 0, 128, 63,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
31, 0, 0, 2, 0, 0,
0, 128, 0, 0, 3, 176,
31, 0, 0, 2, 0, 0,
0, 144, 0, 8, 15, 160,
31, 0, 0, 2, 0, 0,
0, 144, 1, 8, 15, 160,
66, 0, 0, 3, 0, 0,
15, 128, 0, 0, 228, 176,
1, 8, 228, 160, 66, 0,
0, 3, 1, 0, 15, 128,
0, 0, 228, 176, 0, 8,
228, 160, 2, 0, 0, 3,
0, 0, 1, 128, 0, 0,
85, 129, 1, 0, 85, 128,
2, 0, 0, 3, 1, 0,
8, 128, 0, 0, 0, 128,
1, 0, 0, 160, 5, 0,
0, 3, 0, 0, 15, 128,
1, 0, 228, 128, 0, 0,
0, 160, 1, 0, 0, 2,
0, 8, 15, 128, 0, 0,
228, 128, 255, 255, 0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
// Parameters:
//
// float fLayerOpacity;
// sampler2D s2D;
//
//
// Registers:
//
// Name Reg Size
// ------------- ----- ----
// fLayerOpacity c0 1
// s2D s0 1
//
ps_2_0
def c1, 1, 0, 0, 0
dcl t0.xy
dcl_2d s0
texld r0, t0, s0
mov r0.w, c1.x
mul r0, r0, c0.x
mov oC0, r0
// approximately 4 instruction slots used (1 texture, 3 arithmetic)
#endif
const BYTE RGBShaderPS[] =
{
0, 2, 255, 255, 254, 255,
43, 0, 67, 84, 65, 66,
28, 0, 0, 0, 127, 0,
0, 0, 0, 2, 255, 255,
2, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0,
120, 0, 0, 0, 68, 0,
0, 0, 2, 0, 0, 0,
1, 0, 0, 0, 84, 0,
0, 0, 0, 0, 0, 0,
100, 0, 0, 0, 3, 0,
0, 0, 1, 0, 0, 0,
104, 0, 0, 0, 0, 0,
0, 0, 102, 76, 97, 121,
101, 114, 79, 112, 97, 99,
105, 116, 121, 0, 171, 171,
0, 0, 3, 0, 1, 0,
1, 0, 1, 0, 0, 0,
0, 0, 0, 0, 115, 50,
68, 0, 4, 0, 12, 0,
1, 0, 1, 0, 1, 0,
0, 0, 0, 0, 0, 0,
112, 115, 95, 50, 95, 48,
0, 77, 105, 99, 114, 111,
115, 111, 102, 116, 32, 40,
82, 41, 32, 72, 76, 83,
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
49, 48, 46, 49, 0, 171,
81, 0, 0, 5, 1, 0,
15, 160, 0, 0, 128, 63,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
31, 0, 0, 2, 0, 0,
0, 128, 0, 0, 3, 176,
31, 0, 0, 2, 0, 0,
0, 144, 0, 8, 15, 160,
66, 0, 0, 3, 0, 0,
15, 128, 0, 0, 228, 176,
0, 8, 228, 160, 1, 0,
0, 2, 0, 0, 8, 128,
1, 0, 0, 160, 5, 0,
0, 3, 0, 0, 15, 128,
0, 0, 228, 128, 0, 0,
0, 160, 1, 0, 0, 2,
0, 8, 15, 128, 0, 0,
228, 128, 255, 255, 0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
// Parameters:
//
// float fLayerOpacity;
// row_major float3x3 mYuvColorMatrix;
// sampler2D s2DCb;
// sampler2D s2DCr;
// sampler2D s2DY;
//
//
// Registers:
//
// Name Reg Size
// --------------- ----- ----
// fLayerOpacity c0 1
// mYuvColorMatrix c1 3
// s2DY s0 1
// s2DCb s1 1
// s2DCr s2 1
//
ps_2_0
def c4, -0.0627499968, -0.50195998, 1, 0
dcl t0.xy
dcl_2d s0
dcl_2d s1
dcl_2d s2
texld r0, t0, s0
texld r1, t0, s1
texld r2, t0, s2
mov r3.w, c4.z
add r0.x, r0.w, c4.x
add r0.y, r1.w, c4.y
add r0.z, r2.w, c4.y
dp3 r3.x, c1, r0
dp3 r3.y, c2, r0
dp3 r3.z, c3, r0
mul r0, r3, c0.x
mov oC0, r0
// approximately 12 instruction slots used (3 texture, 9 arithmetic)
#endif
const BYTE YCbCrShaderPS[] =
{
0, 2, 255, 255, 254, 255,
79, 0, 67, 84, 65, 66,
28, 0, 0, 0, 15, 1,
0, 0, 0, 2, 255, 255,
5, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0,
