DX12VertexShader.h 15 KB

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  1. #if 0
  2. //
  3. // Generated by Microsoft (R) HLSL Shader Compiler 10.1
  4. //
  5. //
  6. // Buffer Definitions:
  7. //
  8. // cbuffer Kamera
  9. // {
  10. //
  11. // struct KameraBuffer
  12. // {
  13. //
  14. // float4x4 view; // Offset: 0
  15. // float4x4 projection; // Offset: 64
  16. //
  17. // } Kamera; // Offset: 0 Size: 128
  18. //
  19. // }
  20. //
  21. // cbuffer Skelett
  22. // {
  23. //
  24. // struct MatrixBuffer
  25. // {
  26. //
  27. // float4x4 knochenMatrix[128]; // Offset: 0
  28. //
  29. // } Skelett; // Offset: 0 Size: 8192
  30. //
  31. // }
  32. //
  33. //
  34. // Resource Bindings:
  35. //
  36. // Name Type Format Dim ID HLSL Bind Count
  37. // ------------------------------ ---------- ------- ----------- ------- -------------- ------
  38. // Kamera cbuffer NA NA CB0 cb0 1
  39. // Skelett cbuffer NA NA CB1 cb1 1
  40. //
  41. //
  42. //
  43. // Input signature:
  44. //
  45. // Name Index Mask Register SysValue Format Used
  46. // -------------------- ----- ------ -------- -------- ------- ------
  47. // POSITION 0 xyz 0 NONE float xyz
  48. // TEXCOORD 0 xy 1 NONE float xy
  49. // NORMAL 0 xyz 2 NONE float xyz
  50. // KNOCHEN_ID 0 x 3 NONE uint x
  51. //
  52. //
  53. // Output signature:
  54. //
  55. // Name Index Mask Register SysValue Format Used
  56. // -------------------- ----- ------ -------- -------- ------- ------
  57. // POSITION 0 xyzw 0 NONE float xyzw
  58. // SV_POSITION 0 xyzw 1 POS float xyzw
  59. // TEXCOORD 0 xy 2 NONE float xy
  60. // NORMAL 0 xyz 3 NONE float xyz
  61. //
  62. vs_5_1
  63. dcl_globalFlags refactoringAllowed
  64. dcl_constantbuffer CB0[0:0][8], immediateIndexed, space=0
  65. dcl_constantbuffer CB1[1:1][512], dynamicIndexed, space=0
  66. dcl_input v0.xyz
  67. dcl_input v1.xy
  68. dcl_input v2.xyz
  69. dcl_input v3.x
  70. dcl_output o0.xyzw
  71. dcl_output_siv o1.xyzw, position
  72. dcl_output o2.xy
  73. dcl_output o3.xyz
  74. dcl_temps 3
  75. ishl r0.x, v3.x, l(2)
  76. dp3 r1.x, v2.xyzx, CB1[1][r0.x + 0].xyzx
  77. dp3 r1.y, v2.xyzx, CB1[1][r0.x + 1].xyzx
  78. dp3 r1.z, v2.xyzx, CB1[1][r0.x + 2].xyzx
  79. dp3 r0.y, r1.xyzx, r1.xyzx
  80. rsq r0.y, r0.y
  81. mul o3.xyz, r0.yyyy, r1.xyzx
  82. mov r1.xyz, v0.xyzx
  83. mov r1.w, l(1.000000)
  84. dp4 r2.x, r1.xyzw, CB1[1][r0.x + 0].xyzw
  85. dp4 r2.y, r1.xyzw, CB1[1][r0.x + 1].xyzw
  86. dp4 r2.z, r1.xyzw, CB1[1][r0.x + 2].xyzw
  87. dp4 r2.w, r1.xyzw, CB1[1][r0.x + 3].xyzw
  88. dp4 r0.x, r2.xyzw, CB0[0][0].xyzw
  89. dp4 r0.y, r2.xyzw, CB0[0][1].xyzw
  90. dp4 r0.z, r2.xyzw, CB0[0][2].xyzw
  91. dp4 r0.w, r2.xyzw, CB0[0][3].xyzw
  92. dp4 o1.x, r0.xyzw, CB0[0][4].xyzw
  93. dp4 o1.y, r0.xyzw, CB0[0][5].xyzw
  94. dp4 o1.z, r0.xyzw, CB0[0][6].xyzw
  95. dp4 o1.w, r0.xyzw, CB0[0][7].xyzw
  96. mov o0.xyzw, r2.xyzw
  97. mov o2.xy, v1.xyxx
  98. ret
  99. // Approximately 24 instruction slots used
  100. #endif
  101. const BYTE DX12VertexShaderBytes[] =
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