// // Generated by Microsoft (R) HLSL Shader Compiler 9.25.950.2675 // // using 3Dmigoto v1.3.16 on Wed Feb 09 18:55:49 2022 // // // Buffer Definitions: // // cbuffer cbVSUpdateEveryCall // { // // struct // { // // struct // { // // float4x4 mat4x4WorldViewTransform;// Offset: 0 // float4x4 mat4x4WorldViewProjTransform;// Offset: 64 // // } Get3DTransforms_VS0_ConstantTable;// Offset: 0 // // struct // { // // float4x2 mat3x2TextureTransform;// Offset: 128 // // } TransformVertexStageUV_VS1_ConstantTable;// Offset: 128 // // struct // { // // float4 ddxyEstimated; // Offset: 160 // // } ExpandUVToSuperSampleUVInterpolator_VS1_ConstantTable;// Offset: 160 // // struct // { // // float4x2 mat3x2TextureTransform;// Offset: 176 // // } TransformVertexStageUV_VS2_ConstantTable;// Offset: 176 // // } Data_VS; // Offset: 0 Size: 208 // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // cbVSUpdateEveryCall cbuffer NA NA 0 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyz 0 NONE float xyz // TEXCOORD 0 xyzw 1 NONE float xyzw // TEXCOORD 1 xy 2 NONE float xy // TEXCOORD 2 xy 3 NONE float // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float xyzw // TEXCOORD 0 xyzw 1 NONE float xyzw // TEXCOORD 1 xyzw 2 NONE float xyzw // TEXCOORD 2 xyzw 3 NONE float xyzw // TEXCOORD 3 xy 4 NONE float xy // TEXCOORD 4 xyzw 5 NONE float xyzw // // // Constant buffer to DX9 shader constant mappings: // // Target Reg Buffer Start Reg # of Regs Data Conversion // ---------- ------- --------- --------- ---------------------- // c1 cb0 4 9 ( FLT, FLT, FLT, FLT) // // // Runtime generated constant mappings: // // Target Reg Constant Description // ---------- -------------------------------------------------- // c0 Vertex Shader position offset // // // Level9 shader bytecode: // vs_2_0 def c10, 1, 0, 3, 0.375 def c11, 0, 0.125, 0, 0 dcl_texcoord v0 dcl_texcoord1 v1 dcl_texcoord2 v2 mad r0, v0.xyzx, c10.xxxy, c10.yyyx dp4 oPos.z, r0, c3 mul r1.xy, v2, c5 add r1.x, r1.y, r1.x add r1.z, r1.x, c5.z mul r1.xy, v2, c6 add r1.x, r1.y, r1.x add r1.w, r1.x, c6.z mov r2.xyz, c10 mul r1.xy, r2, c7.x mad r3.xy, r1, c10.wzzw, r1.zwzw mad r1.xy, r1, -c10.wzzw, r1.zwzw mov r4.xy, c7 mad oT2.xy, r4, c11, r1 mad oT1.xy, r4, -c11, r3 mad r1.xy, r4.x, -c11.yxzw, r1.zwzw mad r1.zw, r4.x, c11.xyyx, r1 mad r2.xy, c7.y, r2.yxzw, r2.zyzw mad oT1.zw, c10.xyyw, -r2.xyxy, r1.xyxy mad oT2.zw, c10.xyyw, r2.xyxy, r1 mul r1.xy, v2, c8 add r1.x, r1.y, r1.x add oT3.x, r1.x, c8.z mul r1.xy, v2, c9 add r1.x, r1.y, r1.x add oT3.y, r1.x, c9.z dp4 r1.x, r0, c1 dp4 r1.y, r0, c2 dp4 r0.x, r0, c4 mad oPos.xy, r0.x, c0, r1 mov oPos.w, r0.x mov oT0, c10.y mov oT4, v1 // approximately 33 instruction slots used vs_4_0 dcl_constantbuffer cb0[13], immediateIndexed dcl_input v0.xyz dcl_input v1.xyzw dcl_input v2.xy dcl_output_siv o0.xyzw, position dcl_output o1.xyzw dcl_output o2.xyzw dcl_output o3.xyzw dcl_output o4.xy dcl_output o5.xyzw dcl_temps 3 mov r0.xyz, v0.xyzx mov r0.w, l(1.000000) dp4 o0.x, r0.xyzw, cb0[4].xyzw dp4 o0.y, r0.xyzw, cb0[5].xyzw dp4 o0.z, r0.xyzw, cb0[6].xyzw dp4 o0.w, r0.xyzw, cb0[7].xyzw mov o1.xyzw, l(0,0,0,0) mov r0.z, l(3.000000) mov r0.w, cb0[10].y mul r1.z, cb0[10].x, l(0.125000) mov r1.w, l(0) dp2 r0.x, v2.xyxx, cb0[8].xyxx add r2.z, r0.x, cb0[8].z dp2 r0.x, v2.xyxx, cb0[9].xyxx add r2.w, r0.x, cb0[9].z add r0.xy, -r1.zwzz, r2.zwzz add r1.xy, r1.zwzz, r2.zwzz mad o3.zw, l(0.000000, 0.000000, 0.000000, 0.375000), r0.zzzw, r1.xxxy mad o2.zw, l(-0.000000, -0.000000, -0.000000, -0.375000), r0.zzzw, r0.xxxy mov r0.x, cb0[10].x mov r0.yz, l(0,0,0,0) mad r1.xy, r0.xyxx, l(0.375000, 3.000000, 0.000000, 0.000000), r2.zwzz mad r0.xy, -r0.xyxx, l(0.375000, 3.000000, 0.000000, 0.000000), r2.zwzz mul r0.w, cb0[10].y, l(0.125000) add o2.xy, -r0.zwzz, r1.xyxx add o3.xy, r0.zwzz, r0.xyxx dp2 r0.x, v2.xyxx, cb0[11].xyxx add o4.x, r0.x, cb0[11].z dp2 r0.x, v2.xyxx, cb0[12].xyxx add o4.y, r0.x, cb0[12].z mov o5.xyzw, v1.xyzw ret // Approximately 32 instruction slots used