Added GL clear quad.

This commit is contained in:
bkaradzic 2013-03-23 16:02:34 -07:00
parent 3b68197bb3
commit 9e825e3c77
10 changed files with 272 additions and 127 deletions

View file

@ -423,7 +423,7 @@ namespace bgfx
void ClearQuad::init()
{
BGFX_CHECK_MAIN_THREAD();
#if BGFX_CONFIG_RENDERER_DIRECT3D11
#if BGFX_CONFIG_CLEAR_QUAD
m_decl.begin();
m_decl.add(Attrib::Position, 3, AttribType::Float);
m_decl.add(Attrib::Color0, 4, AttribType::Uint8, true);
@ -431,12 +431,18 @@ namespace bgfx
const Memory* mem;
mem = alloc(sizeof(vs_clear_dx11)+1);
memcpy(mem->data, vs_clear_dx11, mem->size-1);
# if BGFX_CONFIG_RENDERER_DIRECT3D11
mem = makeRef(vs_clear_dx11, sizeof(vs_clear_dx11) );
# elif BGFX_CONFIG_RENDERER_OPENGL
mem = makeRef(vs_clear_glsl, sizeof(vs_clear_glsl) );
# endif // BGFX_CONFIG_RENDERER_*
VertexShaderHandle vsh = createVertexShader(mem);
mem = alloc(sizeof(fs_clear_dx11)+1);
memcpy(mem->data, fs_clear_dx11, mem->size-1);
# if BGFX_CONFIG_RENDERER_DIRECT3D11
mem = makeRef(fs_clear_dx11, sizeof(fs_clear_dx11) );
# elif BGFX_CONFIG_RENDERER_OPENGL
mem = makeRef(fs_clear_glsl, sizeof(fs_clear_glsl) );
# endif // BGFX_CONFIG_RENDERER_*
FragmentShaderHandle fsh = createFragmentShader(mem);
m_program = createProgram(vsh, fsh);
@ -454,17 +460,18 @@ namespace bgfx
indices[4] = 3;
indices[5] = 0;
m_ib = s_ctx.createIndexBuffer(mem);
#endif // BGFX_CONFIG_RENDERER_DIRECT3D11
#endif // BGFX_CONFIG_CLEAR_QUAD
}
void ClearQuad::shutdown()
{
BGFX_CHECK_MAIN_THREAD();
#if BGFX_CONFIG_RENDERER_DIRECT3D11
#if BGFX_CONFIG_CLEAR_QUAD
destroyProgram(m_program);
destroyIndexBuffer(m_ib);
s_ctx.destroyTransientVertexBuffer(m_vb);
#endif // BGFX_CONFIG_RENDERER_DIRECT3D11
#endif // BGFX_CONFIG_CLEAR_QUAD
}
static const char* s_predefinedName[PredefinedUniform::Count] =

View file

@ -415,7 +415,7 @@ namespace bgfx
{
void init();
void shutdown();
void clear(const Rect& _rect, const Clear& _clear);
void clear(const Rect& _rect, const Clear& _clear, uint32_t _height = 0);
TransientVertexBuffer* m_vb;
IndexBufferHandle m_ib;

View file

@ -532,5 +532,8 @@ static const uint8_t vga8x16[256*16] =
#include "vs_debugfont_dx11.bin.h"
#include "fs_debugfont_dx11.bin.h"
#include "vs_clear_glsl.bin.h"
#include "fs_clear_glsl.bin.h"
#include "vs_clear_dx11.bin.h"
#include "fs_clear_dx11.bin.h"

View file

@ -197,4 +197,8 @@
# define BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT 5
#endif // BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT
#ifndef BGFX_CONFIG_CLEAR_QUAD
# define BGFX_CONFIG_CLEAR_QUAD (BGFX_CONFIG_RENDERER_DIRECT3D11|BGFX_CONFIG_RENDERER_OPENGL)
#endif // BGFX_CONFIG_CLEAR_QUAD
#endif // __CONFIG_H__