8, 1, 0, 0, 128, 0,
0, 0, 2, 0, 0, 0,
1, 0, 0, 0, 144, 0,
0, 0, 0, 0, 0, 0,
160, 0, 0, 0, 2, 0,
1, 0, 3, 0, 6, 0,
176, 0, 0, 0, 0, 0,
0, 0, 192, 0, 0, 0,
3, 0, 1, 0, 1, 0,
0, 0, 200, 0, 0, 0,
0, 0, 0, 0, 216, 0,
0, 0, 3, 0, 2, 0,
1, 0, 0, 0, 224, 0,
0, 0, 0, 0, 0, 0,
240, 0, 0, 0, 3, 0,
0, 0, 1, 0, 0, 0,
248, 0, 0, 0, 0, 0,
0, 0, 102, 76, 97, 121,
101, 114, 79, 112, 97, 99,
105, 116, 121, 0, 171, 171,
0, 0, 3, 0, 1, 0,
1, 0, 1, 0, 0, 0,
0, 0, 0, 0, 109, 89,
117, 118, 67, 111, 108, 111,
114, 77, 97, 116, 114, 105,
120, 0, 2, 0, 3, 0,
3, 0, 3, 0, 1, 0,
0, 0, 0, 0, 0, 0,
115, 50, 68, 67, 98, 0,
171, 171, 4, 0, 12, 0,
1, 0, 1, 0, 1, 0,
0, 0, 0, 0, 0, 0,
115, 50, 68, 67, 114, 0,
171, 171, 4, 0, 12, 0,
1, 0, 1, 0, 1, 0,
0, 0, 0, 0, 0, 0,
115, 50, 68, 89, 0, 171,
171, 171, 4, 0, 12, 0,
1, 0, 1, 0, 1, 0,
0, 0, 0, 0, 0, 0,
112, 115, 95, 50, 95, 48,
0, 77, 105, 99, 114, 111,
115, 111, 102, 116, 32, 40,
82, 41, 32, 72, 76, 83,
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
49, 48, 46, 49, 0, 171,
81, 0, 0, 5, 4, 0,
15, 160, 18, 131, 128, 189,
115, 128, 0, 191, 0, 0,
128, 63, 0, 0, 0, 0,
31, 0, 0, 2, 0, 0,
0, 128, 0, 0, 3, 176,
31, 0, 0, 2, 0, 0,
0, 144, 0, 8, 15, 160,
31, 0, 0, 2, 0, 0,
0, 144, 1, 8, 15, 160,
31, 0, 0, 2, 0, 0,
0, 144, 2, 8, 15, 160,
66, 0, 0, 3, 0, 0,
15, 128, 0, 0, 228, 176,
0, 8, 228, 160, 66, 0,
0, 3, 1, 0, 15, 128,
0, 0, 228, 176, 1, 8,
228, 160, 66, 0, 0, 3,
2, 0, 15, 128, 0, 0,
228, 176, 2, 8, 228, 160,
1, 0, 0, 2, 3, 0,
8, 128, 4, 0, 170, 160,
2, 0, 0, 3, 0, 0,
1, 128, 0, 0, 255, 128,
4, 0, 0, 160, 2, 0,
0, 3, 0, 0, 2, 128,
1, 0, 255, 128, 4, 0,
85, 160, 2, 0, 0, 3,
0, 0, 4, 128, 2, 0,
255, 128, 4, 0, 85, 160,
8, 0, 0, 3, 3, 0,
1, 128, 1, 0, 228, 160,
0, 0, 228, 128, 8, 0,
0, 3, 3, 0, 2, 128,
2, 0, 228, 160, 0, 0,
228, 128, 8, 0, 0, 3,
3, 0, 4, 128, 3, 0,
228, 160, 0, 0, 228, 128,
5, 0, 0, 3, 0, 0,
15, 128, 3, 0, 228, 128,
0, 0, 0, 160, 1, 0,
0, 2, 0, 8, 15, 128,
0, 0, 228, 128, 255, 255,
0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
// Parameters:
//
// float4 fLayerColor;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// fLayerColor c0 1
//
ps_2_0
mov oC0, c0
// approximately 1 instruction slot used
#endif
const BYTE SolidColorShaderPS[] =
{
0, 2, 255, 255, 254, 255,
32, 0, 67, 84, 65, 66,
28, 0, 0, 0, 83, 0,
0, 0, 0, 2, 255, 255,
1, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0,
76, 0, 0, 0, 48, 0,
0, 0, 2, 0, 0, 0,
1, 0, 0, 0, 60, 0,
0, 0, 0, 0, 0, 0,
102, 76, 97, 121, 101, 114,
67, 111, 108, 111, 114, 0,
1, 0, 3, 0, 1, 0,
4, 0, 1, 0, 0, 0,
0, 0, 0, 0, 112, 115,
95, 50, 95, 48, 0, 77,
105, 99, 114, 111, 115, 111,
102, 116, 32, 40, 82, 41,
32, 72, 76, 83, 76, 32,
83, 104, 97, 100, 101, 114,
32, 67, 111, 109, 112, 105,
108, 101, 114, 32, 49, 48,
46, 49, 0, 171, 1, 0,
0, 2, 0, 8, 15, 128,
0, 0, 228, 160, 255, 255,
0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
// Parameters:
//
// float4x4 mLayerTransform;
// float4x4 mProjection;
