#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 };