mirror of
https://github.com/sfall-team/sfall.git
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Updated compiled HLSL shaders
* using the compiler from DXSDK June 2010. Minor edits to documents.
This commit is contained in:
@@ -18,4 +18,5 @@ Original description: A set of engine modifications for the classic game Fallout
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---
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---
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#### Fallout Engine IDA Database
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#### Fallout Engine IDA Database
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**[Download](https://www.dropbox.com/s/tm0nyx0lnk4yui0/Fallout_1_and_2_IDA68.rar "Download from Dropbox")** (comments are in Russian)
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[Download for IDA Pro 6.8](https://www.dropbox.com/s/tm0nyx0lnk4yui0/Fallout_1_and_2_IDA68.rar?dl=1 "Download from Dropbox")
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| [Download for IDA Pro 7.0](https://www.dropbox.com/s/61srq09pn8grfpu/Fallout_1_and_2_IDA70.rar?dl=1 "Download from Dropbox") (comments are in Russian)
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@@ -11,7 +11,7 @@ When compiling global or hook scripts for sfall 3.4 or below, you _must_ include
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This version of compiler was designed primarily for new sfall functions, but it can safely (and is recommended) to be used with non-sfall scripts as well, as long as you don't use any of the arrays syntax and any sfall script functions.
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This version of compiler was designed primarily for new sfall functions, but it can safely (and is recommended) to be used with non-sfall scripts as well, as long as you don't use any of the arrays syntax and any sfall script functions.
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The original unmodified sslc source is over here: [http://www.teamx.ru/site_arc/utils/index.html](http://www.teamx.ru/site_arc/utils/index.html)
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The original unmodified sslc source is over here: [https://teamx.ru/site_arc/utils/index.html](https://teamx.ru/site_arc/utils/index.html)
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### Command line options
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### Command line options
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@@ -121,7 +121,7 @@ Syntax which requires sfall for compiled scripts to be interpreted is marked by
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```
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```
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__NOTE:__ If your expression starts with a constant (eg. `2 + 2`), enclose it in parentheses, otherwise compiler will be confused and give you errors.
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__NOTE:__ If your expression starts with a constant (eg. `2 + 2`), enclose it in parentheses, otherwise compiler will be confused and give you errors.
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- Hexadecimal numerical constants: Simply prefix a number with `0x` to create a hexadecimal. The numbers 0 to 9 and A-F are allowed in the number. The number may not have a decimal point.
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- Hexadecimal numerical constants: Simply prefix a number with `0x` to create a hexadecimal. The numbers 0 to 9 and letters A to F are allowed in the number. The number may not have a decimal point.
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- new:
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- new:
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```
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```
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a := 0x1000;
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a := 0x1000;
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+12
-12
@@ -10,7 +10,7 @@ technique T1
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pixelshader =
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pixelshader =
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asm {
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asm {
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//
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
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// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
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//
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//
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// Parameters:
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// Parameters:
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//
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//
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@@ -30,7 +30,7 @@ technique T1
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// approximately 2 instructions used
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// approximately 2 instructions used
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//
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
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// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
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//
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//
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// Parameters:
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// Parameters:
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//
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//
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@@ -85,7 +85,7 @@ technique T0
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pixelshader =
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pixelshader =
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asm {
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asm {
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//
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
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// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
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//
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//
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// Parameters:
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// Parameters:
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//
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//
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@@ -131,7 +131,7 @@ const BYTE gpuEffectA8[] =
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 1, 0, 0, 0,
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0, 0, 1, 0, 0, 0,
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6, 0, 0, 0, 105, 109,
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6, 0, 0, 0, 105, 109,
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97, 103, 101, 0, 105, 0,
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97, 103, 101, 0, 0, 0,
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5, 0, 0, 0, 4, 0,
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5, 0, 0, 0, 4, 0,
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0, 0, 64, 0, 0, 0,
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0, 0, 64, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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@@ -347,9 +347,9 @@ const BYTE gpuEffectA8[] =
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76, 32, 83, 104, 97, 100,
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76, 32, 83, 104, 97, 100,
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101, 114, 32, 67, 111, 109,
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101, 114, 32, 67, 111, 109,
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112, 105, 108, 101, 114, 32,
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112, 105, 108, 101, 114, 32,
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57, 46, 50, 55, 46, 57,
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57, 46, 50, 57, 46, 57,
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53, 50, 46, 51, 48, 50,
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53, 50, 46, 51, 49, 49,
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50, 0, 81, 0, 0, 5,
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49, 0, 81, 0, 0, 5,
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0, 0, 15, 160, 0, 0,
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0, 0, 15, 160, 0, 0,
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128, 64, 0, 0, 128, 63,
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128, 64, 0, 0, 128, 63,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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@@ -427,9 +427,9 @@ const BYTE gpuEffectA8[] =
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76, 32, 83, 104, 97, 100,
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76, 32, 83, 104, 97, 100,
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101, 114, 32, 67, 111, 109,
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101, 114, 32, 67, 111, 109,
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112, 105, 108, 101, 114, 32,
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112, 105, 108, 101, 114, 32,
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57, 46, 50, 55, 46, 57,
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57, 46, 50, 57, 46, 57,