12
src/fs_clear_glsl.bin.h Normal file
View file

@ -0,0 +1,12 @@
static const uint8_t fs_clear_glsl[130] =
{
0x46, 0x53, 0x48, 0x01, 0xa4, 0x8b, 0xef, 0x49, 0x23, 0x69, 0x66, 0x64, 0x65, 0x66, 0x20, 0x47, // FSH....I#ifdef G
0x4c, 0x5f, 0x45, 0x53, 0x0a, 0x70, 0x72, 0x65, 0x63, 0x69, 0x73, 0x69, 0x6f, 0x6e, 0x20, 0x68, // L_ES.precision h
0x69, 0x67, 0x68, 0x70, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x3b, 0x0a, 0x23, 0x65, 0x6e, 0x64, // ighp float;.#end
0x69, 0x66, 0x20, 0x2f, 0x2f, 0x20, 0x47, 0x4c, 0x5f, 0x45, 0x53, 0x0a, 0x0a, 0x76, 0x61, 0x72, // if // GL_ES..var
0x79, 0x69, 0x6e, 0x67, 0x20, 0x76, 0x65, 0x63, 0x34, 0x20, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, // ying vec4 v_colo
0x72, 0x30, 0x3b, 0x0a, 0x76, 0x6f, 0x69, 0x64, 0x20, 0x6d, 0x61, 0x69, 0x6e, 0x20, 0x28, 0x29, // r0;.void main ()
0x0a, 0x7b, 0x0a, 0x20, 0x20, 0x67, 0x6c, 0x5f, 0x46, 0x72, 0x61, 0x67, 0x43, 0x6f, 0x6c, 0x6f, // .{. gl_FragColo
0x72, 0x20, 0x3d, 0x20, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x7d, 0x0a, // r = v_color0;.}.
0x0a, 0x00, // ..
};

View file

@ -8,6 +8,7 @@
all: vs_debugfont_dx9.bin.h fs_debugfont_dx9.bin.h \
vs_debugfont_glsl.bin.h fs_debugfont_glsl.bin.h \
vs_debugfont_dx11.bin.h fs_debugfont_dx11.bin.h \
vs_clear_glsl.bin.h fs_clear_glsl.bin.h \
vs_clear_dx11.bin.h fs_clear_dx11.bin.h
clean:
@ -20,10 +21,10 @@ fs_debugfont_dx9.bin.h:
..\tools\bin\shaderc -f fs_debugfont.sc -o fs_debugfont_dx9.bin.h --type f -p ps_2_a --platform windows -O 3 --bin2c fs_debugfont_dx9
vs_debugfont_glsl.bin.h:
..\tools\bin\shaderc -f vs_debugfont.sc -o vs_debugfont_glsl.bin.h --type v --platform nacl -O 3 --bin2c vs_debugfont_glsl
..\tools\bin\shaderc -f vs_debugfont.sc -o vs_debugfont_glsl.bin.h --type v --platform linux -O 3 --bin2c vs_debugfont_glsl
fs_debugfont_glsl.bin.h:
..\tools\bin\shaderc -f fs_debugfont.sc -o fs_debugfont_glsl.bin.h --type f --platform nacl -O 3 --bin2c fs_debugfont_glsl
..\tools\bin\shaderc -f fs_debugfont.sc -o fs_debugfont_glsl.bin.h --type f --platform linux -O 3 --bin2c fs_debugfont_glsl
vs_debugfont_dx11.bin.h:
..\tools\bin\shaderc -f vs_debugfont.sc -o vs_debugfont_dx11.bin.h --type v -p vs_5_0 --platform windows -O 3 --bin2c vs_debugfont_dx11
@ -31,6 +32,12 @@ vs_debugfont_dx11.bin.h:
fs_debugfont_dx11.bin.h:
..\tools\bin\shaderc -f fs_debugfont.sc -o fs_debugfont_dx11.bin.h --type f -p ps_5_0 --platform windows -O 3 --bin2c fs_debugfont_dx11
vs_clear_glsl.bin.h:
..\tools\bin\shaderc -f vs_clear.sc -o vs_clear_glsl.bin.h --type v --platform linux -O 3 --bin2c vs_clear_glsl
fs_clear_glsl.bin.h:
..\tools\bin\shaderc -f fs_clear.sc -o fs_clear_glsl.bin.h --type f --platform linux -O 3 --bin2c fs_clear_glsl
vs_clear_dx11.bin.h:
..\tools\bin\shaderc -f vs_clear.sc -o vs_clear_dx11.bin.h --type v -p vs_5_0 --platform windows -O 3 --bin2c vs_clear_dx11

View file

@ -1228,7 +1228,7 @@ namespace bgfx
deviceCtx->DrawIndexed(_numIndices, 0, 0);
}
void ClearQuad::clear(const Rect& _rect, const Clear& _clear)
void ClearQuad::clear(const Rect& _rect, const Clear& _clear, uint32_t _height)
{
uint32_t width = s_renderCtx.m_scd.BufferDesc.Width;
uint32_t height = s_renderCtx.m_scd.BufferDesc.Height;

