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@ryutorion
Created March 18, 2020 14:55
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//
// Generated by Microsoft (R) HLSL Shader Compiler 10.0.10011.16384
//
//
// Buffer Definitions:
//
// cbuffer model
// {
//
// float4x3 world; // Offset: 0 Size: 48
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim HLSL Bind Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// model cbuffer NA NA cb0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[3], immediateIndexed
dcl_input v0.xyzw
dcl_output_siv o0.xyzw, position
dp4 o0.x, v0.xyzw, cb0[0].xyzw
dp4 o0.y, v0.xyzw, cb0[1].xyzw
dp4 o0.z, v0.xyzw, cb0[2].xyzw
mov o0.w, l(1.000000)
ret
// Approximately 5 instruction slots used
cbuffer model
{
float4x3 world;
};
float4 VS(float4 position : POSITION) : SV_POSITION
{
return float4(mul(position, world), 1.0);
}
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