// float4 vLayerQuad;
// float4 vMaskQuad;
// float4 vRenderTargetOffset;
// float4 vTextureCoords;
//
//
// Registers:
//
// Name Reg Size
// ------------------- ----- ----
// mLayerTransform c0 4
// mProjection c4 4
// vRenderTargetOffset c8 1
// vTextureCoords c9 1
// vLayerQuad c10 1
// vMaskQuad c11 1
//
vs_2_0
def c12, -0.5, 1, 0, 0
dcl_position v0
mad r0.xy, v0, c10.zwzw, c10
mul r1, r0.y, c1
mad r0, c0, r0.x, r1
add r0, r0, c3
rcp r1.x, r0.w
mul r1.xyz, r0, r1.x
mov r1.w, r0.w
add r2, r1, -c8
mad r0.zw, r2.xyxy, r2.w, c12.x
mul r3, r0.w, c5
mad r3, c4, r0.z, r3
mul r0.z, r2.w, r2.z
mad r3, c6, r0.z, r3
mad oPos, c7, r2.w, r3
add r0.xy, r0, -c11
rcp r0.z, c11.z
mul r1.x, r0.z, r0.x
rcp r0.x, c11.w
mul r1.y, r0.x, r0.y
mov r1.z, c12.y
mul oT1.xyz, r1.w, r1
mad oT0.xy, v0, c9.zwzw, c9
// approximately 22 instruction slots used
#endif
const BYTE LayerQuadVSMask[] =
{
0, 2, 254, 255, 254, 255,
84, 0, 67, 84, 65, 66,
28, 0, 0, 0, 34, 1,
0, 0, 0, 2, 254, 255,
6, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0,
27, 1, 0, 0, 148, 0,
0, 0, 2, 0, 0, 0,
4, 0, 0, 0, 164, 0,
0, 0, 0, 0, 0, 0,
180, 0, 0, 0, 2, 0,
4, 0, 4, 0, 0, 0,
164, 0, 0, 0, 0, 0,
0, 0, 192, 0, 0, 0,
2, 0, 10, 0, 1, 0,
0, 0, 204, 0, 0, 0,
0, 0, 0, 0, 220, 0,
0, 0, 2, 0, 11, 0,
1, 0, 0, 0, 204, 0,
0, 0, 0, 0, 0, 0,
230, 0, 0, 0, 2, 0,
8, 0, 1, 0, 0, 0,
252, 0, 0, 0, 0, 0,
0, 0, 12, 1, 0, 0,
2, 0, 9, 0, 1, 0,
0, 0, 204, 0, 0, 0,
0, 0, 0, 0, 109, 76,
97, 121, 101, 114, 84, 114,
97, 110, 115, 102, 111, 114,
109, 0, 3, 0, 3, 0,
4, 0, 4, 0, 1, 0,
0, 0, 0, 0, 0, 0,
109, 80, 114, 111, 106, 101,
99, 116, 105, 111, 110, 0,
118, 76, 97, 121, 101, 114,
81, 117, 97, 100, 0, 171,
1, 0, 3, 0, 1, 0,
4, 0, 1, 0, 0, 0,
0, 0, 0, 0, 118, 77,
97, 115, 107, 81, 117, 97,
100, 0, 118, 82, 101, 110,
100, 101, 114, 84, 97, 114,
103, 101, 116, 79, 102, 102,
115, 101, 116, 0, 171, 171,
1, 0, 3, 0, 1, 0,
4, 0, 1, 0, 0, 0,
0, 0, 0, 0, 118, 84,
101, 120, 116, 117, 114, 101,
67, 111, 111, 114, 100, 115,
0, 118, 115, 95, 50, 95,
48, 0, 77, 105, 99, 114,
111, 115, 111, 102, 116, 32,
40, 82, 41, 32, 72, 76,
83, 76, 32, 83, 104, 97,
100, 101, 114, 32, 67, 111,
109, 112, 105, 108, 101, 114,
32, 49, 48, 46, 49, 0,
171, 171, 81, 0, 0, 5,
12, 0, 15, 160, 0, 0,
0, 191, 0, 0, 128, 63,
0, 0, 0, 0, 0, 0,
0, 0, 31, 0, 0, 2,
0, 0, 0, 128, 0, 0,
15, 144, 4, 0, 0, 4,
0, 0, 3, 128, 0, 0,
228, 144, 10, 0, 238, 160,
10, 0, 228, 160, 5, 0,
0, 3, 1, 0, 15, 128,
0, 0, 85, 128, 1, 0,
228, 160, 4, 0, 0, 4,
0, 0, 15, 128, 0, 0,
228, 160, 0, 0, 0, 128,
1, 0, 228, 128, 2, 0,
0, 3, 0, 0, 15, 128,
0, 0, 228, 128, 3, 0,
228, 160, 6, 0, 0, 2,
1, 0, 1, 128, 0, 0,
255, 128, 5, 0, 0, 3,
1, 0, 7, 128, 0, 0,
228, 128, 1, 0, 0, 128,
1, 0, 0, 2, 1, 0,
8, 128, 0, 0, 255, 128,
2, 0, 0, 3, 2, 0,
15, 128, 1, 0, 228, 128,
8, 0, 228, 161, 4, 0,
0, 4, 0, 0, 12, 128,
2, 0, 68, 128, 2, 0,
255, 128, 12, 0, 0, 160,
5, 0, 0, 3, 3, 0,
15, 128, 0, 0, 255, 128,
5, 0, 228, 160, 4, 0,