View file

@ -166,6 +166,7 @@ namespace bgfx
, m_vaoSupport(BGFX_CONFIG_RENDERER_OPENGL >= 31)
, m_programBinarySupport(false)
, m_textureSwizzleSupport(false)
, m_useClearQuad(false)
, m_flip(false)
, m_postSwapBuffers(NULL)
, m_hash( (BX_PLATFORM_WINDOWS<<1) | BX_ARCH_64BIT)
@ -450,6 +451,7 @@ namespace bgfx
bool m_vaoSupport;
bool m_programBinarySupport;
bool m_textureSwizzleSupport;
bool m_useClearQuad;
bool m_flip;
PostSwapBuffersFn m_postSwapBuffers;
@ -1891,6 +1893,113 @@ namespace bgfx
) );
}
void ClearQuad::clear(const Rect& _rect, const Clear& _clear, uint32_t _height)
{
#if BGFX_CONFIG_CLEAR_QUAD
if (s_renderCtx.m_useClearQuad)
{
GL_CHECK(glDisable(GL_STENCIL_TEST) );
GL_CHECK(glEnable(GL_DEPTH_TEST) );
GL_CHECK(glDepthFunc(GL_ALWAYS) );
GL_CHECK(glDisable(GL_CULL_FACE) );
GL_CHECK(glDisable(GL_BLEND) );
GL_CHECK(glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
GL_CHECK(glDepthMask(GL_TRUE) );
VertexBuffer& vb = s_renderCtx.m_vertexBuffers[m_vb->handle.idx];
VertexDecl& vertexDecl = s_renderCtx.m_vertexDecls[m_vb->decl.idx];
uint32_t stride = vertexDecl.m_stride;
{
struct Vertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_abgr;
} * vertex = (Vertex*)m_vb->data;
BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
const uint32_t abgr = bx::endianSwap(_clear.m_rgba);
const float depth = _clear.m_depth;
vertex->m_x = -1.0f;
vertex->m_y = -1.0f;
vertex->m_z = depth;
vertex->m_abgr = abgr;
vertex++;
vertex->m_x = 1.0f;
vertex->m_y = -1.0f;
vertex->m_z = depth;
vertex->m_abgr = abgr;
vertex++;
vertex->m_x = 1.0f;
vertex->m_y = 1.0f;
vertex->m_z = depth;
vertex->m_abgr = abgr;
vertex++;
vertex->m_x = -1.0f;
vertex->m_y = 1.0f;
vertex->m_z = depth;
vertex->m_abgr = abgr;
}
s_renderCtx.m_vertexBuffers[m_vb->handle.idx].update(0, 4*m_decl.m_stride, m_vb->data);
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
IndexBuffer& ib = s_renderCtx.m_indexBuffers[m_ib.idx];
GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
Program& program = s_renderCtx.m_program[m_program.idx];
GL_CHECK(glUseProgram(program.m_id) );
program.bindAttributes(m_decl, 0);
GL_CHECK(glDrawElements(GL_TRIANGLES
, 6
, GL_UNSIGNED_SHORT
, (void*)0
) );
}
else
#endif // BGFX_CONFIG_CLEAR_QUAD
{
GLuint flags = 0;
if (BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
{
flags |= GL_COLOR_BUFFER_BIT;
uint32_t rgba = _clear.m_rgba;
float rr = (rgba>>24)/255.0f;
float gg = ( (rgba>>16)&0xff)/255.0f;
float bb = ( (rgba>>8)&0xff)/255.0f;
float aa = (rgba&0xff)/255.0f;
GL_CHECK(glClearColor(rr, gg, bb, aa) );
GL_CHECK(glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
}
if (BGFX_CLEAR_DEPTH_BIT & _clear.m_flags)
{
flags |= GL_DEPTH_BUFFER_BIT;
GL_CHECK(glClearDepth(_clear.m_depth) );
GL_CHECK(glDepthMask(GL_TRUE) );
}
if (BGFX_CLEAR_STENCIL_BIT & _clear.m_flags)
{
flags |= GL_STENCIL_BUFFER_BIT;
GL_CHECK(glClearStencil(_clear.m_stencil) );
}
if (0 != flags)
{
GL_CHECK(glEnable(GL_SCISSOR_TEST) );
GL_CHECK(glScissor(_rect.m_x, _height-_rect.m_height-_rect.m_y, _rect.m_width, _rect.m_height) );
GL_CHECK(glClear(flags) );
GL_CHECK(glDisable(GL_SCISSOR_TEST) );
}
}
}
void Context::flip()
{
s_renderCtx.flip();
@ -2365,39 +2474,7 @@ namespace bgfx
if (BGFX_CLEAR_NONE != clear.m_flags)
{
GLuint flags = 0;
if (BGFX_CLEAR_COLOR_BIT & clear.m_flags)
{
flags |= GL_COLOR_BUFFER_BIT;
uint32_t rgba = clear.m_rgba;
float rr = (rgba>>24)/255.0f;
float gg = ( (rgba>>16)&0xff)/255.0f;
float bb = ( (rgba>>8)&0xff)/255.0f;
float aa = (rgba&0xff)/255.0f;
GL_CHECK(glClearColor(rr, gg, bb, aa) );
GL_CHECK(glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
}
if (BGFX_CLEAR_DEPTH_BIT & clear.m_flags)
{
flags |= GL_DEPTH_BUFFER_BIT;
GL_CHECK(glClearDepth(clear.m_depth) );
GL_CHECK(glDepthMask(GL_TRUE) );
}
if (BGFX_CLEAR_STENCIL_BIT & clear.m_flags)
{
flags |= GL_STENCIL_BUFFER_BIT;
GL_CHECK(glClearStencil(clear.m_stencil) );
}
if (0 != flags)
{
GL_CHECK(glEnable(GL_SCISSOR_TEST) );
GL_CHECK(glScissor(rect.m_x, height-rect.m_height-rect.m_y, rect.m_width, rect.m_height) );
GL_CHECK(glClear(flags) );
GL_CHECK(glDisable(GL_SCISSOR_TEST) );
}
m_clearQuad.clear(rect, clear, height);
}
GL_CHECK(glDisable(GL_STENCIL_TEST) );

