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#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
// Parameters:
//
// sampler2D tex;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// tex s0 1
//
ps_2_0
dcl t0.xy
dcl_2d s0
texld r0, t0, s0
mov oC0, r0
// approximately 2 instruction slots used (1 texture, 1 arithmetic)
#endif
const BYTE g_ps20_passthroughps[] = {
0, 2, 255, 255, 254, 255, 33, 0, 67, 84, 65, 66, 28, 0, 0, 0, 75, 0,
0, 0, 0, 2, 255, 255, 1, 0, 0, 0, 28, 0, 0, 0, 0, 1, 0, 0,
68, 0, 0, 0, 48, 0, 0, 0, 3, 0, 0, 0, 1, 0, 0, 0, 52, 0,
0, 0, 0, 0, 0, 0, 116, 101, 120, 0, 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, 54, 46, 51, 46,
57, 54, 48, 48, 46, 49, 54, 51, 56, 52, 0, 171, 171, 171, 31, 0, 0, 2,
0, 0, 0, 128, 0, 0, 3, 176, 31, 0, 0, 2, 0, 0, 0, 144, 0, 8,
15, 160, 66, 0, 0, 3, 0, 0, 15, 128, 0, 0, 228, 176, 0, 8, 228, 160,
1, 0, 0, 2, 0, 8, 15, 128, 0, 0, 228, 128, 255, 255, 0, 0};