0, 4, 3, 0, 15, 128,
4, 0, 228, 160, 0, 0,
170, 128, 3, 0, 228, 128,
5, 0, 0, 3, 0, 0,
4, 128, 2, 0, 255, 128,
2, 0, 170, 128, 4, 0,
0, 4, 3, 0, 15, 128,
6, 0, 228, 160, 0, 0,
170, 128, 3, 0, 228, 128,
4, 0, 0, 4, 0, 0,
15, 192, 7, 0, 228, 160,
2, 0, 255, 128, 3, 0,
228, 128, 2, 0, 0, 3,
0, 0, 3, 128, 0, 0,
228, 128, 11, 0, 228, 161,
6, 0, 0, 2, 0, 0,
4, 128, 11, 0, 170, 160,
5, 0, 0, 3, 1, 0,
1, 128, 0, 0, 170, 128,
0, 0, 0, 128, 6, 0,
0, 2, 0, 0, 1, 128,
11, 0, 255, 160, 5, 0,
0, 3, 1, 0, 2, 128,
0, 0, 0, 128, 0, 0,
85, 128, 1, 0, 0, 2,
1, 0, 4, 128, 12, 0,
85, 160, 5, 0, 0, 3,
1, 0, 7, 224, 1, 0,
255, 128, 1, 0, 228, 128,
4, 0, 0, 4, 0, 0,
3, 224, 0, 0, 228, 144,
9, 0, 238, 160, 9, 0,
228, 160, 255, 255, 0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
// Parameters:
//
// float fLayerOpacity;
// sampler2D s2D;
// sampler2D s2DMask;
//
//
// Registers:
//
// Name Reg Size
// ------------- ----- ----
// fLayerOpacity c0 1
// s2D s0 1
// s2DMask s1 1
//
ps_2_0
dcl t0.xy
dcl t1.xyz
dcl_2d s0
dcl_2d s1
rcp r0.w, t1.z
mul r0.xy, r0.w, t1
texld r0, r0, s1
texld r1, t0, s0
mul r1, r1, c0.x
mul r0, r0.w, r1
mov oC0, r0
// approximately 7 instruction slots used (2 texture, 5 arithmetic)
#endif
const BYTE RGBAShaderPSMask[] =
{
0, 2, 255, 255, 254, 255,
54, 0, 67, 84, 65, 66,
28, 0, 0, 0, 171, 0,
0, 0, 0, 2, 255, 255,
3, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0,
164, 0, 0, 0, 88, 0,
0, 0, 2, 0, 0, 0,
1, 0, 0, 0, 104, 0,
0, 0, 0, 0, 0, 0,
120, 0, 0, 0, 3, 0,
0, 0, 1, 0, 0, 0,
124, 0, 0, 0, 0, 0,
0, 0, 140, 0, 0, 0,
3, 0, 1, 0, 1, 0,
0, 0, 148, 0, 0, 0,
0, 0, 0, 0, 102, 76,
97, 121, 101, 114, 79, 112,
97, 99, 105, 116, 121, 0,
171, 171, 0, 0, 3, 0,
1, 0, 1, 0, 1, 0,
0, 0, 0, 0, 0, 0,
115, 50, 68, 0, 4, 0,
12, 0, 1, 0, 1, 0,
1, 0, 0, 0, 0, 0,
0, 0, 115, 50, 68, 77,
97, 115, 107, 0, 4, 0,
12, 0, 1, 0, 1, 0,
1, 0, 0, 0, 0, 0,
0, 0, 112, 115, 95, 50,
95, 48, 0, 77, 105, 99,
114, 111, 115, 111, 102, 116,
32, 40, 82, 41, 32, 72,
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 49, 48, 46, 49,
0, 171, 31, 0, 0, 2,
0, 0, 0, 128, 0, 0,
3, 176, 31, 0, 0, 2,
0, 0, 0, 128, 1, 0,
7, 176, 31, 0, 0, 2,
0, 0, 0, 144, 0, 8,
15, 160, 31, 0, 0, 2,
0, 0, 0, 144, 1, 8,
15, 160, 6, 0, 0, 2,
0, 0, 8, 128, 1, 0,
170, 176, 5, 0, 0, 3,
0, 0, 3, 128, 0, 0,
255, 128, 1, 0, 228, 176,
66, 0, 0, 3, 0, 0,
15, 128, 0, 0, 228, 128,
1, 8, 228, 160, 66, 0,
0, 3, 1, 0, 15, 128,
0, 0, 228, 176, 0, 8,
228, 160, 5, 0, 0, 3,
1, 0, 15, 128, 1, 0,
228, 128, 0, 0, 0, 160,
5, 0, 0, 3, 0, 0,
15, 128, 0, 0, 255, 128,
1, 0, 228, 128, 1, 0,
0, 2, 0, 8, 15, 128,
0, 0, 228, 128, 255, 255,
0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
// Parameters:
//
// float fLayerOpacity;
// sampler2D s2D;
// sampler2D s2DMask;
// sampler2D s2DWhite;
//
//
// Registers:
//
// Name Reg Size
// ------------- ----- ----
// fLayerOpacity c0 1
// s2D s0 1
// s2DWhite s1 1
// s2DMask s2 1
//
ps_2_0
def c1, 1, 0, 0, 0
