gecko/gfx/layers/d3d9/LayerManagerD3D9Shaders.h

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#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// fxc LayerManagerD3D9Shaders.hlsl -ELayerQuadVS -nologo -FhtmpShaderHeader
// -VnLayerQuadVS
//
//
// 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
add r0, r0, -c8
add r0.xy, r0, c11.x
mul r1, r0.y, c5
mad r1, c4, r0.x, r1
mad r1, c6, r0.z, r1
mad oPos, c7, r0.w, r1
mad oT0.xy, v0, c9.zwzw, c9
// approximately 12 instruction slots used
#endif
const BYTE LayerQuadVS[] =
{
0, 2, 254, 255, 254, 255,
78, 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, 57,
46, 50, 57, 46, 57, 53,
50, 46, 51, 49, 49, 49,
0, 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, 2, 0, 0, 3,
0, 0, 15, 128, 0, 0,
228, 128, 8, 0, 228, 161,
2, 0, 0, 3, 0, 0,
3, 128, 0, 0, 228, 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, 4, 0,
0, 4, 1, 0, 15, 128,
6, 0, 228, 160, 0, 0,
170, 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 9.29.952.3111
//
// fxc LayerManagerD3D9Shaders.hlsl -ERGBAShader -nologo -Tps_2_0
// -FhtmpShaderHeader -VnRGBAShaderPS
//
//
// 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,
45, 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,
57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 49, 49,
49, 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,
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 9.29.952.3111
//
// fxc LayerManagerD3D9Shaders.hlsl -EComponentPass1Shader -nologo -Tps_2_0
// -FhtmpShaderHeader -VnComponentPass1ShaderPS
//
//
// 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 r1.xyz, r0
mov r1.w, r0.y
mov oC0, r1
// approximately 8 instruction slots used (2 texture, 6 arithmetic)
#endif
const BYTE ComponentPass1ShaderPS[] =
{
0, 2, 255, 255, 254, 255,
57, 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,
57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 49, 49,
49, 0, 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, 1, 0, 7, 128,
0, 0, 228, 128, 1, 0,
0, 2, 1, 0, 8, 128,
0, 0, 85, 128, 1, 0,
0, 2, 0, 8, 15, 128,
1, 0, 228, 128, 255, 255,
0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// fxc LayerManagerD3D9Shaders.hlsl -EComponentPass2Shader -nologo -Tps_2_0
// -FhtmpShaderHeader -VnComponentPass2ShaderPS
//
//
// 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,
57, 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,
57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 49, 49,
49, 0, 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 9.29.952.3111
//
// fxc LayerManagerD3D9Shaders.hlsl -ERGBShader -nologo -Tps_2_0
// -FhtmpShaderHeader -VnRGBShaderPS
//
//
// 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
mul r0.xyz, r0, c0.x
mov r0.w, c1.x
mov oC0, r0
// approximately 4 instruction slots used (1 texture, 3 arithmetic)
#endif
const BYTE RGBShaderPS[] =
{
0, 2, 255, 255, 254, 255,
45, 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,
57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 49, 49,
49, 0, 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,
5, 0, 0, 3, 0, 0,
7, 128, 0, 0, 228, 128,
0, 0, 0, 160, 1, 0,
0, 2, 0, 0, 8, 128,
1, 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 9.29.952.3111
//
// fxc LayerManagerD3D9Shaders.hlsl -EYCbCrShader -nologo -Tps_2_0
// -FhtmpShaderHeader -VnYCbCrShaderPS
//
//
// Parameters:
//
// float fLayerOpacity;
// sampler2D s2DCb;
// sampler2D s2DCr;
// sampler2D s2DY;
//
//
// Registers:
//
// Name Reg Size
// ------------- ----- ----
// fLayerOpacity c0 1
// s2DY s0 1
// s2DCb s1 1
// s2DCr s2 1
//
ps_2_0
def c1, -0.5, -0.0625, 1.16400003, 1.59599996
def c2, 0.813000023, 0.391000003, 2.01799989, 1
dcl t0.xy
dcl_2d s0
dcl_2d s1
dcl_2d s2
texld r0, t0, s2
texld r1, t0, s0
texld r2, t0, s1
add r0.x, r0.x, c1.x
add r0.y, r1.x, c1.y
mul r0.y, r0.y, c1.z
mad r0.z, r0.x, -c2.x, r0.y
mad r1.x, r0.x, c1.w, r0.y
add r0.x, r2.x, c1.x
mad r1.y, r0.x, -c2.y, r0.z
mad r1.z, r0.x, c2.z, r0.y
mov r1.w, c2.w
mul r0, r1, c0.x
mov oC0, r0
// approximately 14 instruction slots used (3 texture, 11 arithmetic)
#endif
const BYTE YCbCrShaderPS[] =
{
0, 2, 255, 255, 254, 255,
68, 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,
1, 0, 1, 0, 0, 0,
148, 0, 0, 0, 0, 0,
0, 0, 164, 0, 0, 0,
3, 0, 2, 0, 1, 0,
0, 0, 172, 0, 0, 0,
0, 0, 0, 0, 188, 0,
0, 0, 3, 0, 0, 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, 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, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 81, 0,
0, 5, 1, 0, 15, 160,
0, 0, 0, 191, 0, 0,
128, 189, 244, 253, 148, 63,
186, 73, 204, 63, 81, 0,
0, 5, 2, 0, 15, 160,
197, 32, 80, 63, 39, 49,
200, 62, 233, 38, 1, 64,
0, 0, 128, 63, 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, 2, 8,
228, 160, 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, 2, 0,
0, 3, 0, 0, 1, 128,
0, 0, 0, 128, 1, 0,
0, 160, 2, 0, 0, 3,
0, 0, 2, 128, 1, 0,
0, 128, 1, 0, 85, 160,
5, 0, 0, 3, 0, 0,
2, 128, 0, 0, 85, 128,
1, 0, 170, 160, 4, 0,
0, 4, 0, 0, 4, 128,
0, 0, 0, 128, 2, 0,
0, 161, 0, 0, 85, 128,
4, 0, 0, 4, 1, 0,
1, 128, 0, 0, 0, 128,
1, 0, 255, 160, 0, 0,
85, 128, 2, 0, 0, 3,
0, 0, 1, 128, 2, 0,
0, 128, 1, 0, 0, 160,
4, 0, 0, 4, 1, 0,
2, 128, 0, 0, 0, 128,
2, 0, 85, 161, 0, 0,
170, 128, 4, 0, 0, 4,
1, 0, 4, 128, 0, 0,
0, 128, 2, 0, 170, 160,
0, 0, 85, 128, 1, 0,
0, 2, 1, 0, 8, 128,
2, 0, 255, 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 9.29.952.3111
//
// fxc LayerManagerD3D9Shaders.hlsl -ESolidColorShader -nologo -Tps_2_0
// -FhtmpShaderHeader -VnSolidColorShaderPS
//
//
// 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,
34, 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, 57, 46,
50, 57, 46, 57, 53, 50,
46, 51, 49, 49, 49, 0,
1, 0, 0, 2, 0, 8,
15, 128, 0, 0, 228, 160,
255, 255, 0, 0
};