#if 0 // // Generated by Microsoft (R) D3D Shader Disassembler // // // fxc /nologo /Qstrip_reflect /T ps_4_0 /E PS /Fh // Z:/projects/apitrace/tests/apps/d3dcommon/tri_ps_4_0.h // Z:/projects/apitrace/tests/apps/d3dcommon/tri.fx // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float // COLOR 0 xyzw 1 NONE float xyzw // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Target 0 xyzw 0 TARGET float xyzw // ps_4_0 dcl_input_ps linear v1.xyzw dcl_output o0.xyzw mov o0.xyzw, v1.xyzw ret // Approximately 0 instruction slots used #endif const BYTE g_PS[] = { 68, 88, 66, 67, 89, 62, 128, 137, 52, 137, 121, 63, 223, 129, 145, 249, 18, 101, 85, 245, 1, 0, 0, 0, 244, 0, 0, 0, 3, 0, 0, 0, 44, 0, 0, 0, 128, 0, 0, 0, 180, 0, 0, 0, 73, 83, 71, 78, 76, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 56, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1, 0, 0, 0, 15, 15, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0, 67, 79, 76, 79, 82, 0, 171, 171, 79, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 84, 97, 114, 103, 101, 116, 0, 171, 171, 83, 72, 68, 82, 56, 0, 0, 0, 64, 0, 0, 0, 14, 0, 0, 0, 98, 16, 0, 3, 242, 16, 16, 0, 1, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 0, 0, 0, 0, 54, 0, 0, 5, 242, 32, 16, 0, 0, 0, 0, 0, 70, 30, 16, 0, 1, 0, 0, 0, 62, 0, 0, 1 };