// // Generated by Microsoft (R) HLSL Shader Compiler 10.1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_VertexID 0 x 0 VERTID uint x // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // TEXCOORD 0 xy 0 NONE float xy // SV_Position 0 xyzw 1 POS float xyzw // vs_5_1 dcl_globalFlags refactoringAllowed dcl_input_sgv v0.x, vertex_id dcl_output o0.xy dcl_output_siv o1.xyzw, position dcl_temps 1 ishl r0.y, v0.x, l(1) mov r0.x, v0.x and r0.xy, r0.xyxx, l(2, 2, 0, 0) utof r0.xy, r0.xyxx mad o1.xy, r0.xyxx, l(2.000000, -2.000000, 0.000000, 0.000000), l(-1.000000, 1.000000, 0.000000, 0.000000) mov o1.zw, l(0,0,0,1.000000) mov o0.xy, r0.xyxx ret // Approximately 8 instruction slots used