DX12PixelShader.h 8.5 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 Object
  9. // {
  10. //
  11. // struct Material
  12. // {
  13. //
  14. // float ambientFactor; // Offset: 0
  15. // float diffusFactor; // Offset: 4
  16. // float specularFactor; // Offset: 8
  17. //
  18. // } Object; // Offset: 0 Size: 12
  19. //
  20. // }
  21. //
  22. //
  23. // Resource Bindings:
  24. //
  25. // Name Type Format Dim ID HLSL Bind Count
  26. // ------------------------------ ---------- ------- ----------- ------- -------------- ------
  27. // SampleType sampler NA NA S0 s0 1
  28. // shaderTexture texture float4 2d T0 t0 1
  29. // Object cbuffer NA NA CB0 cb3 1
  30. //
  31. //
  32. //
  33. // Input signature:
  34. //
  35. // Name Index Mask Register SysValue Format Used
  36. // -------------------- ----- ------ -------- -------- ------- ------
  37. // POSITION 0 xyzw 0 NONE float
  38. // SV_POSITION 0 xyzw 1 POS float
  39. // TEXCOORD 0 xy 2 NONE float xy
  40. // NORMAL 0 xyz 3 NONE float
  41. //
  42. //
  43. // Output signature:
  44. //
  45. // Name Index Mask Register SysValue Format Used
  46. // -------------------- ----- ------ -------- -------- ------- ------
  47. // SV_TARGET 0 xyzw 0 TARGET float xyzw
  48. //
  49. ps_5_1
  50. dcl_globalFlags refactoringAllowed
  51. dcl_constantbuffer CB0[3:3][1], immediateIndexed, space=0
  52. dcl_sampler S0[0:0], mode_default, space=0
  53. dcl_resource_texture2d (float,float,float,float) T0[0:0], space=0
  54. dcl_input_ps linear v2.xy
  55. dcl_output o0.xyzw
  56. dcl_temps 1
  57. sample r0.xyzw, v2.xyxx, T0[0].xyzw, S0[0]
  58. mul_sat o0.xyz, r0.xyzx, CB0[3][0].xxxx
  59. mov o0.w, r0.w
  60. ret
  61. // Approximately 4 instruction slots used
  62. #endif
  63. const BYTE DX12PixelShaderBytes[] =
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