#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
// Buffer Definitions: 
//
// cbuffer BufferCopyParams
// {
//
//   uint FirstPixelOffset;             // Offset:    0 Size:     4 [unused]
//   uint PixelsPerRow;                 // Offset:    4 Size:     4 [unused]
//   uint RowStride;                    // Offset:    8 Size:     4 [unused]
//   uint RowsPerSlice;                 // Offset:   12 Size:     4 [unused]
//   float2 PositionOffset;             // Offset:   16 Size:     8 [unused]
//   float2 PositionScale;              // Offset:   24 Size:     8 [unused]
//   int2 TexLocationOffset;            // Offset:   32 Size:     8 [unused]
//   int2 TexLocationScale;             // Offset:   40 Size:     8 [unused]
//   uint FirstSlice;                   // Offset:   48 Size:     4 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Buffer4F                          texture  float4         buf    0        1
// BufferCopyParams                  cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float       
// TEXCOORD                 0   x           1     NONE    uint   x   
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[1], immediateIndexed
dcl_resource_buffer (float,float,float,float) t0
dcl_input_ps constant v1.x
dcl_output o0.xyzw
ld o0.xyzw, v1.xxxx, t0.xyzw
ret 
// Approximately 2 instruction slots used
#endif

const BYTE g_PS_BufferToTexture_4F[] =
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