20
src/vs_clear_glsl.bin.h Normal file
View file

@ -0,0 +1,20 @@
static const uint8_t vs_clear_glsl[270] =
{
0x56, 0x53, 0x48, 0x01, 0xa4, 0x8b, 0xef, 0x49, 0x23, 0x69, 0x66, 0x64, 0x65, 0x66, 0x20, 0x47, // VSH....I#ifdef G
0x4c, 0x5f, 0x45, 0x53, 0x0a, 0x70, 0x72, 0x65, 0x63, 0x69, 0x73, 0x69, 0x6f, 0x6e, 0x20, 0x68, // L_ES.precision h
0x69, 0x67, 0x68, 0x70, 0x20, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x3b, 0x0a, 0x23, 0x65, 0x6e, 0x64, // ighp float;.#end
0x69, 0x66, 0x20, 0x2f, 0x2f, 0x20, 0x47, 0x4c, 0x5f, 0x45, 0x53, 0x0a, 0x0a, 0x76, 0x61, 0x72, // if // GL_ES..var
0x79, 0x69, 0x6e, 0x67, 0x20, 0x76, 0x65, 0x63, 0x34, 0x20, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, // ying vec4 v_colo
0x72, 0x30, 0x3b, 0x0a, 0x61, 0x74, 0x74, 0x72, 0x69, 0x62, 0x75, 0x74, 0x65, 0x20, 0x76, 0x65, // r0;.attribute ve
0x63, 0x33, 0x20, 0x61, 0x5f, 0x70, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x3b, 0x0a, 0x61, // c3 a_position;.a
0x74, 0x74, 0x72, 0x69, 0x62, 0x75, 0x74, 0x65, 0x20, 0x76, 0x65, 0x63, 0x34, 0x20, 0x61, 0x5f, // ttribute vec4 a_
0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x76, 0x6f, 0x69, 0x64, 0x20, 0x6d, 0x61, 0x69, // color0;.void mai
0x6e, 0x20, 0x28, 0x29, 0x0a, 0x7b, 0x0a, 0x20, 0x20, 0x76, 0x65, 0x63, 0x34, 0x20, 0x74, 0x6d, // n ().{. vec4 tm
0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, // pvar_1;. tmpvar
0x5f, 0x31, 0x2e, 0x77, 0x20, 0x3d, 0x20, 0x31, 0x2e, 0x30, 0x3b, 0x0a, 0x20, 0x20, 0x74, 0x6d, // _1.w = 1.0;. tm
0x70, 0x76, 0x61, 0x72, 0x5f, 0x31, 0x2e, 0x78, 0x79, 0x7a, 0x20, 0x3d, 0x20, 0x61, 0x5f, 0x70, // pvar_1.xyz = a_p
0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x3b, 0x0a, 0x20, 0x20, 0x67, 0x6c, 0x5f, 0x50, 0x6f, // osition;. gl_Po
0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x20, 0x3d, 0x20, 0x74, 0x6d, 0x70, 0x76, 0x61, 0x72, 0x5f, // sition = tmpvar_
0x31, 0x3b, 0x0a, 0x20, 0x20, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x20, 0x3d, 0x20, // 1;. v_color0 =
0x61, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x7d, 0x0a, 0x0a, 0x00, // a_color0;.}...
};

