#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};
