#if 0 // // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // fxc /nologo /O3 /Tps_2_0 /Ecolor /Fh color.ps.inc.tmp color.ps.hlsl // // // Parameters: // // sampler2D palette; // sampler2D tex; // float uni_color; // // // Registers: // // Name Reg Size // ------------ ----- ---- // uni_color c0 1 // palette s0 1 // tex s1 1 // ps_2_0 def c1, 0.00196078443, 0.001953125, 0, 0 dcl t0.xy dcl_2d s0 dcl_2d s1 texld r0, t0, s1 add r0.x, -r0.x, c1.x mov r0.y, c1.y cmp r0.xy, r0.x, r0.y, c0.x texld r0, r0, s0 mov oC0, r0 // approximately 6 instruction slots used (2 texture, 4 arithmetic) #endif static const BYTE ps20_color[] = { 0, 2, 255, 255, 254, 255, 55, 0, 67, 84, 65, 66, 28, 0, 0, 0, 167, 0, 0, 0, 0, 2, 255, 255, 3, 0, 0, 0, 28, 0, 0, 0, 0, 129, 0, 0, 160, 0, 0, 0, 88, 0, 0, 0, 3, 0, 0, 0, 1, 0, 2, 0, 96, 0, 0, 0, 0, 0, 0, 0, 112, 0, 0, 0, 3, 0, 1, 0, 1, 0, 6, 0, 116, 0, 0, 0, 0, 0, 0, 0, 132, 0, 0, 0, 2, 0, 0, 0, 1, 0, 2, 0, 144, 0, 0, 0, 0, 0, 0, 0, 112, 97, 108, 101, 116, 116, 101, 0, 4, 0, 12, 0, 1, 0, 1, 0, 1, 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, 117, 110, 105, 95, 99, 111, 108, 111, 114, 0, 171, 171, 0, 0, 3, 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, 57, 46, 50, 57, 46, 57, 53, 50, 46, 51, 49, 49, 49, 0, 81, 0, 0, 5, 1, 0, 15, 160, 129, 128, 0, 59, 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, 1, 8, 228, 160, 2, 0, 0, 3, 0, 0, 1, 128, 0, 0, 0, 129, 1, 0, 0, 160, 1, 0, 0, 2, 0, 0, 2, 128, 1, 0, 85, 160, 88, 0, 0, 4, 0, 0, 3, 128, 0, 0, 0, 128, 0, 0, 85, 128, 0, 0, 0, 160, 66, 0, 0, 3, 0, 0, 15, 128, 0, 0, 228, 128, 0, 8, 228, 160, 1, 0, 0, 2, 0, 8, 15, 128, 0, 0, 228, 128, 255, 255, 0, 0 };