View file

@ -1,96 +1,111 @@
static const uint8_t vs_debugfont_dx11[1484] =
static const uint8_t vs_debugfont_dx11[1728] =
{
0x56, 0x53, 0x48, 0x01, 0xb8, 0xbe, 0x22, 0x66, 0xff, 0x00, 0x00, 0xff, 0xff, 0x00, 0x00, 0xff, // VSH..."f........
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0xc0, 0x01, 0x0f, 0x75, 0x5f, 0x6d, 0x6f, // ............u_mo
0x64, 0x65, 0x6c, 0x56, 0x69, 0x65, 0x77, 0x50, 0x72, 0x6f, 0x6a, 0x09, 0x00, 0x00, 0x01, 0x04, // delViewProj.....
0x00, 0x98, 0x05, 0x44, 0x58, 0x42, 0x43, 0x4e, 0x14, 0xcf, 0x18, 0xca, 0x5f, 0xd6, 0x83, 0xb0, // ...DXBCN...._...
0x52, 0x90, 0x95, 0x2f, 0xd3, 0xd3, 0x43, 0x01, 0x00, 0x00, 0x00, 0x98, 0x05, 0x00, 0x00, 0x05, // R../..C.........
0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x88, 0x02, 0x00, 0x00, 0x10, 0x03, 0x00, 0x00, 0x9c, // ...4............
0x03, 0x00, 0x00, 0xfc, 0x04, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x4c, 0x02, 0x00, 0x00, 0x01, // .......RDEFL....
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0xf0, 0x01, 0x0f, 0x75, 0x5f, 0x6d, 0x6f, // ............u_mo
0x64, 0x65, 0x6c, 0x56, 0x69, 0x65, 0x77, 0x50, 0x72, 0x6f, 0x6a, 0x09, 0x00, 0x20, 0x01, 0x04, // delViewProj.. ..
0x00, 0x8c, 0x06, 0x44, 0x58, 0x42, 0x43, 0xd1, 0x76, 0x02, 0xbc, 0xa0, 0xfb, 0x5c, 0x2e, 0x99, // ...DXBC.v.......
0x8c, 0x4e, 0xe3, 0x8a, 0xe3, 0x60, 0x3f, 0x01, 0x00, 0x00, 0x00, 0x8c, 0x06, 0x00, 0x00, 0x05, // .N...`?.........
0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x7c, 0x03, 0x00, 0x00, 0x04, 0x04, 0x00, 0x00, 0x90, // ...4...|........
0x04, 0x00, 0x00, 0xf0, 0x05, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x40, 0x03, 0x00, 0x00, 0x01, // .......RDEF@....
0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00, 0x00, // ...h.......<....
0x05, 0xfe, 0xff, 0x00, 0x91, 0x00, 0x00, 0x18, 0x02, 0x00, 0x00, 0x52, 0x44, 0x31, 0x31, 0x3c, // ...........RD11<
0x05, 0xfe, 0xff, 0x00, 0x91, 0x00, 0x00, 0x0c, 0x03, 0x00, 0x00, 0x52, 0x44, 0x31, 0x31, 0x3c, // ...........RD11<
0x00, 0x00, 0x00, 0x18, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x24, // ....... ...(...$
0x00, 0x00, 0x00, 0x0c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x5c, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x24, 0x47, 0x6c, 0x6f, 0x62, // ...........$Glob
0x61, 0x6c, 0x73, 0x00, 0xab, 0xab, 0xab, 0x5c, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x80, // als.............
0x00, 0x00, 0x00, 0xc0, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x98, // ................
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xa8, // .......@........
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, // ................
0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xcc, 0x01, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x40, // ...........@...@
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xa8, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, // ................
0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xd7, // ................
0x01, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xa8, // .......@........
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, // ................
0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xdf, 0x01, 0x00, 0x00, 0xc0, 0x00, 0x00, 0x00, 0x40, // ...............@
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xa8, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, // ................
0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xeb, // ................
0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0xa8, // .......@........
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, // ................
0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xfb, 0x01, 0x00, 0x00, 0x40, 0x01, 0x00, 0x00, 0x40, // ...........@...@
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xa8, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, // ................
0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x0c, // ................
0x02, 0x00, 0x00, 0x80, 0x01, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xa8, // .......@........
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, // ................
0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x75, 0x5f, 0x76, 0x69, 0x65, 0x77, 0x00, 0x66, 0x6c, // .......u_view.fl
0x6f, 0x61, 0x74, 0x34, 0x78, 0x34, 0x00, 0x03, 0x00, 0x03, 0x00, 0x04, 0x00, 0x04, 0x00, 0x00, // oat4x4..........
0x61, 0x6c, 0x73, 0x00, 0xab, 0xab, 0xab, 0x5c, 0x00, 0x00, 0x00, 0x0a, 0x00, 0x00, 0x00, 0x80, // als.............
0x00, 0x00, 0x00, 0xf0, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x10, // ................
0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x24, // ...............$
0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, // ................
