#ifndef D3D9SHADER_H #define D3D9SHADER_H #if 0 // // Generated by Microsoft (R) HLSL Shader Compiler 10.1 // // Parameters: // // sampler2D PaletteTex; // sampler2D SurfaceTex; // // // Registers: // // Name Reg Size // ------------ ----- ---- // SurfaceTex s0 1 // PaletteTex s1 1 // ps_2_0 def c0, 0.99609375, 0.001953125, 0, 0 dcl t0.xy dcl_2d s0 dcl_2d s1 texld r0, t0, s0 mad r0.x, r0.x, c0.x, c0.y mov r0.y, c0.z texld r0, r0, s1 mov oC0, r0 // approximately 5 instruction slots used (2 texture, 3 arithmetic) // fxc.exe /Tps_2_0 shader.hlsl /Fhshader.h /* uniform sampler2D SurfaceTex; uniform sampler2D PaletteTex; float4 main(float2 texCoords : TEXCOORD) : COLOR { float pIndex = tex2D(SurfaceTex, texCoords).r; return tex2D(PaletteTex, float2(pIndex * (255./256) + (0.5/256), 0)); } */ #endif const BYTE D3D9_PALETTE_SHADER[] = { 0, 2, 255, 255, 254, 255, 44, 0, 67, 84, 65, 66, 28, 0, 0, 0, 131, 0, 0, 0, 0, 2, 255, 255, 2, 0, 0, 0, 28, 0, 0, 0, 0, 1, 0, 0, 124, 0, 0, 0, 68, 0, 0, 0, 3, 0, 1, 0, 1, 0, 0, 0, 80, 0, 0, 0, 0, 0, 0, 0, 96, 0, 0, 0, 3, 0, 0, 0, 1, 0, 0, 0, 108, 0, 0, 0, 0, 0, 0, 0, 80, 97, 108, 101, 116, 116, 101, 84, 101, 120, 0, 171, 4, 0, 12, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 83, 117, 114, 102, 97, 99, 101, 84, 101, 120, 0, 171, 4, 0, 12, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 112, 115, 95, 50, 95, 48, 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, 49, 48, 46, 49, 0, 171, 81, 0, 0, 5, 0, 0, 15, 160, 0, 0, 127, 63, 0, 0, 0, 59, 0, 0, 0, 0, 0, 0, 0, 0, 31, 0, 0, 2, 0, 0, 0, 128, 0, 0, 3, 176, 31, 0, 0, 2, 0, 0, 0, 144, 0, 8, 15, 160, 31, 0, 0, 2, 0, 0, 0, 144, 1, 8, 15, 160, 66, 0, 0, 3, 0, 0, 15, 128, 0, 0, 228, 176, 0, 8, 228, 160, 4, 0, 0, 4, 0, 0, 1, 128, 0, 0, 0, 128, 0, 0, 0, 160, 0, 0, 85, 160, 1, 0, 0, 2, 0, 0, 2, 128, 0, 0, 170, 160, 66, 0, 0, 3, 0, 0, 15, 128, 0, 0, 228, 128, 1, 8, 228, 160, 1, 0, 0, 2, 0, 8, 15, 128, 0, 0, 228, 128, 255, 255, 0, 0 }; #endif