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#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
// Parameters:
//
//   float4 halfPixelSize;
//   float4 texcoordOffset;
//
//
// Registers:
//
//   Name           Reg   Size
//   -------------- ----- ----
//   halfPixelSize  c0       1
//   texcoordOffset c1       1
//

    vs_2_0
    def c2, 0.5, -0.5, 1, 0
    dcl_position v0
    add oPos, v0, c0
    mad r0, v0, c2.xyzz, c2.xxww
    mov oT0.zw, r0
    mad oT0.xy, r0, c1.zwzw, c1

// approximately 4 instruction slots used
#endif

const BYTE g_vs20_standardvs[] = {
    0,   2,   254, 255, 254, 255, 44,  0,   67,  84,  65,  66,  28,  0,   0,   0,   122, 0,   0,
    0,   0,   2,   254, 255, 2,   0,   0,   0,   28,  0,   0,   0,   0,   1,   0,   0,   115, 0,
    0,   0,   68,  0,   0,   0,   2,   0,   0,   0,   1,   0,   0,   0,   84,  0,   0,   0,   0,
    0,   0,   0,   100, 0,   0,   0,   2,   0,   1,   0,   1,   0,   0,   0,   84,  0,   0,   0,
    0,   0,   0,   0,   104, 97,  108, 102, 80,  105, 120, 101, 108, 83,  105, 122, 101, 0,   171,
    171, 1,   0,   3,   0,   1,   0,   4,   0,   1,   0,   0,   0,   0,   0,   0,   0,   116, 101,
    120, 99,  111, 111, 114, 100, 79,  102, 102, 115, 101, 116, 0,   118, 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,   81,  0,   0,   5,   2,   0,
    15,  160, 0,   0,   0,   63,  0,   0,   0,   191, 0,   0,   128, 63,  0,   0,   0,   0,   31,
    0,   0,   2,   0,   0,   0,   128, 0,   0,   15,  144, 2,   0,   0,   3,   0,   0,   15,  192,
    0,   0,   228, 144, 0,   0,   228, 160, 4,   0,   0,   4,   0,   0,   15,  128, 0,   0,   228,
    144, 2,   0,   164, 160, 2,   0,   240, 160, 1,   0,   0,   2,   0,   0,   12,  224, 0,   0,
    228, 128, 4,   0,   0,   4,   0,   0,   3,   224, 0,   0,   228, 128, 1,   0,   238, 160, 1,
    0,   228, 160, 255, 255, 0,   0};