dcl t0.xy
dcl t1.xyz
dcl_2d s0
dcl_2d s1
dcl_2d s2
rcp r0.w, t1.z
mul r0.xy, r0.w, t1
texld r1, t0, s0
texld r2, t0, s1
texld r0, r0, s2
add r0.xyz, r1, -r2
add r0.xyz, r0, c1.x
mul r0.xyz, r0, c0.x
mul r0.xyz, r0.w, r0
mov r0.w, r0.y
mov oC0, r0
// approximately 11 instruction slots used (3 texture, 8 arithmetic)
#endif
const BYTE ComponentPass1ShaderPSMask[] =
{
0, 2, 255, 255, 254, 255,
66, 0, 67, 84, 65, 66,
28, 0, 0, 0, 219, 0,
0, 0, 0, 2, 255, 255,
4, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0,
212, 0, 0, 0, 108, 0,
0, 0, 2, 0, 0, 0,
1, 0, 0, 0, 124, 0,
0, 0, 0, 0, 0, 0,
140, 0, 0, 0, 3, 0,
0, 0, 1, 0, 0, 0,
144, 0, 0, 0, 0, 0,
0, 0, 160, 0, 0, 0,
3, 0, 2, 0, 1, 0,
0, 0, 168, 0, 0, 0,
0, 0, 0, 0, 184, 0,
0, 0, 3, 0, 1, 0,
1, 0, 0, 0, 196, 0,
0, 0, 0, 0, 0, 0,
102, 76, 97, 121, 101, 114,
79, 112, 97, 99, 105, 116,
121, 0, 171, 171, 0, 0,
3, 0, 1, 0, 1, 0,
1, 0, 0, 0, 0, 0,
0, 0, 115, 50, 68, 0,
4, 0, 12, 0, 1, 0,
1, 0, 1, 0, 0, 0,
0, 0, 0, 0, 115, 50,
68, 77, 97, 115, 107, 0,
4, 0, 12, 0, 1, 0,
1, 0, 1, 0, 0, 0,
0, 0, 0, 0, 115, 50,
68, 87, 104, 105, 116, 101,
0, 171, 171, 171, 4, 0,
12, 0, 1, 0, 1, 0,
1, 0, 0, 0, 0, 0,
0, 0, 112, 115, 95, 50,
95, 48, 0, 77, 105, 99,
114, 111, 115, 111, 102, 116,
32, 40, 82, 41, 32, 72,
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 49, 48, 46, 49,
0, 171, 81, 0, 0, 5,
1, 0, 15, 160, 0, 0,
128, 63, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 31, 0, 0, 2,
0, 0, 0, 128, 0, 0,
3, 176, 31, 0, 0, 2,
0, 0, 0, 128, 1, 0,
7, 176, 31, 0, 0, 2,
0, 0, 0, 144, 0, 8,
15, 160, 31, 0, 0, 2,
0, 0, 0, 144, 1, 8,
15, 160, 31, 0, 0, 2,
0, 0, 0, 144, 2, 8,
15, 160, 6, 0, 0, 2,
0, 0, 8, 128, 1, 0,
170, 176, 5, 0, 0, 3,
0, 0, 3, 128, 0, 0,
255, 128, 1, 0, 228, 176,
66, 0, 0, 3, 1, 0,
15, 128, 0, 0, 228, 176,
0, 8, 228, 160, 66, 0,
0, 3, 2, 0, 15, 128,
0, 0, 228, 176, 1, 8,
228, 160, 66, 0, 0, 3,
0, 0, 15, 128, 0, 0,
228, 128, 2, 8, 228, 160,
2, 0, 0, 3, 0, 0,
7, 128, 1, 0, 228, 128,
2, 0, 228, 129, 2, 0,
0, 3, 0, 0, 7, 128,
0, 0, 228, 128, 1, 0,
0, 160, 5, 0, 0, 3,
0, 0, 7, 128, 0, 0,
228, 128, 0, 0, 0, 160,
5, 0, 0, 3, 0, 0,
7, 128, 0, 0, 255, 128,
0, 0, 228, 128, 1, 0,
0, 2, 0, 0, 8, 128,
0, 0, 85, 128, 1, 0,
0, 2, 0, 8, 15, 128,
0, 0, 228, 128, 255, 255,
0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
// Parameters:
//
// float fLayerOpacity;
// sampler2D s2D;
// sampler2D s2DMask;
// sampler2D s2DWhite;
//
//
// Registers:
//
// Name Reg Size
// ------------- ----- ----
// fLayerOpacity c0 1
// s2D s0 1
// s2DWhite s1 1
// s2DMask s2 1
//
ps_2_0
def c1, 1, 0, 0, 0
dcl t0.xy
dcl t1.xyz
dcl_2d s0
dcl_2d s1
dcl_2d s2
rcp r0.w, t1.z
mul r0.xy, r0.w, t1
texld r1, t0, s1
texld r2, t0, s0
texld r0, r0, s2
add r0.x, -r1.y, r2.y
add r2.w, r0.x, c1.x
mul r1, r2, c0.x
mul r0, r0.w, r1
mov oC0, r0
// approximately 10 instruction slots used (3 texture, 7 arithmetic)
#endif
const BYTE ComponentPass2ShaderPSMask[] =
{
