#if 0 // // Generated by Microsoft (R) D3DX9 Shader Compiler // // fxc /T vs_2_0 /E MyVertexShader /Fh cube_vs.h cube.fx // // // Parameters: // // float4x4 matProj; // float4x4 matView; // // // Registers: // // Name Reg Size // ------------ ----- ---- // matView c0 4 // matProj c4 4 // vs_2_0 dcl_position v0 dcl_color v1 dp4 r0.x, v0, c0 dp4 r0.y, v0, c1 dp4 r0.z, v0, c2 dp4 r0.w, v0, c3 dp4 oPos.x, r0, c4 dp4 oPos.y, r0, c5 dp4 oPos.z, r0, c6 dp4 oPos.w, r0, c7 mov oD0, v1 // approximately 9 instruction slots used #endif const DWORD g_vs20_MyVertexShader[] = { 0xfffe0200, 0x0025fffe, 0x42415443, 0x0000001c, 0x0000006b, 0xfffe0200, 0x00000002, 0x0000001c, 0x20000100, 0x00000064, 0x00000044, 0x00040002, 0x00000004, 0x0000004c, 0x00000000, 0x0000005c, 0x00000002, 0x00000004, 0x0000004c, 0x00000000, 0x5074616d, 0x006a6f72, 0x00030003, 0x00040004, 0x00000001, 0x00000000, 0x5674616d, 0x00776569, 0x325f7376, 0x4d00305f, 0x6f726369, 0x74666f73, 0x29522820, 0x44334420, 0x53203958, 0x65646168, 0x6f432072, 0x6c69706d, 0x00207265, 0x0200001f, 0x80000000, 0x900f0000, 0x0200001f, 0x8000000a, 0x900f0001, 0x03000009, 0x80010000, 0x90e40000, 0xa0e40000, 0x03000009, 0x80020000, 0x90e40000, 0xa0e40001, 0x03000009, 0x80040000, 0x90e40000, 0xa0e40002, 0x03000009, 0x80080000, 0x90e40000, 0xa0e40003, 0x03000009, 0xc0010000, 0x80e40000, 0xa0e40004, 0x03000009, 0xc0020000, 0x80e40000, 0xa0e40005, 0x03000009, 0xc0040000, 0x80e40000, 0xa0e40006, 0x03000009, 0xc0080000, 0x80e40000, 0xa0e40007, 0x02000001, 0xd00f0000, 0x90e40001, 0x0000ffff };