0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x48, 0x02, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x10, // .......H........
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x24, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, // .......$........
0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x54, // ...............T
0x02, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x64, // ... ...@.......d
0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, // ................
0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x88, 0x02, 0x00, 0x00, 0x60, 0x00, 0x00, 0x00, 0x40, // ...........`...@
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x64, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, // .......d........
0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x93, // ................
0x02, 0x00, 0x00, 0xa0, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x64, // .......@.......d
0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, // ................
0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x9b, 0x02, 0x00, 0x00, 0xe0, 0x00, 0x00, 0x00, 0x40, // ...............@
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x64, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, // .......d........
0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xa7, // ................
0x02, 0x00, 0x00, 0x20, 0x01, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x64, // ... ...@.......d
0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, // ................
0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xb7, 0x02, 0x00, 0x00, 0x60, 0x01, 0x00, 0x00, 0x40, // ...........`...@
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x64, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, // .......d........
0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xc8, // ................
0x02, 0x00, 0x00, 0xa0, 0x01, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x64, // .......@.......d
0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, // ................
0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xd4, 0x02, 0x00, 0x00, 0xe0, 0x01, 0x00, 0x00, 0x04, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe8, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, // ................
0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x75, // ...............u
0x5f, 0x76, 0x69, 0x65, 0x77, 0x52, 0x65, 0x63, 0x74, 0x00, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x34, // _viewRect.float4
0x00, 0xab, 0xab, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x9f, 0x01, 0x00, 0x00, 0x75, 0x5f, 0x76, 0x69, 0x65, // ...........u_vie
0x77, 0x50, 0x72, 0x6f, 0x6a, 0x00, 0x75, 0x5f, 0x6d, 0x6f, 0x64, 0x65, 0x6c, 0x00, 0x75, 0x5f, // wProj.u_model.u_
0x6d, 0x6f, 0x64, 0x65, 0x6c, 0x56, 0x69, 0x65, 0x77, 0x00, 0x75, 0x5f, 0x6d, 0x6f, 0x64, 0x65, // modelView.u_mode
0x6c, 0x56, 0x69, 0x65, 0x77, 0x50, 0x72, 0x6f, 0x6a, 0x00, 0x75, 0x5f, 0x6d, 0x6f, 0x64, 0x65, // lViewProj.u_mode
0x6c, 0x56, 0x69, 0x65, 0x77, 0x50, 0x72, 0x6f, 0x6a, 0x58, 0x00, 0x75, 0x5f, 0x76, 0x69, 0x65, // lViewProjX.u_vie
0x77, 0x50, 0x72, 0x6f, 0x6a, 0x58, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, // wProjX.Microsoft
0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, // (R) HLSL Shader
0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e, 0x32, 0x39, 0x2e, 0x39, // Compiler 9.29.9
0x35, 0x32, 0x2e, 0x33, 0x31, 0x31, 0x31, 0x00, 0xab, 0xab, 0xab, 0x49, 0x53, 0x47, 0x4e, 0x80, // 52.3111....ISGN.
0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x00, 0x00, // ...........h....
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, // ................
0x0f, 0x00, 0x00, 0x68, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, // ...h............
0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00, 0x6e, 0x00, 0x00, 0x00, 0x00, // ...........n....
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x07, // ................
0x07, 0x00, 0x00, 0x77, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, // ...w............
0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00, 0x43, 0x4f, 0x4c, 0x4f, 0x52, // ...........COLOR
0x00, 0x50, 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, // .POSITION.TEXCOO
0x52, 0x44, 0x00, 0x4f, 0x53, 0x47, 0x4e, 0x84, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x08, // RD.OSGN.........
0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x03, // ...h............
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x74, 0x00, 0x00, 0x00, 0x00, // ...........t....
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0f, // ................
0x00, 0x00, 0x00, 0x74, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, // ...t............