0, 2, 255, 255, 254, 255,
66, 0, 67, 84, 65, 66,
28, 0, 0, 0, 219, 0,
0, 0, 0, 2, 255, 255,
4, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0,
212, 0, 0, 0, 108, 0,
0, 0, 2, 0, 0, 0,
1, 0, 0, 0, 124, 0,
0, 0, 0, 0, 0, 0,
140, 0, 0, 0, 3, 0,
0, 0, 1, 0, 0, 0,
144, 0, 0, 0, 0, 0,
0, 0, 160, 0, 0, 0,
3, 0, 2, 0, 1, 0,
0, 0, 168, 0, 0, 0,
0, 0, 0, 0, 184, 0,
0, 0, 3, 0, 1, 0,
1, 0, 0, 0, 196, 0,
0, 0, 0, 0, 0, 0,
102, 76, 97, 121, 101, 114,
79, 112, 97, 99, 105, 116,
121, 0, 171, 171, 0, 0,
3, 0, 1, 0, 1, 0,
1, 0, 0, 0, 0, 0,
0, 0, 115, 50, 68, 0,
4, 0, 12, 0, 1, 0,
1, 0, 1, 0, 0, 0,
0, 0, 0, 0, 115, 50,
68, 77, 97, 115, 107, 0,
4, 0, 12, 0, 1, 0,
1, 0, 1, 0, 0, 0,
0, 0, 0, 0, 115, 50,
68, 87, 104, 105, 116, 101,
0, 171, 171, 171, 4, 0,
12, 0, 1, 0, 1, 0,
1, 0, 0, 0, 0, 0,
0, 0, 112, 115, 95, 50,
95, 48, 0, 77, 105, 99,
114, 111, 115, 111, 102, 116,
32, 40, 82, 41, 32, 72,
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 49, 48, 46, 49,
0, 171, 81, 0, 0, 5,
1, 0, 15, 160, 0, 0,
128, 63, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 31, 0, 0, 2,
0, 0, 0, 128, 0, 0,
3, 176, 31, 0, 0, 2,
0, 0, 0, 128, 1, 0,
7, 176, 31, 0, 0, 2,
0, 0, 0, 144, 0, 8,
15, 160, 31, 0, 0, 2,
0, 0, 0, 144, 1, 8,
15, 160, 31, 0, 0, 2,
0, 0, 0, 144, 2, 8,
15, 160, 6, 0, 0, 2,
0, 0, 8, 128, 1, 0,
170, 176, 5, 0, 0, 3,
0, 0, 3, 128, 0, 0,
255, 128, 1, 0, 228, 176,
66, 0, 0, 3, 1, 0,
15, 128, 0, 0, 228, 176,
1, 8, 228, 160, 66, 0,
0, 3, 2, 0, 15, 128,
0, 0, 228, 176, 0, 8,
228, 160, 66, 0, 0, 3,
0, 0, 15, 128, 0, 0,
228, 128, 2, 8, 228, 160,
2, 0, 0, 3, 0, 0,
1, 128, 1, 0, 85, 129,
2, 0, 85, 128, 2, 0,
0, 3, 2, 0, 8, 128,
0, 0, 0, 128, 1, 0,
0, 160, 5, 0, 0, 3,
1, 0, 15, 128, 2, 0,
228, 128, 0, 0, 0, 160,
5, 0, 0, 3, 0, 0,
15, 128, 0, 0, 255, 128,
1, 0, 228, 128, 1, 0,
0, 2, 0, 8, 15, 128,
0, 0, 228, 128, 255, 255,
0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
// Parameters:
//
// float fLayerOpacity;
// sampler2D s2D;
// sampler2D s2DMask;
//
//
// Registers:
//
// Name Reg Size
// ------------- ----- ----
// fLayerOpacity c0 1
// s2D s0 1
// s2DMask s1 1
//
ps_2_0
def c1, 1, 0, 0, 0
dcl t0.xy
dcl t1.xyz
dcl_2d s0
dcl_2d s1
rcp r0.w, t1.z
mul r0.xy, r0.w, t1
texld r1, t0, s0
texld r0, r0, s1
mov r1.w, c1.x
mul r1, r1, c0.x
mul r0, r0.w, r1
mov oC0, r0
// approximately 8 instruction slots used (2 texture, 6 arithmetic)
#endif
const BYTE RGBShaderPSMask[] =
{
0, 2, 255, 255, 254, 255,
54, 0, 67, 84, 65, 66,
28, 0, 0, 0, 171, 0,
0, 0, 0, 2, 255, 255,
3, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0,
164, 0, 0, 0, 88, 0,
0, 0, 2, 0, 0, 0,
1, 0, 0, 0, 104, 0,
0, 0, 0, 0, 0, 0,
120, 0, 0, 0, 3, 0,
0, 0, 1, 0, 0, 0,
124, 0, 0, 0, 0, 0,
0, 0, 140, 0, 0, 0,
3, 0, 1, 0, 1, 0,
0, 0, 148, 0, 0, 0,
0, 0, 0, 0, 102, 76,
97, 121, 101, 114, 79, 112,
97, 99, 105, 116, 121, 0,
171, 171, 0, 0, 3, 0,
1, 0, 1, 0, 1, 0,
0, 0, 0, 0, 0, 0,
115, 50, 68, 0, 4, 0,
12, 0, 1, 0, 1, 0,
1, 0, 0, 0, 0, 0,