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53, 50, 46, 51, 48, 50,
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53, 50, 46, 51, 49, 49,
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50, 0, 254, 255, 77, 0,
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49, 0, 254, 255, 77, 0,
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80, 82, 69, 83, 1, 2,
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80, 82, 69, 83, 1, 2,
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88, 70, 254, 255, 36, 0,
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88, 70, 254, 255, 36, 0,
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67, 84, 65, 66, 28, 0,
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67, 84, 65, 66, 28, 0,
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@@ -454,8 +454,8 @@ const BYTE gpuEffectA8[] =
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83, 104, 97, 100, 101, 114,
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83, 104, 97, 100, 101, 114,
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32, 67, 111, 109, 112, 105,
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32, 67, 111, 109, 112, 105,
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108, 101, 114, 32, 57, 46,
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108, 101, 114, 32, 57, 46,
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50, 55, 46, 57, 53, 50,
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50, 57, 46, 57, 53, 50,
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46, 51, 48, 50, 50, 0,
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46, 51, 49, 49, 49, 0,
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254, 255, 12, 0, 80, 82,
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254, 255, 12, 0, 80, 82,
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83, 73, 1, 0, 0, 0,
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83, 73, 1, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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+12
-12
@@ -10,7 +10,7 @@ technique T1
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pixelshader =
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pixelshader =
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asm {
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asm {
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//
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
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// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
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//
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//
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// Parameters:
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// Parameters:
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//
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//
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@@ -30,7 +30,7 @@ technique T1
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// approximately 2 instructions used
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// approximately 2 instructions used
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//
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
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// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
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//
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//
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// Parameters:
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// Parameters:
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//
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//
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@@ -85,7 +85,7 @@ technique T0
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pixelshader =
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pixelshader =
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asm {
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asm {
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//
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
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// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
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//
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//
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// Parameters:
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// Parameters:
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//
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//
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@@ -131,7 +131,7 @@ const BYTE gpuEffectL8[] =
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 1, 0, 0, 0,
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0, 0, 1, 0, 0, 0,
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6, 0, 0, 0, 105, 109,
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6, 0, 0, 0, 105, 109,
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97, 103, 101, 0, 24, 0,
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97, 103, 101, 0, 0, 0,
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5, 0, 0, 0, 4, 0,
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5, 0, 0, 0, 4, 0,
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0, 0, 64, 0, 0, 0,
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0, 0, 64, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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@@ -347,9 +347,9 @@ const BYTE gpuEffectL8[] =
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76, 32, 83, 104, 97, 100,
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76, 32, 83, 104, 97, 100,
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101, 114, 32, 67, 111, 109,
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101, 114, 32, 67, 111, 109,
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112, 105, 108, 101, 114, 32,
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112, 105, 108, 101, 114, 32,
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57, 46, 50, 55, 46, 57,
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57, 46, 50, 57, 46, 57,
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53, 50, 46, 51, 48, 50,
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53, 50, 46, 51, 49, 49,
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50, 0, 81, 0, 0, 5,
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49, 0, 81, 0, 0, 5,
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0, 0, 15, 160, 0, 0,
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0, 0, 15, 160, 0, 0,
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128, 64, 0, 0, 128, 63,
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128, 64, 0, 0, 128, 63,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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@@ -427,9 +427,9 @@ const BYTE gpuEffectL8[] =
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76, 32, 83, 104, 97, 100,
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76, 32, 83, 104, 97, 100,
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101, 114, 32, 67, 111, 109,
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101, 114, 32, 67, 111, 109,
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112, 105, 108, 101, 114, 32,
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112, 105, 108, 101, 114, 32,
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57, 46, 50, 55, 46, 57,
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57, 46, 50, 57, 46, 57,
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53, 50, 46, 51, 48, 50,
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53, 50, 46, 51, 49, 49,
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50, 0, 254, 255, 77, 0,
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49, 0, 254, 255, 77, 0,
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80, 82, 69, 83, 1, 2,
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80, 82, 69, 83, 1, 2,
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88, 70, 254, 255, 36, 0,
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88, 70, 254, 255, 36, 0,
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67, 84, 65, 66, 28, 0,
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67, 84, 65, 66, 28, 0,
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@@ -454,8 +454,8 @@ const BYTE gpuEffectL8[] =
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83, 104, 97, 100, 101, 114,
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83, 104, 97, 100, 101, 114,
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32, 67, 111, 109, 112, 105,
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32, 67, 111, 109, 112, 105,
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108, 101, 114, 32, 57, 46,
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108, 101, 114, 32, 57, 46,
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50, 55, 46, 57, 53, 50,
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50, 57, 46, 57, 53, 50,
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46, 51, 48, 50, 50, 0,
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46, 51, 49, 49, 49, 0,
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254, 255, 12, 0, 80, 82,
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254, 255, 12, 0, 80, 82,
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83, 73, 1, 0, 0, 0,
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83, 73, 1, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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