shader binaries remmoved
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 10.1
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//
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//
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//
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// Input signature:
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//
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// Name Index Mask Register SysValue Format Used
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// -------------------- ----- ------ -------- -------- ------- ------
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// SV_Position 0 xyzw 0 POS float
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// COLOR 0 xyz 1 NONE float xyz
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//
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//
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// Output signature:
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//
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// Name Index Mask Register SysValue Format Used
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// -------------------- ----- ------ -------- -------- ------- ------
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// SV_Target 0 xyzw 0 TARGET float xyzw
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//
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ps_5_0
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dcl_globalFlags refactoringAllowed | skipOptimization
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dcl_input_ps linear v1.xyz
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dcl_output o0.xyzw
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dcl_temps 1
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//
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// Initial variable locations:
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// v0.x <- input.position_H.x; v0.y <- input.position_H.y; v0.z <- input.position_H.z; v0.w <- input.position_H.w;
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// v1.x <- input.color.x; v1.y <- input.color.y; v1.z <- input.color.z;
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// o0.x <- <ps_main return value>.color.x; o0.y <- <ps_main return value>.color.y; o0.z <- <ps_main return value>.color.z; o0.w <- <ps_main return value>.color.w
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//
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#line 32 "C:\Users\Epagris\Desktop\GRAFIKA\WinApi\RUNTIME\shaders\basic_shader.hlsl"
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mov r0.xyz, v1.xyzx // r0.x <- output.color.x; r0.y <- output.color.y; r0.z <- output.color.z
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mov r0.w, l(1.000000) // r0.w <- output.color.w
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#line 34
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mov o0.xyzw, r0.xyzw
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ret
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// Approximately 4 instruction slots used
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@ -1,43 +0,0 @@
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 10.1
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//
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//
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//
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// Input signature:
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//
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// Name Index Mask Register SysValue Format Used
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// -------------------- ----- ------ -------- -------- ------- ------
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// POSITION 0 xyz 0 NONE float xyz
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//
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//
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// Output signature:
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//
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// Name Index Mask Register SysValue Format Used
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// -------------------- ----- ------ -------- -------- ------- ------
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// SV_Position 0 xyzw 0 POS float xyzw
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// COLOR 0 xyz 1 NONE float xyz
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//
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vs_5_0
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dcl_globalFlags refactoringAllowed | skipOptimization
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dcl_input v0.xyz
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dcl_output_siv o0.xyzw, position
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dcl_output o1.xyz
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dcl_temps 2
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//
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// Initial variable locations:
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// v0.x <- input.position_D.x; v0.y <- input.position_D.y; v0.z <- input.position_D.z;
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// o1.x <- <vs_main return value>.color.x; o1.y <- <vs_main return value>.color.y; o1.z <- <vs_main return value>.color.z;
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// o0.x <- <vs_main return value>.position_H.x; o0.y <- <vs_main return value>.position_H.y; o0.z <- <vs_main return value>.position_H.z; o0.w <- <vs_main return value>.position_H.w
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//
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#line 16 "C:\Users\Epagris\Desktop\GRAFIKA\WinApi\RUNTIME\shaders\basic_shader.hlsl"
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itof r0.w, l(1) // r0.w <- output.position_H.w
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mov r0.xyz, v0.xyzx // r0.x <- output.position_H.x; r0.y <- output.position_H.y; r0.z <- output.position_H.z
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#line 17
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mov r1.xyz, v0.xyzx // r1.x <- output.color.x; r1.y <- output.color.y; r1.z <- output.color.z
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#line 19
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mov o0.xyzw, r0.xyzw
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mov o1.xyz, r1.xyzx
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ret
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// Approximately 6 instruction slots used
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