0, 0, 115, 50, 68, 77,
97, 115, 107, 0, 4, 0,
12, 0, 1, 0, 1, 0,
1, 0, 0, 0, 0, 0,
0, 0, 112, 115, 95, 50,
95, 48, 0, 77, 105, 99,
114, 111, 115, 111, 102, 116,
32, 40, 82, 41, 32, 72,
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 49, 48, 46, 49,
0, 171, 81, 0, 0, 5,
1, 0, 15, 160, 0, 0,
128, 63, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 31, 0, 0, 2,
0, 0, 0, 128, 0, 0,
3, 176, 31, 0, 0, 2,
0, 0, 0, 128, 1, 0,
7, 176, 31, 0, 0, 2,
0, 0, 0, 144, 0, 8,
15, 160, 31, 0, 0, 2,
0, 0, 0, 144, 1, 8,
15, 160, 6, 0, 0, 2,
0, 0, 8, 128, 1, 0,
170, 176, 5, 0, 0, 3,
0, 0, 3, 128, 0, 0,
255, 128, 1, 0, 228, 176,
66, 0, 0, 3, 1, 0,
15, 128, 0, 0, 228, 176,
0, 8, 228, 160, 66, 0,
0, 3, 0, 0, 15, 128,
0, 0, 228, 128, 1, 8,
228, 160, 1, 0, 0, 2,
1, 0, 8, 128, 1, 0,
0, 160, 5, 0, 0, 3,
1, 0, 15, 128, 1, 0,
228, 128, 0, 0, 0, 160,
5, 0, 0, 3, 0, 0,
15, 128, 0, 0, 255, 128,
1, 0, 228, 128, 1, 0,
0, 2, 0, 8, 15, 128,
0, 0, 228, 128, 255, 255,
0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
// Parameters:
//
// float fLayerOpacity;
// row_major float3x3 mYuvColorMatrix;
// sampler2D s2DCb;
// sampler2D s2DCr;
// sampler2D s2DMask;
// sampler2D s2DY;
//
//
// Registers:
//
// Name Reg Size
// --------------- ----- ----
// fLayerOpacity c0 1
// mYuvColorMatrix c1 3
// s2DY s0 1
// s2DCb s1 1
// s2DCr s2 1
// s2DMask s3 1
//
ps_2_0
def c4, -0.0627499968, -0.50195998, 1, 0
dcl t0.xy
dcl t1.xyz
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
rcp r0.w, t1.z
mul r0.xy, r0.w, t1
texld r1, t0, s0
texld r2, t0, s1
texld r3, t0, s2
texld r0, r0, s3
mov r4.w, c4.z
add r0.x, r1.w, c4.x
add r0.y, r2.w, c4.y
add r0.z, r3.w, c4.y
dp3 r4.x, c1, r0
dp3 r4.y, c2, r0
dp3 r4.z, c3, r0
mul r1, r4, c0.x
mul r0, r0.w, r1
mov oC0, r0
// approximately 16 instruction slots used (4 texture, 12 arithmetic)
#endif
const BYTE YCbCrShaderPSMask[] =
{
0, 2, 255, 255, 254, 255,
90, 0, 67, 84, 65, 66,
28, 0, 0, 0, 59, 1,
0, 0, 0, 2, 255, 255,
6, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0,
52, 1, 0, 0, 148, 0,
0, 0, 2, 0, 0, 0,
1, 0, 0, 0, 164, 0,
0, 0, 0, 0, 0, 0,
180, 0, 0, 0, 2, 0,
1, 0, 3, 0, 6, 0,
196, 0, 0, 0, 0, 0,
0, 0, 212, 0, 0, 0,
3, 0, 1, 0, 1, 0,
0, 0, 220, 0, 0, 0,
0, 0, 0, 0, 236, 0,
0, 0, 3, 0, 2, 0,
1, 0, 0, 0, 244, 0,
0, 0, 0, 0, 0, 0,
4, 1, 0, 0, 3, 0,
3, 0, 1, 0, 0, 0,
12, 1, 0, 0, 0, 0,
0, 0, 28, 1, 0, 0,
3, 0, 0, 0, 1, 0,
0, 0, 36, 1, 0, 0,
0, 0, 0, 0, 102, 76,
97, 121, 101, 114, 79, 112,
97, 99, 105, 116, 121, 0,
171, 171, 0, 0, 3, 0,
1, 0, 1, 0, 1, 0,
0, 0, 0, 0, 0, 0,
109, 89, 117, 118, 67, 111,
108, 111, 114, 77, 97, 116,
114, 105, 120, 0, 2, 0,
3, 0, 3, 0, 3, 0,
1, 0, 0, 0, 0, 0,
0, 0, 115, 50, 68, 67,
98, 0, 171, 171, 4, 0,
12, 0, 1, 0, 1, 0,
1, 0, 0, 0, 0, 0,
0, 0, 115, 50, 68, 67,
114, 0, 171, 171, 4, 0,
12, 0, 1, 0, 1, 0,
1, 0, 0, 0, 0, 0,
0, 0, 115, 50, 68, 77,
97, 115, 107, 0, 4, 0,
12, 0, 1, 0, 1, 0,
1, 0, 0, 0, 0, 0,
0, 0, 115, 50, 68, 89,