0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x7a, 0x00, 0x00, 0x00, 0x00, // ...........z....
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x03, // ................
0x0c, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x50, 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, 0x00, 0x43, // ...SV_POSITION.C
0x4f, 0x4c, 0x4f, 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0xab, 0x53, // OLOR.TEXCOORD..S
0x48, 0x45, 0x58, 0x58, 0x01, 0x00, 0x00, 0x50, 0x00, 0x01, 0x00, 0x56, 0x00, 0x00, 0x00, 0x6a, // HEXX...P...V...j
0x08, 0x00, 0x01, 0x59, 0x00, 0x00, 0x04, 0x46, 0x8e, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x14, // ...Y...F. ......
0x00, 0x00, 0x00, 0x5f, 0x00, 0x00, 0x03, 0xf2, 0x10, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x5f, // ..._..........._
0x00, 0x00, 0x03, 0xf2, 0x10, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x5f, 0x00, 0x00, 0x03, 0x72, // ..........._...r
0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x5f, 0x00, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, 0x03, // ......._...2....
0x00, 0x00, 0x00, 0x67, 0x00, 0x00, 0x04, 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, // ...g.... .......
0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xf2, 0x20, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x65, // ...e.... ......e
0x00, 0x00, 0x03, 0xf2, 0x20, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0x32, // .... ......e...2
0x20, 0x10, 0x00, 0x03, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x02, 0x01, 0x00, 0x00, 0x00, 0x38, // ......h.......8
0x00, 0x00, 0x08, 0xf2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x56, 0x15, 0x10, 0x00, 0x02, // ...........V....
0x00, 0x00, 0x00, 0x46, 0x8e, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00, 0x32, // ...F. .........2
0x00, 0x00, 0x0a, 0xf2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x8e, 0x20, 0x00, 0x00, // ...........F. ..
0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x06, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x46, // ...............F
0x0e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x32, 0x00, 0x00, 0x0a, 0xf2, 0x00, 0x10, 0x00, 0x00, // .......2........
0x00, 0x00, 0x00, 0x46, 0x8e, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x12, 0x00, 0x00, 0x00, 0xa6, // ...F. ..........
0x1a, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x46, 0x0e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .......F........
0x00, 0x00, 0x08, 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x0e, 0x10, 0x00, 0x00, // .... ......F....
0x00, 0x00, 0x00, 0x46, 0x8e, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x13, 0x00, 0x00, 0x00, 0x36, // ...F. .........6
0x00, 0x00, 0x05, 0xf2, 0x20, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x46, 0x1e, 0x10, 0x00, 0x00, // .... ......F....
0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x05, 0xf2, 0x20, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x46, // ...6.... ......F
0x1e, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x05, 0x32, 0x20, 0x10, 0x00, 0x03, // .......6...2 ...
0x00, 0x00, 0x00, 0x46, 0x10, 0x10, 0x00, 0x03, 0x00, 0x00, 0x00, 0x3e, 0x00, 0x00, 0x01, 0x53, // ...F.......>...S
0x54, 0x41, 0x54, 0x94, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, // TAT.............
0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x1b, 0x02, 0x00, 0x00, 0x75, 0x5f, 0x76, 0x69, 0x65, 0x77, 0x54, 0x65, 0x78, // .......u_viewTex
0x65, 0x6c, 0x00, 0x75, 0x5f, 0x76, 0x69, 0x65, 0x77, 0x00, 0x66, 0x6c, 0x6f, 0x61, 0x74, 0x34, // el.u_view.float4
0x78, 0x34, 0x00, 0x03, 0x00, 0x03, 0x00, 0x04, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // x4..............
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x5b, 0x02, 0x00, 0x00, 0x75, 0x5f, 0x76, 0x69, 0x65, 0x77, 0x50, 0x72, 0x6f, // ...[...u_viewPro
0x6a, 0x00, 0x75, 0x5f, 0x6d, 0x6f, 0x64, 0x65, 0x6c, 0x00, 0x75, 0x5f, 0x6d, 0x6f, 0x64, 0x65, // j.u_model.u_mode
0x6c, 0x56, 0x69, 0x65, 0x77, 0x00, 0x75, 0x5f, 0x6d, 0x6f, 0x64, 0x65, 0x6c, 0x56, 0x69, 0x65, // lView.u_modelVie
0x77, 0x50, 0x72, 0x6f, 0x6a, 0x00, 0x75, 0x5f, 0x6d, 0x6f, 0x64, 0x65, 0x6c, 0x56, 0x69, 0x65, // wProj.u_modelVie
0x77, 0x50, 0x72, 0x6f, 0x6a, 0x58, 0x00, 0x75, 0x5f, 0x76, 0x69, 0x65, 0x77, 0x50, 0x72, 0x6f, // wProjX.u_viewPro
0x6a, 0x58, 0x00, 0x75, 0x5f, 0x61, 0x6c, 0x70, 0x68, 0x61, 0x52, 0x65, 0x66, 0x00, 0x66, 0x6c, // jX.u_alphaRef.fl
0x6f, 0x61, 0x74, 0x00, 0xab, 0xab, 0xab, 0x00, 0x00, 0x03, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, // oat.............
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xdf, 0x02, 0x00, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, // ...........Micro
0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, // soft (R) HLSL Sh
