cbuffer _Globals : register(b0) { float4x4 matWorldViewProj : packoffset(c0); float4x4 matWorld : packoffset(c4); float4x4 matFog : packoffset(c8); float4x4 matView : packoffset(c12); float4x4 matProj : packoffset(c16); float4x4 uLightMat : packoffset(c20); float4 uSunDir : packoffset(c24); float4 uSunDiffuse : packoffset(c25); float4 uSunAmbient : packoffset(c26); float4 uSunSpec : packoffset(c27); float3 uLightPos : packoffset(c28); float3 uLightAmbient : packoffset(c29); float3 uLightDiffuse : packoffset(c30); float3 uLightATT : packoffset(c31); float2 uLightAngles : packoffset(c32); float3 uLightDir : packoffset(c33); float4 uCameraPos : packoffset(c34); float4 vFogConst : packoffset(c35); bool TwoSided : packoffset(c36); float uOpacity : packoffset(c36.y); float uGloss : packoffset(c36.z); float uLighted : packoffset(c36.w); float4 uMatSpecular : packoffset(c37); float4 uMatEmissive : packoffset(c38); float4 uMatDiffuse : packoffset(c39); float4 uMatAmbient : packoffset(c40); float4 BlendColor : packoffset(c41); float Power : packoffset(c42); } Texture2D StereoParams : register(t125); Texture1D IniParams : register(t120); void main( float3 v0 : POSITION0, float2 v1 : TEXCOORD0, out float4 o0 : SV_POSITION0, out float2 o1 : TEXCOORD0) { float4 r0; uint4 bitmask, uiDest; float4 fDest; r0.xyz = v0.xyz; r0.w = 1; o0.x = dot(r0.xyzw, matWorldViewProj._m00_m10_m20_m30); o0.y = dot(r0.xyzw, matWorldViewProj._m01_m11_m21_m31); o0.z = dot(r0.xyzw, matWorldViewProj._m02_m12_m22_m32); o0.w = dot(r0.xyzw, matWorldViewProj._m03_m13_m23_m33); o1.xy = v1.xy; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20789 // // using 3Dmigoto v1.2.6 on Tue Dec 15 23:58:18 2015 // // // Buffer Definitions: // // cbuffer $Globals // { // // float4x4 matWorldViewProj; // Offset: 0 Size: 64 // float4x4 matWorld; // Offset: 64 Size: 64 [unused] // float4x4 matFog; // Offset: 128 Size: 64 [unused] // float4x4 matView; // Offset: 192 Size: 64 [unused] // float4x4 matProj; // Offset: 256 Size: 64 [unused] // float4x4 uLightMat; // Offset: 320 Size: 64 [unused] // float4 uSunDir; // Offset: 384 Size: 16 [unused] // float4 uSunDiffuse; // Offset: 400 Size: 16 [unused] // float4 uSunAmbient; // Offset: 416 Size: 16 [unused] // float4 uSunSpec; // Offset: 432 Size: 16 [unused] // float3 uLightPos; // Offset: 448 Size: 12 [unused] // float3 uLightAmbient; // Offset: 464 Size: 12 [unused] // float3 uLightDiffuse; // Offset: 480 Size: 12 [unused] // float3 uLightATT; // Offset: 496 Size: 12 [unused] // float2 uLightAngles; // Offset: 512 Size: 8 [unused] // float3 uLightDir; // Offset: 528 Size: 12 [unused] // float4 uCameraPos; // Offset: 544 Size: 16 [unused] // float4 vFogConst; // Offset: 560 Size: 16 [unused] // bool TwoSided; // Offset: 576 Size: 4 [unused] // float uOpacity; // Offset: 580 Size: 4 [unused] // float uGloss; // Offset: 584 Size: 4 [unused] // float uLighted; // Offset: 588 Size: 4 [unused] // float4 uMatSpecular; // Offset: 592 Size: 16 [unused] // float4 uMatEmissive; // Offset: 608 Size: 16 [unused] // float4 uMatDiffuse; // Offset: 624 Size: 16 [unused] // float4 uMatAmbient; // Offset: 640 Size: 16 [unused] // float4 BlendColor; // Offset: 656 Size: 16 [unused] // float Power; // Offset: 672 Size: 4 [unused] // // } // // // 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 xy 1 NONE float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float xyzw // TEXCOORD 0 xy 1 NONE float xy // vs_4_0 dcl_constantbuffer cb0[4], immediateIndexed dcl_input v0.xyz dcl_input v1.xy dcl_output_siv o0.xyzw, position dcl_output o1.xy 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.xy, v1.xyxx ret // Approximately 8 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/