0, 171, 171, 171, 4, 0,
12, 0, 1, 0, 1, 0,
1, 0, 0, 0, 0, 0,
0, 0, 112, 115, 95, 50,
95, 48, 0, 77, 105, 99,
114, 111, 115, 111, 102, 116,
32, 40, 82, 41, 32, 72,
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 49, 48, 46, 49,
0, 171, 81, 0, 0, 5,
4, 0, 15, 160, 18, 131,
128, 189, 115, 128, 0, 191,
0, 0, 128, 63, 0, 0,
0, 0, 31, 0, 0, 2,
0, 0, 0, 128, 0, 0,
3, 176, 31, 0, 0, 2,
0, 0, 0, 128, 1, 0,
7, 176, 31, 0, 0, 2,
0, 0, 0, 144, 0, 8,
15, 160, 31, 0, 0, 2,
0, 0, 0, 144, 1, 8,
15, 160, 31, 0, 0, 2,
0, 0, 0, 144, 2, 8,
15, 160, 31, 0, 0, 2,
0, 0, 0, 144, 3, 8,
15, 160, 6, 0, 0, 2,
0, 0, 8, 128, 1, 0,
170, 176, 5, 0, 0, 3,
0, 0, 3, 128, 0, 0,
255, 128, 1, 0, 228, 176,
66, 0, 0, 3, 1, 0,
15, 128, 0, 0, 228, 176,
0, 8, 228, 160, 66, 0,
0, 3, 2, 0, 15, 128,
0, 0, 228, 176, 1, 8,
228, 160, 66, 0, 0, 3,
3, 0, 15, 128, 0, 0,
228, 176, 2, 8, 228, 160,
66, 0, 0, 3, 0, 0,
15, 128, 0, 0, 228, 128,
3, 8, 228, 160, 1, 0,
0, 2, 4, 0, 8, 128,
4, 0, 170, 160, 2, 0,
0, 3, 0, 0, 1, 128,
1, 0, 255, 128, 4, 0,
0, 160, 2, 0, 0, 3,
0, 0, 2, 128, 2, 0,
255, 128, 4, 0, 85, 160,
2, 0, 0, 3, 0, 0,
4, 128, 3, 0, 255, 128,
4, 0, 85, 160, 8, 0,
0, 3, 4, 0, 1, 128,
1, 0, 228, 160, 0, 0,
228, 128, 8, 0, 0, 3,
4, 0, 2, 128, 2, 0,
228, 160, 0, 0, 228, 128,
8, 0, 0, 3, 4, 0,
4, 128, 3, 0, 228, 160,
0, 0, 228, 128, 5, 0,
0, 3, 1, 0, 15, 128,
4, 0, 228, 128, 0, 0,
0, 160, 5, 0, 0, 3,
0, 0, 15, 128, 0, 0,
255, 128, 1, 0, 228, 128,
1, 0, 0, 2, 0, 8,
15, 128, 0, 0, 228, 128,
255, 255, 0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
// Parameters:
//
// float4 fLayerColor;
// sampler2D s2DMask;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// fLayerColor c0 1
// s2DMask s0 1
//
ps_2_0
dcl t1.xyz
dcl_2d s0
rcp r0.w, t1.z
mul r0.xy, r0.w, t1
texld r0, r0, s0
mul r0, r0.w, c0
mov oC0, r0
// approximately 5 instruction slots used (1 texture, 4 arithmetic)
#endif
const BYTE SolidColorShaderPSMask[] =
{
0, 2, 255, 255, 254, 255,
43, 0, 67, 84, 65, 66,
28, 0, 0, 0, 127, 0,
0, 0, 0, 2, 255, 255,
2, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0,
120, 0, 0, 0, 68, 0,
0, 0, 2, 0, 0, 0,
1, 0, 0, 0, 80, 0,
0, 0, 0, 0, 0, 0,
96, 0, 0, 0, 3, 0,
0, 0, 1, 0, 0, 0,
104, 0, 0, 0, 0, 0,
0, 0, 102, 76, 97, 121,
101, 114, 67, 111, 108, 111,
114, 0, 1, 0, 3, 0,
1, 0, 4, 0, 1, 0,
0, 0, 0, 0, 0, 0,
115, 50, 68, 77, 97, 115,
107, 0, 4, 0, 12, 0,
1, 0, 1, 0, 1, 0,
0, 0, 0, 0, 0, 0,
112, 115, 95, 50, 95, 48,
0, 77, 105, 99, 114, 111,
115, 111, 102, 116, 32, 40,
82, 41, 32, 72, 76, 83,
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
49, 48, 46, 49, 0, 171,
31, 0, 0, 2, 0, 0,
0, 128, 1, 0, 7, 176,
31, 0, 0, 2, 0, 0,
0, 144, 0, 8, 15, 160,
6, 0, 0, 2, 0, 0,
8, 128, 1, 0, 170, 176,
5, 0, 0, 3, 0, 0,
3, 128, 0, 0, 255, 128,
1, 0, 228, 176, 66, 0,
0, 3, 0, 0, 15, 128,
0, 0, 228, 128, 0, 8,
228, 160, 5, 0, 0, 3,
0, 0, 15, 128, 0, 0,
255, 128, 0, 0, 228, 160,
1, 0, 0, 2, 0, 8,
15, 128, 0, 0, 228, 128,
255, 255, 0, 0
};