0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e, // ader Compiler 9.
0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, 0x2e, 0x33, 0x31, 0x31, 0x31, 0x00, 0xab, 0xab, 0xab, 0x49, // 29.952.3111....I
0x53, 0x47, 0x4e, 0x80, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x68, // SGN............h
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00, 0x68, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, // .......h........
0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00, 0x6e, // ...............n
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, // ................
0x00, 0x00, 0x00, 0x07, 0x07, 0x00, 0x00, 0x77, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .......w........
0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00, 0x43, // ...............C
0x4f, 0x4c, 0x4f, 0x52, 0x00, 0x50, 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, 0x00, 0x54, 0x45, // OLOR.POSITION.TE
0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0x4f, 0x53, 0x47, 0x4e, 0x84, 0x00, 0x00, 0x00, 0x04, // XCOORD.OSGN.....
0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, // .......h........
0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x74, // ...............t
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, // ................
0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x74, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, // .......t........
0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x7a, // ...............z
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x03, // ................
0x00, 0x00, 0x00, 0x03, 0x0c, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x50, 0x4f, 0x53, 0x49, 0x54, 0x49, // .......SV_POSITI
0x4f, 0x4e, 0x00, 0x43, 0x4f, 0x4c, 0x4f, 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, // ON.COLOR.TEXCOOR
0x44, 0x00, 0xab, 0x53, 0x48, 0x45, 0x58, 0x58, 0x01, 0x00, 0x00, 0x50, 0x00, 0x01, 0x00, 0x56, // D..SHEXX...P...V
0x00, 0x00, 0x00, 0x6a, 0x08, 0x00, 0x01, 0x59, 0x00, 0x00, 0x04, 0x46, 0x8e, 0x20, 0x00, 0x00, // ...j...Y...F. ..
0x00, 0x00, 0x00, 0x16, 0x00, 0x00, 0x00, 0x5f, 0x00, 0x00, 0x03, 0xf2, 0x10, 0x10, 0x00, 0x00, // ......._........
0x00, 0x00, 0x00, 0x5f, 0x00, 0x00, 0x03, 0xf2, 0x10, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x5f, // ..._..........._
0x00, 0x00, 0x03, 0x72, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x5f, 0x00, 0x00, 0x03, 0x32, // ...r......._...2
0x10, 0x10, 0x00, 0x03, 0x00, 0x00, 0x00, 0x67, 0x00, 0x00, 0x04, 0xf2, 0x20, 0x10, 0x00, 0x00, // .......g.... ...
0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xf2, 0x20, 0x10, 0x00, 0x01, // .......e.... ...
0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xf2, 0x20, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x65, // ...e.... ......e
0x00, 0x00, 0x03, 0x32, 0x20, 0x10, 0x00, 0x03, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x02, 0x01, // ...2 ......h....
0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x08, 0xf2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x56, // ...8...........V
0x15, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x46, 0x8e, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x13, // .......F. ......
0x00, 0x00, 0x00, 0x32, 0x00, 0x00, 0x0a, 0xf2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, // ...2...........F
0x8e, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x12, 0x00, 0x00, 0x00, 0x06, 0x10, 0x10, 0x00, 0x02, // . ..............
0x00, 0x00, 0x00, 0x46, 0x0e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x32, 0x00, 0x00, 0x0a, 0xf2, // ...F.......2....
0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x8e, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x14, // .......F. ......
0x00, 0x00, 0x00, 0xa6, 0x1a, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x46, 0x0e, 0x10, 0x00, 0x00, // ...........F....
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, // ........ ......F
0x0e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x8e, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x15, // .......F. ......
0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x05, 0xf2, 0x20, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x46, // ...6.... ......F
0x1e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x05, 0xf2, 0x20, 0x10, 0x00, 0x02, // .......6.... ...
0x00, 0x00, 0x00, 0x46, 0x1e, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x05, 0x32, // ...F.......6...2
0x20, 0x10, 0x00, 0x03, 0x00, 0x00, 0x00, 0x46, 0x10, 0x10, 0x00, 0x03, 0x00, 0x00, 0x00, 0x3e, // ......F.......>
0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54, 0x94, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x01, // ...STAT.........
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ............
};