#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//
// Buffer Definitions: 
//
// cbuffer BufferCopyParams
// {
//
//   uint FirstPixelOffset;             // Offset:    0 Size:     4
//   uint PixelsPerRow;                 // Offset:    4 Size:     4
//   uint RowStride;                    // Offset:    8 Size:     4
//   uint RowsPerSlice;                 // Offset:   12 Size:     4
//   float2 PositionOffset;             // Offset:   16 Size:     8
//   float2 PositionScale;              // Offset:   24 Size:     8
//   int2 TexLocationOffset;            // Offset:   32 Size:     8 [unused]
//   int2 TexLocationScale;             // Offset:   40 Size:     8 [unused]
//   uint FirstSlice;                   // Offset:   48 Size:     4
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim      HLSL Bind  Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// BufferCopyParams                  cbuffer      NA          NA            cb0      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
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   x           1     NONE    uint   x   
// LAYER                    0    y          1     NONE    uint    y  
//
vs_4_0
dcl_constantbuffer CB0[4], immediateIndexed
dcl_input_sgv v0.x, vertex_id
dcl_output_siv o0.xyzw, position
dcl_output o1.x
dcl_output o1.y
dcl_temps 2
mov o0.zw, l(0,0,0,1.000000)
imul null, r0.xy, cb0[0].wwww, cb0[0].yzyy
udiv r0.z, null, v0.x, r0.x
imad r0.x, -r0.z, r0.x, v0.x
imad r0.y, r0.z, r0.y, cb0[0].x
iadd o1.y, r0.z, cb0[3].x
udiv r0.z, null, r0.x, cb0[0].y
imad r0.x, -r0.z, cb0[0].y, r0.x
utof r1.xy, r0.xzxx
imad r0.y, r0.z, cb0[0].z, r0.y
iadd o1.x, r0.x, r0.y
mad o0.xy, cb0[1].zwzz, r1.xyxx, cb0[1].xyxx
ret 
// Approximately 13 instruction slots used
#endif

const BYTE g_VS_BufferToTexture[] = {
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    39,  1,   0,   0,   0,   140, 5,   0,   0,   5,   0,   0,   0,   52,  0,   0,   0,   88,  2,
    0,   0,   140, 2,   0,   0,   0,   3,   0,   0,   16,  5,   0,   0,   82,  68,  69,  70,  28,
    2,   0,   0,   1,   0,   0,   0,   80,  0,   0,   0,   1,   0,   0,   0,   28,  0,   0,   0,
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    97,  109, 115, 0,   171, 171, 171, 60,  0,   0,   0,   9,   0,   0,   0,   104, 0,   0,   0,
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    97,  108, 101, 0,   84,  101, 120, 76,  111, 99,  97,  116, 105, 111, 110, 79,  102, 102, 115,
    101, 116, 0,   1,   0,   2,   0,   1,   0,   2,   0,   0,   0,   0,   0,   0,   0,   0,   0,
    84,  101, 120, 76,  111, 99,  97,  116, 105, 111, 110, 83,  99,  97,  108, 101, 0,   70,  105,
    114, 115, 116, 83,  108, 105, 99,  101, 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,
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    1,   0,   0,   0,   8,   0,   0,   0,   32,  0,   0,   0,   0,   0,   0,   0,   6,   0,   0,
    0,   1,   0,   0,   0,   0,   0,   0,   0,   1,   1,   0,   0,   83,  86,  95,  86,  101, 114,
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    0,   0,   0,   80,  0,   0,   0,   0,   0,   0,   0,   1,   0,   0,   0,   3,   0,   0,   0,
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    0,   1,   0,   0,   0,   1,   0,   0,   0,   1,   14,  0,   0,   101, 0,   0,   0,   0,   0,
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    86,  95,  80,  111, 115, 105, 116, 105, 111, 110, 0,   84,  69,  88,  67,  79,  79,  82,  68,
    0,   76,  65,  89,  69,  82,  0,   171, 83,  72,  68,  82,  8,   2,   0,   0,   64,  0,   1,
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    0,   0,   96,  0,   0,   4,   18,  16,  16,  0,   0,   0,   0,   0,   6,   0,   0,   0,   103,
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    0,   16,  0,   0,   0,   0,   0,   42,  0,   16,  128, 65,  0,   0,   0,   0,   0,   0,   0,
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    0,   16,  0,   1,   0,   0,   0,   70,  128, 32,  0,   0,   0,   0,   0,   1,   0,   0,   0,
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    0,   0,   0,   0,   0,   0,   0,   0,   0,   0,   0,   0,   0,   0,   0,   0,   0,   0,   0,
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    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};
