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path: root/disassembly/dwmcore_1000_10.asm
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//
// 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 $Globals
// {
//
//   float4x4 g_matWorldViewProj;       // Offset:    0 Size:    64
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// $Globals                          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   xy
// TEXCOORD                 3   xy          4     NONE   float   xy
// TEXCOORD                 4   xy          5     NONE   float   xy
// TEXCOORD                 5   xy          6     NONE   float   xy
// TEXCOORD                 6   xy          7     NONE   float   xy
// TEXCOORD                 7   xy          8     NONE   float   xy
// TEXCOORD                 8   xy          9     NONE   float   xy
//
//
// 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   xyzw        4     NONE   float   xyzw
// 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             0         4  ( FLT, FLT, FLT, FLT)
//
//
// Runtime generated constant mappings:
//
// Target Reg                               Constant Description
// ---------- --------------------------------------------------
// c0                              Vertex Shader position offset
//
//
// Level9 shader bytecode:
//
    vs_2_0
    def c5, 1, 0, 0, 0
    dcl_texcoord v0
    dcl_texcoord1 v1
    dcl_texcoord2 v2
    dcl_texcoord3 v3
    dcl_texcoord4 v4
    dcl_texcoord5 v5
    dcl_texcoord6 v6
    dcl_texcoord7 v7
    dcl_normal v8
    dcl_normal1 v9
    mad r0, v0.xyzx, c5.xxxy, c5.yyyx
    dp4 oPos.z, r0, c3
    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, v1
    mov oT1.xy, v2
    mov oT1.zw, v3.xyxy
    mov oT2.xy, v4
    mov oT2.zw, v5.xyxy
    mov oT3.xy, v6
    mov oT3.zw, v7.xyxy
    mov oT4.xy, v8
    mov oT4.zw, v9.xyxy

// approximately 16 instruction slots used
vs_4_0
dcl_constantbuffer cb0[4], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xyzw
dcl_input v2.xy
dcl_input v3.xy
dcl_input v4.xy
dcl_input v5.xy
dcl_input v6.xy
dcl_input v7.xy
dcl_input v8.xy
dcl_input v9.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_temps 1
mov r0.xyz, v0.xyzx
mov r0.w, l(1.000000)
dp4 o0.x, r0.xyzw, cb0[0].xyzw
dp4 o0.y, r0.xyzw, cb0[1].xyzw
dp4 o0.z, r0.xyzw, cb0[2].xyzw
dp4 o0.w, r0.xyzw, cb0[3].xyzw
mov o1.xyzw, v1.xyzw
mov o2.xy, v2.xyxx
mov o2.zw, v3.xxxy
mov o3.xy, v4.xyxx
mov o3.zw, v5.xxxy
mov o4.xy, v6.xyxx
mov o4.zw, v7.xxxy
mov o5.xy, v8.xyxx
mov o5.zw, v9.xxxy
ret
// Approximately 16 instruction slots used