#if 0 // // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // // fxc /Fhd3d11spikysphere.hlsl.vs.h /Evs /Tvs_4_0 d3d11spikysphere.hlsl // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------ ------ // POSITION 0 xyz 0 NONE float xyz // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------ ------ // POSITION 0 xyz 0 NONE float xyz // vs_4_0 dcl_input v0.xyz dcl_output o0.xyz mov o0.xyz, v0.xyzx ret // Approximately 2 instruction slots used #endif const BYTE g_vs[] = { 68, 88, 66, 67, 71, 140, 219, 201, 207, 71, 236, 3, 158, 208, 157, 229, 54, 227, 221, 132, 1, 0, 0, 0, 176, 1, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 140, 0, 0, 0, 192, 0, 0, 0, 244, 0, 0, 0, 52, 1, 0, 0, 82, 68, 69, 70, 80, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 28, 0, 0, 0, 0, 4, 254, 255, 0, 1, 0, 0, 28, 0, 0, 0, 77, 105, 99, 114, 111, 115, 111, 102, 116, 32, 40, 82, 41, 32, 72, 76, 83, 76, 32, 83, 104, 97, 100, 101, 114, 32, 67, 111, 109, 112, 105, 108, 101, 114, 32, 57, 46, 50, 57, 46, 57, 53, 50, 46, 51, 49, 49, 49, 0, 171, 171, 171, 73, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 7, 7, 0, 0, 80, 79, 83, 73, 84, 73, 79, 78, 0, 171, 171, 171, 79, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 7, 8, 0, 0, 80, 79, 83, 73, 84, 73, 79, 78, 0, 171, 171, 171, 83, 72, 68, 82, 56, 0, 0, 0, 64, 0, 1, 0, 14, 0, 0, 0, 95, 0, 0, 3, 114, 16, 16, 0, 0, 0, 0, 0, 101, 0, 0, 3, 114, 32, 16, 0, 0, 0, 0, 0, 54, 0, 0, 5, 114, 32, 16, 0, 0, 0, 0, 0, 70, 18, 16, 0, 0, 0, 0, 0, 62, 0, 0, 1, 83, 84, 65, 84, 116, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };