Backout a693c64dc64e (bug 715768), c520957cc03f & 713ed280a80d (bug 756767), 20cb25a8b8ba (bug 756454), f3b5ad2320cb (bug 756424) for crashes
authorEd Morley <emorley@mozilla.com>
Mon, 21 May 2012 18:56:46 +0100
changeset 94501 b4e62a1e9809ed294cd0e797407992f3d000eba4
parent 94500 1aaec6842f6fc24d93fef020b8f500a04d539954
child 94502 3472ef7a9d7b52073493010f57c6012fb36c8914
push id9642
push useremorley@mozilla.com
push dateMon, 21 May 2012 17:57:31 +0000
treeherdermozilla-inbound@b4e62a1e9809 [default view] [failures only]
perfherder[talos] [build metrics] [platform microbench] (compared to previous push)
bugs715768, 756767, 756454, 756424
milestone15.0a1
backs outa693c64dc64e856839039b1d5614bf3e33ef2884
first release with
nightly linux32
nightly linux64
nightly mac
nightly win32
nightly win64
last release without
nightly linux32
nightly linux64
nightly mac
nightly win32
nightly win64
Backout a693c64dc64e (bug 715768), c520957cc03f & 713ed280a80d (bug 756767), 20cb25a8b8ba (bug 756454), f3b5ad2320cb (bug 756424) for crashes
gfx/2d/2D.h
gfx/2d/DrawTargetD2D.cpp
gfx/2d/DrawTargetD2D.h
gfx/2d/Factory.cpp
gfx/2d/HelpersD2D.h
gfx/2d/Makefile.in
gfx/2d/ShadersD2D.fx
gfx/2d/ShadersD2D.h
gfx/2d/SourceSurfaceD2D.cpp
gfx/2d/SourceSurfaceD2D.h
gfx/2d/SourceSurfaceD2DTarget.cpp
gfx/2d/SourceSurfaceD2DTarget.h
gfx/2d/SourceSurfaceRawData.cpp
gfx/2d/SourceSurfaceRawData.h
gfx/2d/Tools.h
gfx/2d/gfx2d.vcxproj
gfx/thebes/gfxContext.cpp
gfx/thebes/gfxContext.h
gfx/thebes/gfxPattern.cpp
gfx/thebes/gfxPlatform.cpp
gfx/thebes/gfxPlatform.h
modules/libpref/src/init/all.js
--- a/gfx/2d/2D.h
+++ b/gfx/2d/2D.h
@@ -306,17 +306,17 @@ public:
   virtual TemporaryRef<DataSourceSurface> GetDataSurface() = 0;
 };
 
 class DataSourceSurface : public SourceSurface
 {
 public:
   virtual SurfaceType GetType() const { return SURFACE_DATA; }
   /* Get the raw bitmap data of the surface */
-  virtual uint8_t *GetData() = 0;
+  virtual unsigned char *GetData() = 0;
   /*
    * Stride of the surface, distance in bytes between the start of the image
    * data belonging to row y and row y+1. This may be negative.
    */
   virtual int32_t Stride() = 0;
 
   /*
    * This function is called after modifying the data on the source surface
@@ -743,18 +743,18 @@ public:
 
   void AddUserData(UserDataKey *key, void *userData, void (*destroy)(void*)) {
     mUserData.Add(key, userData, destroy);
   }
   void *GetUserData(UserDataKey *key) {
     return mUserData.Get(key);
   }
 
-  /* Within this rectangle all pixels will be opaque by the time the result of
-   * this DrawTarget is first used for drawing. Either by the underlying surface
+  /* Within this rectangle all pixels will be opaque by the time the result of
+   * this DrawTarget is first used for drawing. Either by the underlying surface
    * being used as an input to external drawing, or Snapshot() being called.
    * This rectangle is specified in device space.
    */
   void SetOpaqueRect(const IntRect &aRect) {
     mOpaqueRect = aRect;
   }
 
   const IntRect &GetOpaqueRect() const {
@@ -805,25 +805,25 @@ public:
 
   /*
    * This creates a simple data source surface for a certain size. It allocates
    * new memory for the surface. This memory is freed when the surface is
    * destroyed.
    */
   static TemporaryRef<DataSourceSurface>
     CreateDataSourceSurface(const IntSize &aSize, SurfaceFormat aFormat);
-
+  
   /*
    * This creates a simple data source surface for some existing data. It will
    * wrap this data and the data for this source surface. The caller is
    * responsible for deallocating the memory only after destruction of the
    * surface.
    */
   static TemporaryRef<DataSourceSurface>
-    CreateWrappingDataSourceSurface(uint8_t *aData, int32_t aStride,
+    CreateDataSourceSurfaceFromData(unsigned char *aData, int32_t aStride,
                                     const IntSize &aSize, SurfaceFormat aFormat);
 
 #ifdef WIN32
   static TemporaryRef<DrawTarget> CreateDrawTargetForD3D10Texture(ID3D10Texture2D *aTexture, SurfaceFormat aFormat);
   static TemporaryRef<DrawTarget>
     CreateDualDrawTargetForD3D10Textures(ID3D10Texture2D *aTextureA,
                                          ID3D10Texture2D *aTextureB,
                                          SurfaceFormat aFormat);
--- a/gfx/2d/DrawTargetD2D.cpp
+++ b/gfx/2d/DrawTargetD2D.cpp
@@ -253,51 +253,45 @@ DrawTargetD2D::DrawSurface(SourceSurface
   switch (aSurface->GetType()) {
 
   case SURFACE_D2D1_BITMAP:
     {
       SourceSurfaceD2D *srcSurf = static_cast<SourceSurfaceD2D*>(aSurface);
       bitmap = srcSurf->GetBitmap();
 
       if (!bitmap) {
-        return;
+        if (aSource.width > rt->GetMaximumBitmapSize() ||
+            aSource.height > rt->GetMaximumBitmapSize()) {
+          gfxDebug() << "Bitmap source larger than texture size specified. DrawBitmap will silently fail.";
+          // Don't know how to deal with this yet.
+          return;
+        }
+
+        int stride = srcSurf->GetSize().width * BytesPerPixel(srcSurf->GetFormat());
+
+        unsigned char *data = srcSurf->mRawData +
+                              (uint32_t)aSource.y * stride +
+                              (uint32_t)aSource.x * BytesPerPixel(srcSurf->GetFormat());
+
+        D2D1_BITMAP_PROPERTIES props =
+          D2D1::BitmapProperties(D2D1::PixelFormat(DXGIFormat(srcSurf->GetFormat()), AlphaMode(srcSurf->GetFormat())));
+        mRT->CreateBitmap(D2D1::SizeU(UINT32(aSource.width), UINT32(aSource.height)), data, stride, props, byRef(bitmap));
+
+        srcRect.x -= (uint32_t)aSource.x;
+        srcRect.y -= (uint32_t)aSource.y;
       }
     }
     break;
   case SURFACE_D2D1_DRAWTARGET:
     {
       SourceSurfaceD2DTarget *srcSurf = static_cast<SourceSurfaceD2DTarget*>(aSurface);
       bitmap = srcSurf->GetBitmap(mRT);
       AddDependencyOnSource(srcSurf);
     }
     break;
-  case SURFACE_DATA:
-    {
-      DataSourceSurface *srcSurf = static_cast<DataSourceSurface*>(aSurface);
-      if (aSource.width > rt->GetMaximumBitmapSize() ||
-          aSource.height > rt->GetMaximumBitmapSize()) {
-        gfxDebug() << "Bitmap source larger than texture size specified. DrawBitmap will silently fail.";
-        // Don't know how to deal with this yet.
-        return;
-      }
-
-      int stride = srcSurf->Stride();
-
-      unsigned char *data = srcSurf->GetData() +
-                            (uint32_t)aSource.y * stride +
-                            (uint32_t)aSource.x * BytesPerPixel(srcSurf->GetFormat());
-
-      D2D1_BITMAP_PROPERTIES props =
-        D2D1::BitmapProperties(D2D1::PixelFormat(DXGIFormat(srcSurf->GetFormat()), AlphaMode(srcSurf->GetFormat())));
-      mRT->CreateBitmap(D2D1::SizeU(UINT32(aSource.width), UINT32(aSource.height)), data, stride, props, byRef(bitmap));
-
-      srcRect.x -= (uint32_t)aSource.x;
-      srcRect.y -= (uint32_t)aSource.y;
-    }
-    break;
   }
 
   rt->DrawBitmap(bitmap, D2DRect(aDest), aOptions.mAlpha, D2DFilter(aSurfOptions.mFilter), D2DRect(srcRect));
 
   FinalizeRTForOperation(aOptions.mCompositionOp, ColorPattern(Color()), aDest);
 }
 
 void
@@ -1981,39 +1975,32 @@ DrawTargetD2D::CreateBrushForPattern(con
     switch (pat->mSurface->GetType()) {
     case SURFACE_D2D1_BITMAP:
       {
         SourceSurfaceD2D *surf = static_cast<SourceSurfaceD2D*>(pat->mSurface.get());
 
         bitmap = surf->mBitmap;
 
         if (!bitmap) {
-          return NULL;
+          bitmap = CreatePartialBitmapForSurface(surf, mat);
+
+          if (!bitmap) {
+            return NULL;
+          }
         }
       }
       break;
     case SURFACE_D2D1_DRAWTARGET:
       {
         SourceSurfaceD2DTarget *surf =
           static_cast<SourceSurfaceD2DTarget*>(pat->mSurface.get());
         bitmap = surf->GetBitmap(mRT);
         AddDependencyOnSource(surf);
       }
       break;
-    case SURFACE_DATA:
-      {
-        DataSourceSurface *dataSurf =
-          static_cast<DataSourceSurface*>(pat->mSurface.get());
-        bitmap = CreatePartialBitmapForSurface(dataSurf, mat);
-        
-        if (!bitmap) {
-          return NULL;
-        }
-      }
-      break;
     }
     
     mRT->CreateBitmapBrush(bitmap,
                            D2D1::BitmapBrushProperties(D2DExtend(pat->mExtendMode),
                                                        D2DExtend(pat->mExtendMode),
                                                        D2DFilter(pat->mFilter)),
                            D2D1::BrushProperties(aAlpha, D2DMatrix(mat)),
                            byRef(bmBrush));
@@ -2094,20 +2081,20 @@ DrawTargetD2D::CreateStrokeStyleForOptio
 
   if (FAILED(hr)) {
     gfxWarning() << "Failed to create Direct2D stroke style.";
   }
 
   return style;
 }
 
-TemporaryRef<ID3D10Texture2D>
+TemporaryRef<ID3D10Texture1D>
 DrawTargetD2D::CreateGradientTexture(const GradientStopsD2D *aStops)
 {
-  CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, 4096, 1, 1, 1);
+  CD3D10_TEXTURE1D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM, 4096, 1, 1);
 
   std::vector<D2D1_GRADIENT_STOP> rawStops;
   rawStops.resize(aStops->mStopCollection->GetGradientStopCount());
   aStops->mStopCollection->GetGradientStops(&rawStops.front(), rawStops.size());
 
   std::vector<unsigned char> textureData;
   textureData.resize(4096 * 4);
   unsigned char *texData = &textureData.front();
@@ -2152,20 +2139,19 @@ DrawTargetD2D::CreateGradientTexture(con
     texData[i * 4] = (char)(255.0f * newColor.b);
     texData[i * 4 + 1] = (char)(255.0f * newColor.g);
     texData[i * 4 + 2] = (char)(255.0f * newColor.r);
     texData[i * 4 + 3] = (char)(255.0f * newColor.a);
   }
 
   D3D10_SUBRESOURCE_DATA data;
   data.pSysMem = &textureData.front();
-  data.SysMemPitch = 4096 * 4;
-
-  RefPtr<ID3D10Texture2D> tex;
-  mDevice->CreateTexture2D(&desc, &data, byRef(tex));
+
+  RefPtr<ID3D10Texture1D> tex;
+  mDevice->CreateTexture1D(&desc, &data, byRef(tex));
 
   return tex;
 }
 
 TemporaryRef<ID3D10Texture2D>
 DrawTargetD2D::CreateTextureForAnalysis(IDWriteGlyphRunAnalysis *aAnalysis, const IntRect &aBounds)
 {
   HRESULT hr;
@@ -2225,17 +2211,17 @@ DrawTargetD2D::CreateTextureForAnalysis(
 
   if (FAILED(hr)) {
     return NULL;
   }
 
   return tex;
 }
 TemporaryRef<ID2D1Bitmap>
-DrawTargetD2D::CreatePartialBitmapForSurface(DataSourceSurface *aSurface, Matrix &aMatrix)
+DrawTargetD2D::CreatePartialBitmapForSurface(SourceSurfaceD2D *aSurface, Matrix &aMatrix)
 {
   RefPtr<ID2D1Bitmap> bitmap;
 
   // This is where things get complicated. The source surface was
   // created for a surface that was too large to fit in a texture.
   // We'll need to figure out if we can work with a partial upload
   // or downsample in software.
 
@@ -2247,63 +2233,62 @@ DrawTargetD2D::CreatePartialBitmapForSur
   }
 
   Rect rect(0, 0, mSize.width, mSize.height);
 
   // Calculate the rectangle of the source mapped to our surface.
   rect = invTransform.TransformBounds(rect);
   rect.RoundOut();
 
-  IntSize size = aSurface->GetSize();
-
-  Rect uploadRect(0, 0, size.width, size.height);
+  Rect uploadRect(0, 0, aSurface->mSize.width, aSurface->mSize.height);
 
   // Calculate the rectangle on the source bitmap that touches our
   // surface.
   uploadRect = uploadRect.Intersect(rect);
 
   if (uploadRect.IsEmpty()) {
     // This bitmap does not cover anything on the screen. XXX -
     // we need to deal with EXTEND modes here!
     return NULL;
   }
 
-  int stride = aSurface->Stride();
-
   if (uploadRect.width <= mRT->GetMaximumBitmapSize() &&
       uploadRect.height <= mRT->GetMaximumBitmapSize()) {
             
-    int Bpp = BytesPerPixel(aSurface->GetFormat());
+    int Bpp = BytesPerPixel(aSurface->mFormat);
+    int stride = Bpp * aSurface->mSize.width;
 
     // A partial upload will suffice.
     mRT->CreateBitmap(D2D1::SizeU(uint32_t(uploadRect.width), uint32_t(uploadRect.height)),
-                      aSurface->GetData() + int(uploadRect.x) * 4 + int(uploadRect.y) * stride,
+                      aSurface->mRawData + int(uploadRect.x) * 4 + int(uploadRect.y) * stride,
                       stride,
-                      D2D1::BitmapProperties(D2DPixelFormat(aSurface->GetFormat())),
+                      D2D1::BitmapProperties(D2DPixelFormat(aSurface->mFormat)),
                       byRef(bitmap));
 
     aMatrix.Translate(uploadRect.x, uploadRect.y);
 
     return bitmap;
   } else {
-    int Bpp = BytesPerPixel(aSurface->GetFormat());
+    int Bpp = BytesPerPixel(aSurface->mFormat);
 
     if (Bpp != 4) {
       // This shouldn't actually happen in practice!
       MOZ_ASSERT(false);
       return NULL;
     }
 
-    ImageHalfScaler scaler(aSurface->GetData(), stride, size);
+    int stride = Bpp * aSurface->mSize.width;
+
+    ImageHalfScaler scaler(aSurface->mRawData, stride, IntSize(aSurface->mSize));
 
     // Calculate the maximum width/height of the image post transform.
-    Point topRight = transform * Point(size.width, 0);
+    Point topRight = transform * Point(aSurface->mSize.width, 0);
     Point topLeft = transform * Point(0, 0);
-    Point bottomRight = transform * Point(size.width, size.height);
-    Point bottomLeft = transform * Point(0, size.height);
+    Point bottomRight = transform * Point(aSurface->mSize.width, aSurface->mSize.height);
+    Point bottomLeft = transform * Point(0, aSurface->mSize.height);
     
     IntSize scaleSize;
 
     scaleSize.width = max(Distance(topRight, topLeft), Distance(bottomRight, bottomLeft));
     scaleSize.height = max(Distance(topRight, bottomRight), Distance(topLeft, bottomLeft));
 
     if (scaleSize.width > mRT->GetMaximumBitmapSize()) {
       // Ok, in this case we'd really want a downscale of a part of the bitmap,
@@ -2316,20 +2301,20 @@ DrawTargetD2D::CreatePartialBitmapForSur
     }
 
     scaler.ScaleForSize(scaleSize);
 
     IntSize newSize = scaler.GetSize();
     
     mRT->CreateBitmap(D2D1::SizeU(newSize.width, newSize.height),
                       scaler.GetScaledData(), scaler.GetStride(),
-                      D2D1::BitmapProperties(D2DPixelFormat(aSurface->GetFormat())),
+                      D2D1::BitmapProperties(D2DPixelFormat(aSurface->mFormat)),
                       byRef(bitmap));
 
-    aMatrix.Scale(size.width / newSize.width, size.height / newSize.height);
+    aMatrix.Scale(aSurface->mSize.width / newSize.width, aSurface->mSize.height / newSize.height);
     return bitmap;
   }
 }
 
 void
 DrawTargetD2D::SetupEffectForRadialGradient(const RadialGradientPattern *aPattern)
 {
   mPrivateData->mEffect->GetTechniqueByName("SampleRadialGradient")->GetPassByIndex(0)->Apply(0);
@@ -2338,17 +2323,17 @@ DrawTargetD2D::SetupEffectForRadialGradi
 
   float dimensions[] = { float(mSize.width), float(mSize.height), 0, 0 };
   mPrivateData->mEffect->GetVariableByName("dimensions")->AsVector()->
     SetFloatVector(dimensions);
 
   const GradientStopsD2D *stops =
     static_cast<const GradientStopsD2D*>(aPattern->mStops.get());
 
-  RefPtr<ID3D10Texture2D> tex = CreateGradientTexture(stops);
+  RefPtr<ID3D10Texture1D> tex = CreateGradientTexture(stops);
 
   RefPtr<ID3D10ShaderResourceView> srView;
   mDevice->CreateShaderResourceView(tex, NULL, byRef(srView));
 
   mPrivateData->mEffect->GetVariableByName("tex")->AsShaderResource()->SetResource(srView);
 
   Point dc = aPattern->mCenter2 - aPattern->mCenter1;
   float dr = aPattern->mRadius2 - aPattern->mRadius1;
--- a/gfx/2d/DrawTargetD2D.h
+++ b/gfx/2d/DrawTargetD2D.h
@@ -172,23 +172,23 @@ private:
                         IDWriteRenderingParams *aParams,
                         const DrawOptions &aOptions = DrawOptions());
 
   TemporaryRef<ID2D1RenderTarget> CreateRTForTexture(ID3D10Texture2D *aTexture, SurfaceFormat aFormat);
   TemporaryRef<ID2D1Geometry> GetClippedGeometry();
 
   TemporaryRef<ID2D1Brush> CreateBrushForPattern(const Pattern &aPattern, Float aAlpha = 1.0f);
 
-  TemporaryRef<ID3D10Texture2D> CreateGradientTexture(const GradientStopsD2D *aStops);
+  TemporaryRef<ID3D10Texture1D> CreateGradientTexture(const GradientStopsD2D *aStops);
   TemporaryRef<ID3D10Texture2D> CreateTextureForAnalysis(IDWriteGlyphRunAnalysis *aAnalysis, const IntRect &aBounds);
 
-  // This creates a (partially) uploaded bitmap for a DataSourceSurface. It
-  // uploads the minimum requirement and possibly downscales. It adjusts the
-  // input Matrix to compensate.
-  TemporaryRef<ID2D1Bitmap> CreatePartialBitmapForSurface(DataSourceSurface *aSurface, Matrix &aMatrix);
+  // This creates a partially uploaded bitmap for a SourceSurfaceD2D that is
+  // too big to fit in a bitmap. It adjusts the passed Matrix to accomodate the
+  // partial upload.
+  TemporaryRef<ID2D1Bitmap> CreatePartialBitmapForSurface(SourceSurfaceD2D *aSurface, Matrix &aMatrix);
 
   void SetupEffectForRadialGradient(const RadialGradientPattern *aPattern);
   void SetupStateForRendering();
 
   static const uint32_t test = 4;
 
   IntSize mSize;
 
--- a/gfx/2d/Factory.cpp
+++ b/gfx/2d/Factory.cpp
@@ -32,18 +32,16 @@
 #ifdef WIN32
 #include "DrawTargetD2D.h"
 #include "ScaledFontDWrite.h"
 #include <d3d10_1.h>
 #endif
 
 #include "DrawTargetDual.h"
 
-#include "SourceSurfaceRawData.h"
-
 #include "Logging.h"
 
 #ifdef PR_LOGGING
 PRLogModuleInfo *sGFX2DLog = PR_NewLogModule("gfx2d");
 #endif
 
 // The following code was largely taken from xpcom/glue/SSE.cpp and
 // made a little simpler.
@@ -358,24 +356,10 @@ Factory::CreateDrawTargetForCairoSurface
   if (newTarget->Init(aSurface)) {
     return newTarget;
   }
 
 #endif
   return NULL;
 }
 
-TemporaryRef<DataSourceSurface>
-Factory::CreateWrappingDataSourceSurface(uint8_t *aData, int32_t aStride,
-                                         const IntSize &aSize,
-                                         SurfaceFormat aFormat)
-{
-  RefPtr<SourceSurfaceRawData> newSurf = new SourceSurfaceRawData();
-
-  if (newSurf->InitWrappingData(aData, aSize, aStride, aFormat, false)) {
-    return newSurf;
-  }
-
-  return NULL;
-}
-
 }
 }
--- a/gfx/2d/HelpersD2D.h
+++ b/gfx/2d/HelpersD2D.h
@@ -127,16 +127,26 @@ static inline D2D1_ALPHA_MODE AlphaMode(
   return D2D1_ALPHA_MODE_PREMULTIPLIED;
 }
 
 static inline D2D1_PIXEL_FORMAT D2DPixelFormat(SurfaceFormat aFormat)
 {
   return D2D1::PixelFormat(DXGIFormat(aFormat), AlphaMode(aFormat));
 }
 
+static inline int BytesPerPixel(SurfaceFormat aFormat)
+{
+  switch (aFormat) {
+  case FORMAT_A8:
+    return 1;
+  default:
+    return 4;
+  }
+}
+
 static bool IsPatternSupportedByD2D(const Pattern &aPattern)
 {
   if (aPattern.GetType() != PATTERN_RADIAL_GRADIENT) {
     return false;
   }
 
   const RadialGradientPattern *pat =
     static_cast<const RadialGradientPattern*>(&aPattern);
--- a/gfx/2d/Makefile.in
+++ b/gfx/2d/Makefile.in
@@ -38,17 +38,16 @@ CPPSRCS	= \
         Matrix.cpp \
         DrawTargetCairo.cpp \
         SourceSurfaceCairo.cpp \
         PathCairo.cpp \
         Blur.cpp \
         ScaledFontBase.cpp \
         DrawTargetDual.cpp \
         ImageScaling.cpp \
-        SourceSurfaceRawData.cpp \
         $(NULL)
 
 ifeq (cocoa,$(MOZ_WIDGET_TOOLKIT))
 CPPSRCS	+= \
 	   SourceSurfaceCG.cpp \
 	   DrawTargetCG.cpp \
 	   PathCG.cpp \
 	   $(NULL)
--- a/gfx/2d/ShadersD2D.fx
+++ b/gfx/2d/ShadersD2D.fx
@@ -416,24 +416,22 @@ technique10 SampleTextureWithShadow
         SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleMaskShadowVPS()));
     }
 }
 
 technique10 SampleTextTexture
 {
     pass Unmasked
     {
-        SetRasterizerState(TextureRast);
         SetBlendState(bTextBlend, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
         SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
         SetGeometryShader(NULL);
         SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleTextTexturePS()));
     }
     pass Masked
     {
-        SetRasterizerState(TextureRast);
         SetBlendState(bTextBlend, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
         SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
         SetGeometryShader(NULL);
         SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleTextTexturePSMasked()));
     }
 }
 
--- a/gfx/2d/ShadersD2D.h
+++ b/gfx/2d/ShadersD2D.h
@@ -1,11209 +1,11202 @@
 /* This Source Code Form is subject to the terms of the Mozilla Public
  * License, v. 2.0. If a copy of the MPL was not distributed with this
  * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
 
-#if 0
-//
-// FX Version: fx_4_0
-// Child effect (requires effect pool): false
-//
-// 3 local buffer(s)
-//
-cbuffer cb0
-{
-    float4  QuadDesc;                   // Offset:    0, size:   16
-    float4  TexCoords;                  // Offset:   16, size:   16
-    float4  MaskTexCoords;              // Offset:   32, size:   16
-    float4  TextColor;                  // Offset:   48, size:   16
-}
-
-cbuffer cb1
-{
-    float4  BlurOffsetsH[3];            // Offset:    0, size:   48
-    float4  BlurOffsetsV[3];            // Offset:   48, size:   48
-    float4  BlurWeights[3];             // Offset:   96, size:   48
-    float4  ShadowColor;                // Offset:  144, size:   16
-}
-
-cbuffer cb2
-{
-    float3x3 DeviceSpaceToUserSpace;    // Offset:    0, size:   44
-    float2  dimensions;                 // Offset:   48, size:    8
-    float3  diff;                       // Offset:   64, size:   12
-    float2  center1;                    // Offset:   80, size:    8
-    float   A;                          // Offset:   88, size:    4
-    float   radius1;                    // Offset:   92, size:    4
-    float   sq_radius1;                 // Offset:   96, size:    4
-}
-
-//
-// 11 local object(s)
-//
-Texture2D tex;
-Texture2D mask;
-SamplerState sSampler
-{
-    Filter   = uint(MIN_MAG_MIP_LINEAR /* 21 */);
-    Texture  = tex;
-    AddressU = uint(CLAMP /* 3 */);
-    AddressV = uint(CLAMP /* 3 */);
-};
-SamplerState sWrapSampler
-{
-    Filter   = uint(MIN_MAG_MIP_LINEAR /* 21 */);
-    Texture  = tex;
-    AddressU = uint(WRAP /* 1 */);
-    AddressV = uint(WRAP /* 1 */);
-};
-SamplerState sMirrorSampler
-{
-    Filter   = uint(MIN_MAG_MIP_LINEAR /* 21 */);
-    Texture  = tex;
-    AddressU = uint(MIRROR /* 2 */);
-    AddressV = uint(MIRROR /* 2 */);
-};
-SamplerState sMaskSampler
-{
-    Filter   = uint(MIN_MAG_MIP_LINEAR /* 21 */);
-    Texture  = mask;
-    AddressU = uint(CLAMP /* 3 */);
-    AddressV = uint(CLAMP /* 3 */);
-};
-SamplerState sShadowSampler
-{
-    Filter   = uint(MIN_MAG_MIP_LINEAR /* 21 */);
-    Texture  = tex;
-    AddressU = uint(BORDER /* 4 */);
-    AddressV = uint(BORDER /* 4 */);
-    BorderColor = float4(0, 0, 0, 0);
-};
-RasterizerState TextureRast
-{
-    ScissorEnable = bool(FALSE /* 0 */);
-    CullMode = uint(NONE /* 1 */);
-};
-BlendState ShadowBlendH
-{
-    BlendEnable[0] = bool(FALSE /* 0 */);
-    RenderTargetWriteMask[0] = byte(0x0f);
-};
-BlendState ShadowBlendV
-{
-    BlendEnable[0] = bool(TRUE /* 1 */);
-    SrcBlend[0] = uint(ONE /* 2 */);
-    DestBlend[0] = uint(INV_SRC_ALPHA /* 6 */);
-    BlendOp[0] = uint(ADD /* 1 */);
-    SrcBlendAlpha[0] = uint(ONE /* 2 */);
-    DestBlendAlpha[0] = uint(INV_SRC_ALPHA /* 6 */);
-    BlendOpAlpha[0] = uint(ADD /* 1 */);
-    RenderTargetWriteMask[0] = byte(0x0f);
-};
-BlendState bTextBlend
-{
-    AlphaToCoverageEnable = bool(FALSE /* 0 */);
-    BlendEnable[0] = bool(TRUE /* 1 */);
-    SrcBlend[0] = uint(SRC1_COLOR /* 16 */);
-    DestBlend[0] = uint(INV_SRC1_COLOR /* 17 */);
-    BlendOp[0] = uint(ADD /* 1 */);
-    SrcBlendAlpha[0] = uint(SRC1_ALPHA /* 18 */);
-    DestBlendAlpha[0] = uint(INV_SRC1_ALPHA /* 19 */);
-    BlendOpAlpha[0] = uint(ADD /* 1 */);
-    RenderTargetWriteMask[0] = byte(0x0f);
-};
-
-//
-// 5 technique(s)
-//
-technique10 SampleTexture
-{
-    pass P0
-    {
-        RasterizerState = TextureRast;
-        VertexShader = asm {
-            //
-            // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-            //
-            //
-            // Buffer Definitions: 
-            //
-            // cbuffer cb0
-            // {
-            //
-            //   float4 QuadDesc;                   // Offset:    0 Size:    16
-            //   float4 TexCoords;                  // Offset:   16 Size:    16
-            //   float4 MaskTexCoords;              // Offset:   32 Size:    16
-            //   float4 TextColor;                  // Offset:   48 Size:    16 [unused]
-            //
-            // }
-            //
-            //
-            // Resource Bindings:
-            //
-            // Name                                 Type  Format         Dim Slot Elements
-            // ------------------------------ ---------- ------- ----------- ---- --------
-            // cb0                               cbuffer      NA          NA    0        1
-            //
-            //
-            //
-            // Input signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // POSITION                 0   xyz         0     NONE  float   xy  
-            //
-            //
-            // Output signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Position              0   xyzw        0      POS  float   xyzw
-            // TEXCOORD                 0   xy          1     NONE  float   xy  
-            // TEXCOORD                 1     zw        1     NONE  float     zw
-            //
-            //
-            // Constant buffer to DX9 shader constant mappings:
-            //
-            // Target Reg Buffer  Start Reg # of Regs        Data Conversion
-            // ---------- ------- --------- --------- ----------------------
-            // c1         cb0             0         3  ( FLT, FLT, FLT, FLT)
-            //
-            //
-            // Runtime generated constant mappings:
-            //
-            // Target Reg                               Constant Description
-            // ---------- --------------------------------------------------
-            // c0                              Vertex Shader position offset
-            //
-            //
-            // Level9 shader bytecode:
-            //
-                vs_2_x
-                def c4, 0, 1, 0, 0
-                dcl_texcoord v0
-                mad oT0.xy, v0, c2.zwzw, c2
-                mad oT0.zw, v0.xyyx, c3.xywz, c3.xyyx
-                mad r0.xy, v0, c1.zwzw, c1
-                add oPos.xy, r0, c0
-                mov oPos.zw, c4.xyxy
-            
-            // approximately 5 instruction slots used
-            vs_4_0
-            dcl_constantbuffer cb0[3], immediateIndexed
-            dcl_input v0.xy
-            dcl_output_siv o0.xyzw, position
-            dcl_output o1.xy
-            dcl_output o1.zw
-            mad o0.xy, v0.xyxx, cb0[0].zwzz, cb0[0].xyxx
-            mov o0.zw, l(0,0,0,1.000000)
-            mad o1.xy, v0.xyxx, cb0[1].zwzz, cb0[1].xyxx
-            mad o1.zw, v0.xxxy, cb0[2].zzzw, cb0[2].xxxy
-            ret 
-            // Approximately 5 instruction slots used
-                    
-        };
-        GeometryShader = NULL;
-        PixelShader = asm {
-            //
-            // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-            //
-            //
-            // Resource Bindings:
-            //
-            // Name                                 Type  Format         Dim Slot Elements
-            // ------------------------------ ---------- ------- ----------- ---- --------
-            // sSampler                          sampler      NA          NA    0        1
-            // tex                               texture  float4          2d    0        1
-            //
-            //
-            //
-            // Input signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Position              0   xyzw        0      POS  float       
-            // TEXCOORD                 0   xy          1     NONE  float   xy  
-            // TEXCOORD                 1     zw        1     NONE  float       
-            //
-            //
-            // Output signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Target                0   xyzw        0   TARGET  float   xyzw
-            //
-            //
-            // Sampler/Resource to DX9 shader sampler mappings:
-            //
-            // Target Sampler Source Sampler  Source Resource
-            // -------------- --------------- ----------------
-            // s0             s0              t0               
-            //
-            //
-            // Level9 shader bytecode:
-            //
-                ps_2_x
-                dcl t0
-                dcl_2d s0
-                texld r0, t0, s0
-                mov oC0, r0
-            
-            // approximately 2 instruction slots used (1 texture, 1 arithmetic)
-            ps_4_0
-            dcl_sampler s0, mode_default
-            dcl_resource_texture2d (float,float,float,float) t0
-            dcl_input_ps linear v1.xy
-            dcl_output o0.xyzw
-            sample o0.xyzw, v1.xyxx, t0.xyzw, s0
-            ret 
-            // Approximately 2 instruction slots used
-                    
-        };
-    }
-
-}
-
-technique10 SampleRadialGradient
-{
-    pass APos
-    {
-        RasterizerState = TextureRast;
-        VertexShader = asm {
-            //
-            // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-            //
-            //
-            // Buffer Definitions: 
-            //
-            // cbuffer cb0
-            // {
-            //
-            //   float4 QuadDesc;                   // Offset:    0 Size:    16
-            //   float4 TexCoords;                  // Offset:   16 Size:    16 [unused]
-            //   float4 MaskTexCoords;              // Offset:   32 Size:    16
-            //   float4 TextColor;                  // Offset:   48 Size:    16 [unused]
-            //
-            // }
-            //
-            // cbuffer cb2
-            // {
-            //
-            //   float3x3 DeviceSpaceToUserSpace;   // Offset:    0 Size:    44
-            //   float2 dimensions;                 // Offset:   48 Size:     8
-            //   float3 diff;                       // Offset:   64 Size:    12 [unused]
-            //   float2 center1;                    // Offset:   80 Size:     8 [unused]
-            //   float A;                           // Offset:   88 Size:     4 [unused]
-            //   float radius1;                     // Offset:   92 Size:     4 [unused]
-            //   float sq_radius1;                  // Offset:   96 Size:     4 [unused]
-            //
-            // }
-            //
-            //
-            // Resource Bindings:
-            //
-            // Name                                 Type  Format         Dim Slot Elements
-            // ------------------------------ ---------- ------- ----------- ---- --------
-            // cb0                               cbuffer      NA          NA    0        1
-            // cb2                               cbuffer      NA          NA    1        1
-            //
-            //
-            //
-            // Input signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // POSITION                 0   xyz         0     NONE  float   xy  
-            //
-            //
-            // Output signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Position              0   xyzw        0      POS  float   xyzw
-            // TEXCOORD                 0   xy          1     NONE  float   xy  
-            // TEXCOORD                 1     zw        1     NONE  float     zw
-            //
-            //
-            // Constant buffer to DX9 shader constant mappings:
-            //
-            // Target Reg Buffer  Start Reg # of Regs        Data Conversion
-            // ---------- ------- --------- --------- ----------------------
-            // c1         cb0             0         1  ( FLT, FLT, FLT, FLT)
-            // c2         cb0             2         1  ( FLT, FLT, FLT, FLT)
-            // c3         cb1             0         2  ( FLT, FLT, FLT, FLT)
-            // c5         cb1             3         1  ( FLT, FLT, FLT, FLT)
-            //
-            //
-            // Runtime generated constant mappings:
-            //
-            // Target Reg                               Constant Description
-            // ---------- --------------------------------------------------
-            // c0                              Vertex Shader position offset
-            //
-            //
-            // Level9 shader bytecode:
-            //
-                vs_2_x
-                def c6, 1, 0.5, 0, 0
-                dcl_texcoord v0
-                mad oT0.xy, v0, c2.zwzw, c2
-                mad r0.xy, v0, c1.zwzw, c1
-                add r0.z, r0.x, c6.x
-                mul r0.z, r0.z, c5.x
-                mul r1.x, r0.z, c6.y
-                add r0.z, -r0.y, c6.x
-                add oPos.xy, r0, c0
-                mul r0.x, r0.z, c5.y
-                mul r1.y, r0.x, c6.y
-                mov r1.z, c6.x
-                dp3 oT0.w, r1, c3
-                dp3 oT0.z, r1, c4
-                mov oPos.zw, c6.xyzx
-            
-            // approximately 13 instruction slots used
-            vs_4_0
-            dcl_constantbuffer cb0[3], immediateIndexed
-            dcl_constantbuffer cb1[4], immediateIndexed
-            dcl_input v0.xy
-            dcl_output_siv o0.xyzw, position
-            dcl_output o1.xy
-            dcl_output o1.zw
-            dcl_temps 2
-            mov o0.zw, l(0,0,0,1.000000)
-            mad r0.xy, v0.xyxx, cb0[0].zwzz, cb0[0].xyxx
-            mov o0.xy, r0.xyxx
-            add r0.x, r0.x, l(1.000000)
-            add r0.y, -r0.y, l(1.000000)
-            mul r0.xy, r0.xyxx, cb1[3].xyxx
-            mul r1.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
-            mov r1.z, l(1.000000)
-            dp3 o1.z, r1.xyzx, cb1[0].xyzx
-            dp3 o1.w, r1.xyzx, cb1[1].xyzx
-            mad o1.xy, v0.xyxx, cb0[2].zwzz, cb0[2].xyxx
-            ret 
-            // Approximately 12 instruction slots used
-                    
-        };
-        GeometryShader = NULL;
-        PixelShader = asm {
-            //
-            // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-            //
-            //
-            // Buffer Definitions: 
-            //
-            // cbuffer cb2
-            // {
-            //
-            //   float3x3 DeviceSpaceToUserSpace;   // Offset:    0 Size:    44 [unused]
-            //   float2 dimensions;                 // Offset:   48 Size:     8 [unused]
-            //   float3 diff;                       // Offset:   64 Size:    12
-            //   float2 center1;                    // Offset:   80 Size:     8
-            //   float A;                           // Offset:   88 Size:     4
-            //   float radius1;                     // Offset:   92 Size:     4
-            //   float sq_radius1;                  // Offset:   96 Size:     4
-            //
-            // }
-            //
-            //
-            // Resource Bindings:
-            //
-            // Name                                 Type  Format         Dim Slot Elements
-            // ------------------------------ ---------- ------- ----------- ---- --------
-            // sSampler                          sampler      NA          NA    0        1
-            // sMaskSampler                      sampler      NA          NA    1        1
-            // tex                               texture  float4          2d    0        1
-            // mask                              texture  float4          2d    1        1
-            // cb2                               cbuffer      NA          NA    0        1
-            //
-            //
-            //
-            // Input signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Position              0   xyzw        0      POS  float       
-            // TEXCOORD                 0   xy          1     NONE  float   xy  
-            // TEXCOORD                 1     zw        1     NONE  float     zw
-            //
-            //
-            // Output signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Target                0   xyzw        0   TARGET  float   xyzw
-            //
-            //
-            // Constant buffer to DX9 shader constant mappings:
-            //
-            // Target Reg Buffer  Start Reg # of Regs        Data Conversion
-            // ---------- ------- --------- --------- ----------------------
-            // c0         cb0             4         3  ( FLT, FLT, FLT, FLT)
-            //
-            //
-            // Sampler/Resource to DX9 shader sampler mappings:
-            //
-            // Target Sampler Source Sampler  Source Resource
-            // -------------- --------------- ----------------
-            // s0             s0              t0               
-            // s1             s1              t1               
-            //
-            //
-            // Level9 shader bytecode:
-            //
-                ps_2_x
-                def c3, 0.5, 0, 0, 0
-                def c4, 1, -1, 0, -0
-                dcl t0
-                dcl_2d s0
-                dcl_2d s1
-                add r0.xy, t0.wzzw, -c1
-                dp2add r0.w, r0, r0, -c2.x
-                mul r0.w, r0.w, c1.z
-                mov r0.z, c1.w
-                dp3 r0.x, r0, c0
-                mad r0.y, r0.x, r0.x, -r0.w
-                abs r0.z, r0.y
-                rsq r0.z, r0.z
-                rcp r1.x, r0.z
-                mov r1.yz, -r1.x
-                add r0.xzw, r0.x, r1.xyyz
-                rcp r1.x, c1.z
-                mul r0.xzw, r0, r1.x
-                mov r1.w, c1.w
-                mad r1.xyz, r0.xzww, c0.z, r1.w
-                cmp r2.x, r1.x, r0.x, r0.w
-                cmp r0.xzw, r1.xyyz, c4.xyxy, c4.zyzw
-                mov r2.y, c3.x
-                texld r1, t0, s1
-                texld r2, r2, s0
-                mul r2.xyz, r2.w, r2
-                mul r1, r1.w, r2
-                add r0.w, r0.w, r0.x
-                cmp r0.x, r0.w, r0.x, r0.z
-                cmp r1, -r0.x, c4.z, r1
-                cmp r0, r0.y, r1, c4.z
-                mov oC0, r0
-            
-            // approximately 28 instruction slots used (2 texture, 26 arithmetic)
-            ps_4_0
-            dcl_constantbuffer cb0[7], immediateIndexed
-            dcl_sampler s0, mode_default
-            dcl_sampler s1, mode_default
-            dcl_resource_texture2d (float,float,float,float) t0
-            dcl_resource_texture2d (float,float,float,float) t1
-            dcl_input_ps linear v1.xy
-            dcl_input_ps linear v1.zw
-            dcl_output o0.xyzw
-            dcl_temps 3
-            add r0.xy, v1.zwzz, -cb0[5].xyxx
-            mov r0.z, cb0[5].w
-            dp3 r0.z, r0.xyzx, cb0[4].xyzx
-            dp2 r0.x, r0.xyxx, r0.xyxx
-            add r0.x, r0.x, -cb0[6].x
-            mul r0.x, r0.x, cb0[5].z
-            mad r0.x, r0.z, r0.z, -r0.x
-            lt r0.y, r0.x, l(0.000000)
-            sqrt r1.x, |r0.x|
-            mov r1.y, -r1.x
-            add r0.xz, r0.zzzz, r1.xxyx
-            div r0.xz, r0.xxzx, cb0[5].zzzz
-            mul r1.xy, r0.xzxx, cb0[4].zzzz
-            ge r1.xy, r1.xyxx, -cb0[5].wwww
-            and r1.xy, r1.xyxx, l(0x3f800000, 0x3f800000, 0, 0)
-            add r0.x, -r0.z, r0.x
-            mad r2.x, r1.x, r0.x, r0.z
-            mov r2.y, l(0.500000)
-            sample r2.xyzw, r2.xyxx, t0.xyzw, s0
-            if_nz r0.y
-              mov o0.xyzw, l(0,0,0,0)
-              ret 
-            endif 
-            max r0.x, r1.y, r1.x
-            ge r0.x, l(0.000000), r0.x
-            if_nz r0.x
-              mov o0.xyzw, l(0,0,0,0)
-              ret 
-            endif 
-            mul r2.xyz, r2.wwww, r2.xyzx
-            sample r0.xyzw, v1.xyxx, t1.xyzw, s1
-            mul o0.xyzw, r0.wwww, r2.xyzw
-            ret 
-            // Approximately 33 instruction slots used
-                    
-        };
-    }
-
-    pass A0
-    {
-        RasterizerState = TextureRast;
-        VertexShader = asm {
-            //
-            // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-            //
-            //
-            // Buffer Definitions: 
-            //
-            // cbuffer cb0
-            // {
-            //
-            //   float4 QuadDesc;                   // Offset:    0 Size:    16
-            //   float4 TexCoords;                  // Offset:   16 Size:    16 [unused]
-            //   float4 MaskTexCoords;              // Offset:   32 Size:    16
-            //   float4 TextColor;                  // Offset:   48 Size:    16 [unused]
-            //
-            // }
-            //
-            // cbuffer cb2
-            // {
-            //
-            //   float3x3 DeviceSpaceToUserSpace;   // Offset:    0 Size:    44
-            //   float2 dimensions;                 // Offset:   48 Size:     8
-            //   float3 diff;                       // Offset:   64 Size:    12 [unused]
-            //   float2 center1;                    // Offset:   80 Size:     8 [unused]
-            //   float A;                           // Offset:   88 Size:     4 [unused]
-            //   float radius1;                     // Offset:   92 Size:     4 [unused]
-            //   float sq_radius1;                  // Offset:   96 Size:     4 [unused]
-            //
-            // }
-            //
-            //
-            // Resource Bindings:
-            //
-            // Name                                 Type  Format         Dim Slot Elements
-            // ------------------------------ ---------- ------- ----------- ---- --------
-            // cb0                               cbuffer      NA          NA    0        1
-            // cb2                               cbuffer      NA          NA    1        1
-            //
-            //
-            //
-            // Input signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // POSITION                 0   xyz         0     NONE  float   xy  
-            //
-            //
-            // Output signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Position              0   xyzw        0      POS  float   xyzw
-            // TEXCOORD                 0   xy          1     NONE  float   xy  
-            // TEXCOORD                 1     zw        1     NONE  float     zw
-            //
-            //
-            // Constant buffer to DX9 shader constant mappings:
-            //
-            // Target Reg Buffer  Start Reg # of Regs        Data Conversion
-            // ---------- ------- --------- --------- ----------------------
-            // c1         cb0             0         1  ( FLT, FLT, FLT, FLT)
-            // c2         cb0             2         1  ( FLT, FLT, FLT, FLT)
-            // c3         cb1             0         2  ( FLT, FLT, FLT, FLT)
-            // c5         cb1             3         1  ( FLT, FLT, FLT, FLT)
-            //
-            //
-            // Runtime generated constant mappings:
-            //
-            // Target Reg                               Constant Description
-            // ---------- --------------------------------------------------
-            // c0                              Vertex Shader position offset
-            //
-            //
-            // Level9 shader bytecode:
-            //
-                vs_2_x
-                def c6, 1, 0.5, 0, 0
-                dcl_texcoord v0
-                mad oT0.xy, v0, c2.zwzw, c2
-                mad r0.xy, v0, c1.zwzw, c1
-                add r0.z, r0.x, c6.x
-                mul r0.z, r0.z, c5.x
-                mul r1.x, r0.z, c6.y
-                add r0.z, -r0.y, c6.x
-                add oPos.xy, r0, c0
-                mul r0.x, r0.z, c5.y
-                mul r1.y, r0.x, c6.y
-                mov r1.z, c6.x
-                dp3 oT0.w, r1, c3
-                dp3 oT0.z, r1, c4
-                mov oPos.zw, c6.xyzx
-            
-            // approximately 13 instruction slots used
-            vs_4_0
-            dcl_constantbuffer cb0[3], immediateIndexed
-            dcl_constantbuffer cb1[4], immediateIndexed
-            dcl_input v0.xy
-            dcl_output_siv o0.xyzw, position
-            dcl_output o1.xy
-            dcl_output o1.zw
-            dcl_temps 2
-            mov o0.zw, l(0,0,0,1.000000)
-            mad r0.xy, v0.xyxx, cb0[0].zwzz, cb0[0].xyxx
-            mov o0.xy, r0.xyxx
-            add r0.x, r0.x, l(1.000000)
-            add r0.y, -r0.y, l(1.000000)
-            mul r0.xy, r0.xyxx, cb1[3].xyxx
-            mul r1.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
-            mov r1.z, l(1.000000)
-            dp3 o1.z, r1.xyzx, cb1[0].xyzx
-            dp3 o1.w, r1.xyzx, cb1[1].xyzx
-            mad o1.xy, v0.xyxx, cb0[2].zwzz, cb0[2].xyxx
-            ret 
-            // Approximately 12 instruction slots used
-                    
-        };
-        GeometryShader = NULL;
-        PixelShader = asm {
-            //
-            // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-            //
-            //
-            // Buffer Definitions: 
-            //
-            // cbuffer cb2
-            // {
-            //
-            //   float3x3 DeviceSpaceToUserSpace;   // Offset:    0 Size:    44 [unused]
-            //   float2 dimensions;                 // Offset:   48 Size:     8 [unused]
-            //   float3 diff;                       // Offset:   64 Size:    12
-            //   float2 center1;                    // Offset:   80 Size:     8
-            //   float A;                           // Offset:   88 Size:     4 [unused]
-            //   float radius1;                     // Offset:   92 Size:     4
-            //   float sq_radius1;                  // Offset:   96 Size:     4 [unused]
-            //
-            // }
-            //
-            //
-            // Resource Bindings:
-            //
-            // Name                                 Type  Format         Dim Slot Elements
-            // ------------------------------ ---------- ------- ----------- ---- --------
-            // sSampler                          sampler      NA          NA    0        1
-            // sMaskSampler                      sampler      NA          NA    1        1
-            // tex                               texture  float4          2d    0        1
-            // mask                              texture  float4          2d    1        1
-            // cb2                               cbuffer      NA          NA    0        1
-            //
-            //
-            //
-            // Input signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Position              0   xyzw        0      POS  float       
-            // TEXCOORD                 0   xy          1     NONE  float   xy  
-            // TEXCOORD                 1     zw        1     NONE  float     zw
-            //
-            //
-            // Output signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Target                0   xyzw        0   TARGET  float   xyzw
-            //
-            //
-            // Constant buffer to DX9 shader constant mappings:
-            //
-            // Target Reg Buffer  Start Reg # of Regs        Data Conversion
-            // ---------- ------- --------- --------- ----------------------
-            // c0         cb0             4         2  ( FLT, FLT, FLT, FLT)
-            //
-            //
-            // Sampler/Resource to DX9 shader sampler mappings:
-            //
-            // Target Sampler Source Sampler  Source Resource
-            // -------------- --------------- ----------------
-            // s0             s0              t0               
-            // s1             s1              t1               
-            //
-            //
-            // Level9 shader bytecode:
-            //
-                ps_2_x
-                def c2, 0.5, 0, 0, 0
-                dcl t0
-                dcl_2d s0
-                dcl_2d s1
-                mul r0.w, c1.w, c1.w
-                add r0.xy, t0.wzzw, -c1
-                dp2add r0.w, r0, r0, -r0.w
-                mul r0.w, r0.w, c2.x
-                mov r0.z, c1.w
-                dp3 r0.x, r0, c0
-                rcp r0.x, r0.x
-                mul r0.x, r0.x, r0.w
-                mov r0.y, c2.x
-                texld r1, t0, s1
-                texld r2, r0, s0
-                mov r0.w, c1.w
-                mad r0.x, r0.x, -c0.z, -r0.w
-                mul r2.xyz, r2.w, r2
-                mul r1, r1.w, r2
-                cmp r0, r0.x, c2.y, r1
-                mov oC0, r0
-            
-            // approximately 18 instruction slots used (2 texture, 16 arithmetic)
-            ps_4_0
-            dcl_constantbuffer cb0[6], immediateIndexed
-            dcl_sampler s0, mode_default
-            dcl_sampler s1, mode_default
-            dcl_resource_texture2d (float,float,float,float) t0
-            dcl_resource_texture2d (float,float,float,float) t1
-            dcl_input_ps linear v1.xy
-            dcl_input_ps linear v1.zw
-            dcl_output o0.xyzw
-            dcl_temps 2
-            add r0.xy, v1.zwzz, -cb0[5].xyxx
-            mov r0.z, cb0[5].w
-            dp3 r0.z, r0.xyzx, cb0[4].xyzx
-            dp2 r0.x, r0.xyxx, r0.xyxx
-            mad r0.x, -cb0[5].w, cb0[5].w, r0.x
-            mul r0.x, r0.x, l(0.500000)
-            div r0.x, r0.x, r0.z
-            mul r0.z, r0.x, cb0[4].z
-            ge r0.z, -cb0[5].w, r0.z
-            mov r0.y, l(0.500000)
-            sample r1.xyzw, r0.xyxx, t0.xyzw, s0
-            if_nz r0.z
-              mov o0.xyzw, l(0,0,0,0)
-              ret 
-            endif 
-            mul r1.xyz, r1.wwww, r1.xyzx
-            sample r0.xyzw, v1.xyxx, t1.xyzw, s1
-            mul o0.xyzw, r0.wwww, r1.xyzw
-            ret 
-            // Approximately 19 instruction slots used
-                    
-        };
-    }
-
-    pass APosWrap
-    {
-        RasterizerState = TextureRast;
-        VertexShader = asm {
-            //
-            // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-            //
-            //
-            // Buffer Definitions: 
-            //
-            // cbuffer cb0
-            // {
-            //
-            //   float4 QuadDesc;                   // Offset:    0 Size:    16
-            //   float4 TexCoords;                  // Offset:   16 Size:    16 [unused]
-            //   float4 MaskTexCoords;              // Offset:   32 Size:    16
-            //   float4 TextColor;                  // Offset:   48 Size:    16 [unused]
-            //
-            // }
-            //
-            // cbuffer cb2
-            // {
-            //
-            //   float3x3 DeviceSpaceToUserSpace;   // Offset:    0 Size:    44
-            //   float2 dimensions;                 // Offset:   48 Size:     8
-            //   float3 diff;                       // Offset:   64 Size:    12 [unused]
-            //   float2 center1;                    // Offset:   80 Size:     8 [unused]
-            //   float A;                           // Offset:   88 Size:     4 [unused]
-            //   float radius1;                     // Offset:   92 Size:     4 [unused]
-            //   float sq_radius1;                  // Offset:   96 Size:     4 [unused]
-            //
-            // }
-            //
-            //
-            // Resource Bindings:
-            //
-            // Name                                 Type  Format         Dim Slot Elements
-            // ------------------------------ ---------- ------- ----------- ---- --------
-            // cb0                               cbuffer      NA          NA    0        1
-            // cb2                               cbuffer      NA          NA    1        1
-            //
-            //
-            //
-            // Input signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // POSITION                 0   xyz         0     NONE  float   xy  
-            //
-            //
-            // Output signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Position              0   xyzw        0      POS  float   xyzw
-            // TEXCOORD                 0   xy          1     NONE  float   xy  
-            // TEXCOORD                 1     zw        1     NONE  float     zw
-            //
-            //
-            // Constant buffer to DX9 shader constant mappings:
-            //
-            // Target Reg Buffer  Start Reg # of Regs        Data Conversion
-            // ---------- ------- --------- --------- ----------------------
-            // c1         cb0             0         1  ( FLT, FLT, FLT, FLT)
-            // c2         cb0             2         1  ( FLT, FLT, FLT, FLT)
-            // c3         cb1             0         2  ( FLT, FLT, FLT, FLT)
-            // c5         cb1             3         1  ( FLT, FLT, FLT, FLT)
-            //
-            //
-            // Runtime generated constant mappings:
-            //
-            // Target Reg                               Constant Description
-            // ---------- --------------------------------------------------
-            // c0                              Vertex Shader position offset
-            //
-            //
-            // Level9 shader bytecode:
-            //
-                vs_2_x
-                def c6, 1, 0.5, 0, 0
-                dcl_texcoord v0
-                mad oT0.xy, v0, c2.zwzw, c2
-                mad r0.xy, v0, c1.zwzw, c1
-                add r0.z, r0.x, c6.x
-                mul r0.z, r0.z, c5.x
-                mul r1.x, r0.z, c6.y
-                add r0.z, -r0.y, c6.x
-                add oPos.xy, r0, c0
-                mul r0.x, r0.z, c5.y
-                mul r1.y, r0.x, c6.y
-                mov r1.z, c6.x
-                dp3 oT0.w, r1, c3
-                dp3 oT0.z, r1, c4
-                mov oPos.zw, c6.xyzx
-            
-            // approximately 13 instruction slots used
-            vs_4_0
-            dcl_constantbuffer cb0[3], immediateIndexed
-            dcl_constantbuffer cb1[4], immediateIndexed
-            dcl_input v0.xy
-            dcl_output_siv o0.xyzw, position
-            dcl_output o1.xy
-            dcl_output o1.zw
-            dcl_temps 2
-            mov o0.zw, l(0,0,0,1.000000)
-            mad r0.xy, v0.xyxx, cb0[0].zwzz, cb0[0].xyxx
-            mov o0.xy, r0.xyxx
-            add r0.x, r0.x, l(1.000000)
-            add r0.y, -r0.y, l(1.000000)
-            mul r0.xy, r0.xyxx, cb1[3].xyxx
-            mul r1.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
-            mov r1.z, l(1.000000)
-            dp3 o1.z, r1.xyzx, cb1[0].xyzx
-            dp3 o1.w, r1.xyzx, cb1[1].xyzx
-            mad o1.xy, v0.xyxx, cb0[2].zwzz, cb0[2].xyxx
-            ret 
-            // Approximately 12 instruction slots used
-                    
-        };
-        GeometryShader = NULL;
-        PixelShader = asm {
-            //
-            // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-            //
-            //
-            // Buffer Definitions: 
-            //
-            // cbuffer cb2
-            // {
-            //
-            //   float3x3 DeviceSpaceToUserSpace;   // Offset:    0 Size:    44 [unused]
-            //   float2 dimensions;                 // Offset:   48 Size:     8 [unused]
-            //   float3 diff;                       // Offset:   64 Size:    12
-            //   float2 center1;                    // Offset:   80 Size:     8
-            //   float A;                           // Offset:   88 Size:     4
-            //   float radius1;                     // Offset:   92 Size:     4
-            //   float sq_radius1;                  // Offset:   96 Size:     4
-            //
-            // }
-            //
-            //
-            // Resource Bindings:
-            //
-            // Name                                 Type  Format         Dim Slot Elements
-            // ------------------------------ ---------- ------- ----------- ---- --------
-            // sWrapSampler                      sampler      NA          NA    0        1
-            // sMaskSampler                      sampler      NA          NA    1        1
-            // tex                               texture  float4          2d    0        1
-            // mask                              texture  float4          2d    1        1
-            // cb2                               cbuffer      NA          NA    0        1
-            //
-            //
-            //
-            // Input signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Position              0   xyzw        0      POS  float       
-            // TEXCOORD                 0   xy          1     NONE  float   xy  
-            // TEXCOORD                 1     zw        1     NONE  float     zw
-            //
-            //
-            // Output signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Target                0   xyzw        0   TARGET  float   xyzw
-            //
-            //
-            // Constant buffer to DX9 shader constant mappings:
-            //
-            // Target Reg Buffer  Start Reg # of Regs        Data Conversion
-            // ---------- ------- --------- --------- ----------------------
-            // c0         cb0             4         3  ( FLT, FLT, FLT, FLT)
-            //
-            //
-            // Sampler/Resource to DX9 shader sampler mappings:
-            //
-            // Target Sampler Source Sampler  Source Resource
-            // -------------- --------------- ----------------
-            // s0             s0              t0               
-            // s1             s1              t1               
-            //
-            //
-            // Level9 shader bytecode:
-            //
-                ps_2_x
-                def c3, 0.5, 0, 0, 0
-                def c4, 1, -1, 0, -0
-                dcl t0
-                dcl_2d s0
-                dcl_2d s1
-                add r0.xy, t0.wzzw, -c1
-                dp2add r0.w, r0, r0, -c2.x
-                mul r0.w, r0.w, c1.z
-                mov r0.z, c1.w
-                dp3 r0.x, r0, c0
-                mad r0.y, r0.x, r0.x, -r0.w
-                abs r0.z, r0.y
-                rsq r0.z, r0.z
-                rcp r1.x, r0.z
-                mov r1.yz, -r1.x
-                add r0.xzw, r0.x, r1.xyyz
-                rcp r1.x, c1.z
-                mul r0.xzw, r0, r1.x
-                mov r1.w, c1.w
-                mad r1.xyz, r0.xzww, c0.z, r1.w
-                cmp r2.x, r1.x, r0.x, r0.w
-                cmp r0.xzw, r1.xyyz, c4.xyxy, c4.zyzw
-                mov r2.y, c3.x
-                texld r1, t0, s1
-                texld r2, r2, s0
-                mul r2.xyz, r2.w, r2
-                mul r1, r1.w, r2
-                add r0.w, r0.w, r0.x
-                cmp r0.x, r0.w, r0.x, r0.z
-                cmp r1, -r0.x, c4.z, r1
-                cmp r0, r0.y, r1, c4.z
-                mov oC0, r0
-            
-            // approximately 28 instruction slots used (2 texture, 26 arithmetic)
-            ps_4_0
-            dcl_constantbuffer cb0[7], immediateIndexed
-            dcl_sampler s0, mode_default
-            dcl_sampler s1, mode_default
-            dcl_resource_texture2d (float,float,float,float) t0
-            dcl_resource_texture2d (float,float,float,float) t1
-            dcl_input_ps linear v1.xy
-            dcl_input_ps linear v1.zw
-            dcl_output o0.xyzw
-            dcl_temps 3
-            add r0.xy, v1.zwzz, -cb0[5].xyxx
-            mov r0.z, cb0[5].w
-            dp3 r0.z, r0.xyzx, cb0[4].xyzx
-            dp2 r0.x, r0.xyxx, r0.xyxx
-            add r0.x, r0.x, -cb0[6].x
-            mul r0.x, r0.x, cb0[5].z
-            mad r0.x, r0.z, r0.z, -r0.x
-            lt r0.y, r0.x, l(0.000000)
-            sqrt r1.x, |r0.x|
-            mov r1.y, -r1.x
-            add r0.xz, r0.zzzz, r1.xxyx
-            div r0.xz, r0.xxzx, cb0[5].zzzz
-            mul r1.xy, r0.xzxx, cb0[4].zzzz
-            ge r1.xy, r1.xyxx, -cb0[5].wwww
-            and r1.xy, r1.xyxx, l(0x3f800000, 0x3f800000, 0, 0)
-            add r0.x, -r0.z, r0.x
-            mad r2.x, r1.x, r0.x, r0.z
-            mov r2.y, l(0.500000)
-            sample r2.xyzw, r2.xyxx, t0.xyzw, s0
-            if_nz r0.y
-              mov o0.xyzw, l(0,0,0,0)
-              ret 
-            endif 
-            max r0.x, r1.y, r1.x
-            ge r0.x, l(0.000000), r0.x
-            if_nz r0.x
-              mov o0.xyzw, l(0,0,0,0)
-              ret 
-            endif 
-            mul r2.xyz, r2.wwww, r2.xyzx
-            sample r0.xyzw, v1.xyxx, t1.xyzw, s1
-            mul o0.xyzw, r0.wwww, r2.xyzw
-            ret 
-            // Approximately 33 instruction slots used
-                    
-        };
-    }
-
-    pass A0Wrap
-    {
-        RasterizerState = TextureRast;
-        VertexShader = asm {
-            //
-            // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-            //
-            //
-            // Buffer Definitions: 
-            //
-            // cbuffer cb0
-            // {
-            //
-            //   float4 QuadDesc;                   // Offset:    0 Size:    16
-            //   float4 TexCoords;                  // Offset:   16 Size:    16 [unused]
-            //   float4 MaskTexCoords;              // Offset:   32 Size:    16
-            //   float4 TextColor;                  // Offset:   48 Size:    16 [unused]
-            //
-            // }
-            //
-            // cbuffer cb2
-            // {
-            //
-            //   float3x3 DeviceSpaceToUserSpace;   // Offset:    0 Size:    44
-            //   float2 dimensions;                 // Offset:   48 Size:     8
-            //   float3 diff;                       // Offset:   64 Size:    12 [unused]
-            //   float2 center1;                    // Offset:   80 Size:     8 [unused]
-            //   float A;                           // Offset:   88 Size:     4 [unused]
-            //   float radius1;                     // Offset:   92 Size:     4 [unused]
-            //   float sq_radius1;                  // Offset:   96 Size:     4 [unused]
-            //
-            // }
-            //
-            //
-            // Resource Bindings:
-            //
-            // Name                                 Type  Format         Dim Slot Elements
-            // ------------------------------ ---------- ------- ----------- ---- --------
-            // cb0                               cbuffer      NA          NA    0        1
-            // cb2                               cbuffer      NA          NA    1        1
-            //
-            //
-            //
-            // Input signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // POSITION                 0   xyz         0     NONE  float   xy  
-            //
-            //
-            // Output signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Position              0   xyzw        0      POS  float   xyzw
-            // TEXCOORD                 0   xy          1     NONE  float   xy  
-            // TEXCOORD                 1     zw        1     NONE  float     zw
-            //
-            //
-            // Constant buffer to DX9 shader constant mappings:
-            //
-            // Target Reg Buffer  Start Reg # of Regs        Data Conversion
-            // ---------- ------- --------- --------- ----------------------
-            // c1         cb0             0         1  ( FLT, FLT, FLT, FLT)
-            // c2         cb0             2         1  ( FLT, FLT, FLT, FLT)
-            // c3         cb1             0         2  ( FLT, FLT, FLT, FLT)
-            // c5         cb1             3         1  ( FLT, FLT, FLT, FLT)
-            //
-            //
-            // Runtime generated constant mappings:
-            //
-            // Target Reg                               Constant Description
-            // ---------- --------------------------------------------------
-            // c0                              Vertex Shader position offset
-            //
-            //
-            // Level9 shader bytecode:
-            //
-                vs_2_x
-                def c6, 1, 0.5, 0, 0
-                dcl_texcoord v0
-                mad oT0.xy, v0, c2.zwzw, c2
-                mad r0.xy, v0, c1.zwzw, c1
-                add r0.z, r0.x, c6.x
-                mul r0.z, r0.z, c5.x
-                mul r1.x, r0.z, c6.y
-                add r0.z, -r0.y, c6.x
-                add oPos.xy, r0, c0
-                mul r0.x, r0.z, c5.y
-                mul r1.y, r0.x, c6.y
-                mov r1.z, c6.x
-                dp3 oT0.w, r1, c3
-                dp3 oT0.z, r1, c4
-                mov oPos.zw, c6.xyzx
-            
-            // approximately 13 instruction slots used
-            vs_4_0
-            dcl_constantbuffer cb0[3], immediateIndexed
-            dcl_constantbuffer cb1[4], immediateIndexed
-            dcl_input v0.xy
-            dcl_output_siv o0.xyzw, position
-            dcl_output o1.xy
-            dcl_output o1.zw
-            dcl_temps 2
-            mov o0.zw, l(0,0,0,1.000000)
-            mad r0.xy, v0.xyxx, cb0[0].zwzz, cb0[0].xyxx
-            mov o0.xy, r0.xyxx
-            add r0.x, r0.x, l(1.000000)
-            add r0.y, -r0.y, l(1.000000)
-            mul r0.xy, r0.xyxx, cb1[3].xyxx
-            mul r1.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
-            mov r1.z, l(1.000000)
-            dp3 o1.z, r1.xyzx, cb1[0].xyzx
-            dp3 o1.w, r1.xyzx, cb1[1].xyzx
-            mad o1.xy, v0.xyxx, cb0[2].zwzz, cb0[2].xyxx
-            ret 
-            // Approximately 12 instruction slots used
-                    
-        };
-        GeometryShader = NULL;
-        PixelShader = asm {
-            //
-            // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-            //
-            //
-            // Buffer Definitions: 
-            //
-            // cbuffer cb2
-            // {
-            //
-            //   float3x3 DeviceSpaceToUserSpace;   // Offset:    0 Size:    44 [unused]
-            //   float2 dimensions;                 // Offset:   48 Size:     8 [unused]
-            //   float3 diff;                       // Offset:   64 Size:    12
-            //   float2 center1;                    // Offset:   80 Size:     8
-            //   float A;                           // Offset:   88 Size:     4 [unused]
-            //   float radius1;                     // Offset:   92 Size:     4
-            //   float sq_radius1;                  // Offset:   96 Size:     4 [unused]
-            //
-            // }
-            //
-            //
-            // Resource Bindings:
-            //
-            // Name                                 Type  Format         Dim Slot Elements
-            // ------------------------------ ---------- ------- ----------- ---- --------
-            // sWrapSampler                      sampler      NA          NA    0        1
-            // sMaskSampler                      sampler      NA          NA    1        1
-            // tex                               texture  float4          2d    0        1
-            // mask                              texture  float4          2d    1        1
-            // cb2                               cbuffer      NA          NA    0        1
-            //
-            //
-            //
-            // Input signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Position              0   xyzw        0      POS  float       
-            // TEXCOORD                 0   xy          1     NONE  float   xy  
-            // TEXCOORD                 1     zw        1     NONE  float     zw
-            //
-            //
-            // Output signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Target                0   xyzw        0   TARGET  float   xyzw
-            //
-            //
-            // Constant buffer to DX9 shader constant mappings:
-            //
-            // Target Reg Buffer  Start Reg # of Regs        Data Conversion
-            // ---------- ------- --------- --------- ----------------------
-            // c0         cb0             4         2  ( FLT, FLT, FLT, FLT)
-            //
-            //
-            // Sampler/Resource to DX9 shader sampler mappings:
-            //
-            // Target Sampler Source Sampler  Source Resource
-            // -------------- --------------- ----------------
-            // s0             s0              t0               
-            // s1             s1              t1               
-            //
-            //
-            // Level9 shader bytecode:
-            //
-                ps_2_x
-                def c2, 0.5, 0, 0, 0
-                dcl t0
-                dcl_2d s0
-                dcl_2d s1
-                mul r0.w, c1.w, c1.w
-                add r0.xy, t0.wzzw, -c1
-                dp2add r0.w, r0, r0, -r0.w
-                mul r0.w, r0.w, c2.x
-                mov r0.z, c1.w
-                dp3 r0.x, r0, c0
-                rcp r0.x, r0.x
-                mul r0.x, r0.x, r0.w
-                mov r0.y, c2.x
-                texld r1, t0, s1
-                texld r2, r0, s0
-                mov r0.w, c1.w
-                mad r0.x, r0.x, -c0.z, -r0.w
-                mul r2.xyz, r2.w, r2
-                mul r1, r1.w, r2
-                cmp r0, r0.x, c2.y, r1
-                mov oC0, r0
-            
-            // approximately 18 instruction slots used (2 texture, 16 arithmetic)
-            ps_4_0
-            dcl_constantbuffer cb0[6], immediateIndexed
-            dcl_sampler s0, mode_default
-            dcl_sampler s1, mode_default
-            dcl_resource_texture2d (float,float,float,float) t0
-            dcl_resource_texture2d (float,float,float,float) t1
-            dcl_input_ps linear v1.xy
-            dcl_input_ps linear v1.zw
-            dcl_output o0.xyzw
-            dcl_temps 2
-            add r0.xy, v1.zwzz, -cb0[5].xyxx
-            mov r0.z, cb0[5].w
-            dp3 r0.z, r0.xyzx, cb0[4].xyzx
-            dp2 r0.x, r0.xyxx, r0.xyxx
-            mad r0.x, -cb0[5].w, cb0[5].w, r0.x
-            mul r0.x, r0.x, l(0.500000)
-            div r0.x, r0.x, r0.z
-            mul r0.z, r0.x, cb0[4].z
-            ge r0.z, -cb0[5].w, r0.z
-            mov r0.y, l(0.500000)
-            sample r1.xyzw, r0.xyxx, t0.xyzw, s0
-            if_nz r0.z
-              mov o0.xyzw, l(0,0,0,0)
-              ret 
-            endif 
-            mul r1.xyz, r1.wwww, r1.xyzx
-            sample r0.xyzw, v1.xyxx, t1.xyzw, s1
-            mul o0.xyzw, r0.wwww, r1.xyzw
-            ret 
-            // Approximately 19 instruction slots used
-                    
-        };
-    }
-
-    pass APosMirror
-    {
-        RasterizerState = TextureRast;
-        VertexShader = asm {
-            //
-            // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-            //
-            //
-            // Buffer Definitions: 
-            //
-            // cbuffer cb0
-            // {
-            //
-            //   float4 QuadDesc;                   // Offset:    0 Size:    16
-            //   float4 TexCoords;                  // Offset:   16 Size:    16 [unused]
-            //   float4 MaskTexCoords;              // Offset:   32 Size:    16
-            //   float4 TextColor;                  // Offset:   48 Size:    16 [unused]
-            //
-            // }
-            //
-            // cbuffer cb2
-            // {
-            //
-            //   float3x3 DeviceSpaceToUserSpace;   // Offset:    0 Size:    44
-            //   float2 dimensions;                 // Offset:   48 Size:     8
-            //   float3 diff;                       // Offset:   64 Size:    12 [unused]
-            //   float2 center1;                    // Offset:   80 Size:     8 [unused]
-            //   float A;                           // Offset:   88 Size:     4 [unused]
-            //   float radius1;                     // Offset:   92 Size:     4 [unused]
-            //   float sq_radius1;                  // Offset:   96 Size:     4 [unused]
-            //
-            // }
-            //
-            //
-            // Resource Bindings:
-            //
-            // Name                                 Type  Format         Dim Slot Elements
-            // ------------------------------ ---------- ------- ----------- ---- --------
-            // cb0                               cbuffer      NA          NA    0        1
-            // cb2                               cbuffer      NA          NA    1        1
-            //
-            //
-            //
-            // Input signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // POSITION                 0   xyz         0     NONE  float   xy  
-            //
-            //
-            // Output signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Position              0   xyzw        0      POS  float   xyzw
-            // TEXCOORD                 0   xy          1     NONE  float   xy  
-            // TEXCOORD                 1     zw        1     NONE  float     zw
-            //
-            //
-            // Constant buffer to DX9 shader constant mappings:
-            //
-            // Target Reg Buffer  Start Reg # of Regs        Data Conversion
-            // ---------- ------- --------- --------- ----------------------
-            // c1         cb0             0         1  ( FLT, FLT, FLT, FLT)
-            // c2         cb0             2         1  ( FLT, FLT, FLT, FLT)
-            // c3         cb1             0         2  ( FLT, FLT, FLT, FLT)
-            // c5         cb1             3         1  ( FLT, FLT, FLT, FLT)
-            //
-            //
-            // Runtime generated constant mappings:
-            //
-            // Target Reg                               Constant Description
-            // ---------- --------------------------------------------------
-            // c0                              Vertex Shader position offset
-            //
-            //
-            // Level9 shader bytecode:
-            //
-                vs_2_x
-                def c6, 1, 0.5, 0, 0
-                dcl_texcoord v0
-                mad oT0.xy, v0, c2.zwzw, c2
-                mad r0.xy, v0, c1.zwzw, c1
-                add r0.z, r0.x, c6.x
-                mul r0.z, r0.z, c5.x
-                mul r1.x, r0.z, c6.y
-                add r0.z, -r0.y, c6.x
-                add oPos.xy, r0, c0
-                mul r0.x, r0.z, c5.y
-                mul r1.y, r0.x, c6.y
-                mov r1.z, c6.x
-                dp3 oT0.w, r1, c3
-                dp3 oT0.z, r1, c4
-                mov oPos.zw, c6.xyzx
-            
-            // approximately 13 instruction slots used
-            vs_4_0
-            dcl_constantbuffer cb0[3], immediateIndexed
-            dcl_constantbuffer cb1[4], immediateIndexed
-            dcl_input v0.xy
-            dcl_output_siv o0.xyzw, position
-            dcl_output o1.xy
-            dcl_output o1.zw
-            dcl_temps 2
-            mov o0.zw, l(0,0,0,1.000000)
-            mad r0.xy, v0.xyxx, cb0[0].zwzz, cb0[0].xyxx
-            mov o0.xy, r0.xyxx
-            add r0.x, r0.x, l(1.000000)
-            add r0.y, -r0.y, l(1.000000)
-            mul r0.xy, r0.xyxx, cb1[3].xyxx
-            mul r1.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
-            mov r1.z, l(1.000000)
-            dp3 o1.z, r1.xyzx, cb1[0].xyzx
-            dp3 o1.w, r1.xyzx, cb1[1].xyzx
-            mad o1.xy, v0.xyxx, cb0[2].zwzz, cb0[2].xyxx
-            ret 
-            // Approximately 12 instruction slots used
-                    
-        };
-        GeometryShader = NULL;
-        PixelShader = asm {
-            //
-            // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-            //
-            //
-            // Buffer Definitions: 
-            //
-            // cbuffer cb2
-            // {
-            //
-            //   float3x3 DeviceSpaceToUserSpace;   // Offset:    0 Size:    44 [unused]
-            //   float2 dimensions;                 // Offset:   48 Size:     8 [unused]
-            //   float3 diff;                       // Offset:   64 Size:    12
-            //   float2 center1;                    // Offset:   80 Size:     8
-            //   float A;                           // Offset:   88 Size:     4
-            //   float radius1;                     // Offset:   92 Size:     4
-            //   float sq_radius1;                  // Offset:   96 Size:     4
-            //
-            // }
-            //
-            //
-            // Resource Bindings:
-            //
-            // Name                                 Type  Format         Dim Slot Elements
-            // ------------------------------ ---------- ------- ----------- ---- --------
-            // sMirrorSampler                    sampler      NA          NA    0        1
-            // sMaskSampler                      sampler      NA          NA    1        1
-            // tex                               texture  float4          2d    0        1
-            // mask                              texture  float4          2d    1        1
-            // cb2                               cbuffer      NA          NA    0        1
-            //
-            //
-            //
-            // Input signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Position              0   xyzw        0      POS  float       
-            // TEXCOORD                 0   xy          1     NONE  float   xy  
-            // TEXCOORD                 1     zw        1     NONE  float     zw
-            //
-            //
-            // Output signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Target                0   xyzw        0   TARGET  float   xyzw
-            //
-            //
-            // Constant buffer to DX9 shader constant mappings:
-            //
-            // Target Reg Buffer  Start Reg # of Regs        Data Conversion
-            // ---------- ------- --------- --------- ----------------------
-            // c0         cb0             4         3  ( FLT, FLT, FLT, FLT)
-            //
-            //
-            // Sampler/Resource to DX9 shader sampler mappings:
-            //
-            // Target Sampler Source Sampler  Source Resource
-            // -------------- --------------- ----------------
-            // s0             s0              t0               
-            // s1             s1              t1               
-            //
-            //
-            // Level9 shader bytecode:
-            //
-                ps_2_x
-                def c3, 0.5, 0, 0, 0
-                def c4, 1, -1, 0, -0
-                dcl t0
-                dcl_2d s0
-                dcl_2d s1
-                add r0.xy, t0.wzzw, -c1
-                dp2add r0.w, r0, r0, -c2.x
-                mul r0.w, r0.w, c1.z
-                mov r0.z, c1.w
-                dp3 r0.x, r0, c0
-                mad r0.y, r0.x, r0.x, -r0.w
-                abs r0.z, r0.y
-                rsq r0.z, r0.z
-                rcp r1.x, r0.z
-                mov r1.yz, -r1.x
-                add r0.xzw, r0.x, r1.xyyz
-                rcp r1.x, c1.z
-                mul r0.xzw, r0, r1.x
-                mov r1.w, c1.w
-                mad r1.xyz, r0.xzww, c0.z, r1.w
-                cmp r2.x, r1.x, r0.x, r0.w
-                cmp r0.xzw, r1.xyyz, c4.xyxy, c4.zyzw
-                mov r2.y, c3.x
-                texld r1, t0, s1
-                texld r2, r2, s0
-                mul r2.xyz, r2.w, r2
-                mul r1, r1.w, r2
-                add r0.w, r0.w, r0.x
-                cmp r0.x, r0.w, r0.x, r0.z
-                cmp r1, -r0.x, c4.z, r1
-                cmp r0, r0.y, r1, c4.z
-                mov oC0, r0
-            
-            // approximately 28 instruction slots used (2 texture, 26 arithmetic)
-            ps_4_0
-            dcl_constantbuffer cb0[7], immediateIndexed
-            dcl_sampler s0, mode_default
-            dcl_sampler s1, mode_default
-            dcl_resource_texture2d (float,float,float,float) t0
-            dcl_resource_texture2d (float,float,float,float) t1
-            dcl_input_ps linear v1.xy
-            dcl_input_ps linear v1.zw
-            dcl_output o0.xyzw
-            dcl_temps 3
-            add r0.xy, v1.zwzz, -cb0[5].xyxx
-            mov r0.z, cb0[5].w
-            dp3 r0.z, r0.xyzx, cb0[4].xyzx
-            dp2 r0.x, r0.xyxx, r0.xyxx
-            add r0.x, r0.x, -cb0[6].x
-            mul r0.x, r0.x, cb0[5].z
-            mad r0.x, r0.z, r0.z, -r0.x
-            lt r0.y, r0.x, l(0.000000)
-            sqrt r1.x, |r0.x|
-            mov r1.y, -r1.x
-            add r0.xz, r0.zzzz, r1.xxyx
-            div r0.xz, r0.xxzx, cb0[5].zzzz
-            mul r1.xy, r0.xzxx, cb0[4].zzzz
-            ge r1.xy, r1.xyxx, -cb0[5].wwww
-            and r1.xy, r1.xyxx, l(0x3f800000, 0x3f800000, 0, 0)
-            add r0.x, -r0.z, r0.x
-            mad r2.x, r1.x, r0.x, r0.z
-            mov r2.y, l(0.500000)
-            sample r2.xyzw, r2.xyxx, t0.xyzw, s0
-            if_nz r0.y
-              mov o0.xyzw, l(0,0,0,0)
-              ret 
-            endif 
-            max r0.x, r1.y, r1.x
-            ge r0.x, l(0.000000), r0.x
-            if_nz r0.x
-              mov o0.xyzw, l(0,0,0,0)
-              ret 
-            endif 
-            mul r2.xyz, r2.wwww, r2.xyzx
-            sample r0.xyzw, v1.xyxx, t1.xyzw, s1
-            mul o0.xyzw, r0.wwww, r2.xyzw
-            ret 
-            // Approximately 33 instruction slots used
-                    
-        };
-    }
-
-    pass A0Mirror
-    {
-        RasterizerState = TextureRast;
-        VertexShader = asm {
-            //
-            // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-            //
-            //
-            // Buffer Definitions: 
-            //
-            // cbuffer cb0
-            // {
-            //
-            //   float4 QuadDesc;                   // Offset:    0 Size:    16
-            //   float4 TexCoords;                  // Offset:   16 Size:    16 [unused]
-            //   float4 MaskTexCoords;              // Offset:   32 Size:    16
-            //   float4 TextColor;                  // Offset:   48 Size:    16 [unused]
-            //
-            // }
-            //
-            // cbuffer cb2
-            // {
-            //
-            //   float3x3 DeviceSpaceToUserSpace;   // Offset:    0 Size:    44
-            //   float2 dimensions;                 // Offset:   48 Size:     8
-            //   float3 diff;                       // Offset:   64 Size:    12 [unused]
-            //   float2 center1;                    // Offset:   80 Size:     8 [unused]
-            //   float A;                           // Offset:   88 Size:     4 [unused]
-            //   float radius1;                     // Offset:   92 Size:     4 [unused]
-            //   float sq_radius1;                  // Offset:   96 Size:     4 [unused]
-            //
-            // }
-            //
-            //
-            // Resource Bindings:
-            //
-            // Name                                 Type  Format         Dim Slot Elements
-            // ------------------------------ ---------- ------- ----------- ---- --------
-            // cb0                               cbuffer      NA          NA    0        1
-            // cb2                               cbuffer      NA          NA    1        1
-            //
-            //
-            //
-            // Input signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // POSITION                 0   xyz         0     NONE  float   xy  
-            //
-            //
-            // Output signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Position              0   xyzw        0      POS  float   xyzw
-            // TEXCOORD                 0   xy          1     NONE  float   xy  
-            // TEXCOORD                 1     zw        1     NONE  float     zw
-            //
-            //
-            // Constant buffer to DX9 shader constant mappings:
-            //
-            // Target Reg Buffer  Start Reg # of Regs        Data Conversion
-            // ---------- ------- --------- --------- ----------------------
-            // c1         cb0             0         1  ( FLT, FLT, FLT, FLT)
-            // c2         cb0             2         1  ( FLT, FLT, FLT, FLT)
-            // c3         cb1             0         2  ( FLT, FLT, FLT, FLT)
-            // c5         cb1             3         1  ( FLT, FLT, FLT, FLT)
-            //
-            //
-            // Runtime generated constant mappings:
-            //
-            // Target Reg                               Constant Description
-            // ---------- --------------------------------------------------
-            // c0                              Vertex Shader position offset
-            //
-            //
-            // Level9 shader bytecode:
-            //
-                vs_2_x
-                def c6, 1, 0.5, 0, 0
-                dcl_texcoord v0
-                mad oT0.xy, v0, c2.zwzw, c2
-                mad r0.xy, v0, c1.zwzw, c1
-                add r0.z, r0.x, c6.x
-                mul r0.z, r0.z, c5.x
-                mul r1.x, r0.z, c6.y
-                add r0.z, -r0.y, c6.x
-                add oPos.xy, r0, c0
-                mul r0.x, r0.z, c5.y
-                mul r1.y, r0.x, c6.y
-                mov r1.z, c6.x
-                dp3 oT0.w, r1, c3
-                dp3 oT0.z, r1, c4
-                mov oPos.zw, c6.xyzx
-            
-            // approximately 13 instruction slots used
-            vs_4_0
-            dcl_constantbuffer cb0[3], immediateIndexed
-            dcl_constantbuffer cb1[4], immediateIndexed
-            dcl_input v0.xy
-            dcl_output_siv o0.xyzw, position
-            dcl_output o1.xy
-            dcl_output o1.zw
-            dcl_temps 2
-            mov o0.zw, l(0,0,0,1.000000)
-            mad r0.xy, v0.xyxx, cb0[0].zwzz, cb0[0].xyxx
-            mov o0.xy, r0.xyxx
-            add r0.x, r0.x, l(1.000000)
-            add r0.y, -r0.y, l(1.000000)
-            mul r0.xy, r0.xyxx, cb1[3].xyxx
-            mul r1.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
-            mov r1.z, l(1.000000)
-            dp3 o1.z, r1.xyzx, cb1[0].xyzx
-            dp3 o1.w, r1.xyzx, cb1[1].xyzx
-            mad o1.xy, v0.xyxx, cb0[2].zwzz, cb0[2].xyxx
-            ret 
-            // Approximately 12 instruction slots used
-                    
-        };
-        GeometryShader = NULL;
-        PixelShader = asm {
-            //
-            // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-            //
-            //
-            // Buffer Definitions: 
-            //
-            // cbuffer cb2
-            // {
-            //
-            //   float3x3 DeviceSpaceToUserSpace;   // Offset:    0 Size:    44 [unused]
-            //   float2 dimensions;                 // Offset:   48 Size:     8 [unused]
-            //   float3 diff;                       // Offset:   64 Size:    12
-            //   float2 center1;                    // Offset:   80 Size:     8
-            //   float A;                           // Offset:   88 Size:     4 [unused]
-            //   float radius1;                     // Offset:   92 Size:     4
-            //   float sq_radius1;                  // Offset:   96 Size:     4 [unused]
-            //
-            // }
-            //
-            //
-            // Resource Bindings:
-            //
-            // Name                                 Type  Format         Dim Slot Elements
-            // ------------------------------ ---------- ------- ----------- ---- --------
-            // sMirrorSampler                    sampler      NA          NA    0        1
-            // sMaskSampler                      sampler      NA          NA    1        1
-            // tex                               texture  float4          2d    0        1
-            // mask                              texture  float4          2d    1        1
-            // cb2                               cbuffer      NA          NA    0        1
-            //
-            //
-            //
-            // Input signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Position              0   xyzw        0      POS  float       
-            // TEXCOORD                 0   xy          1     NONE  float   xy  
-            // TEXCOORD                 1     zw        1     NONE  float     zw
-            //
-            //
-            // Output signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Target                0   xyzw        0   TARGET  float   xyzw
-            //
-            //
-            // Constant buffer to DX9 shader constant mappings:
-            //
-            // Target Reg Buffer  Start Reg # of Regs        Data Conversion
-            // ---------- ------- --------- --------- ----------------------
-            // c0         cb0             4         2  ( FLT, FLT, FLT, FLT)
-            //
-            //
-            // Sampler/Resource to DX9 shader sampler mappings:
-            //
-            // Target Sampler Source Sampler  Source Resource
-            // -------------- --------------- ----------------
-            // s0             s0              t0               
-            // s1             s1              t1               
-            //
-            //
-            // Level9 shader bytecode:
-            //
-                ps_2_x
-                def c2, 0.5, 0, 0, 0
-                dcl t0
-                dcl_2d s0
-                dcl_2d s1
-                mul r0.w, c1.w, c1.w
-                add r0.xy, t0.wzzw, -c1
-                dp2add r0.w, r0, r0, -r0.w
-                mul r0.w, r0.w, c2.x
-                mov r0.z, c1.w
-                dp3 r0.x, r0, c0
-                rcp r0.x, r0.x
-                mul r0.x, r0.x, r0.w
-                mov r0.y, c2.x
-                texld r1, t0, s1
-                texld r2, r0, s0
-                mov r0.w, c1.w
-                mad r0.x, r0.x, -c0.z, -r0.w
-                mul r2.xyz, r2.w, r2
-                mul r1, r1.w, r2
-                cmp r0, r0.x, c2.y, r1
-                mov oC0, r0
-            
-            // approximately 18 instruction slots used (2 texture, 16 arithmetic)
-            ps_4_0
-            dcl_constantbuffer cb0[6], immediateIndexed
-            dcl_sampler s0, mode_default
-            dcl_sampler s1, mode_default
-            dcl_resource_texture2d (float,float,float,float) t0
-            dcl_resource_texture2d (float,float,float,float) t1
-            dcl_input_ps linear v1.xy
-            dcl_input_ps linear v1.zw
-            dcl_output o0.xyzw
-            dcl_temps 2
-            add r0.xy, v1.zwzz, -cb0[5].xyxx
-            mov r0.z, cb0[5].w
-            dp3 r0.z, r0.xyzx, cb0[4].xyzx
-            dp2 r0.x, r0.xyxx, r0.xyxx
-            mad r0.x, -cb0[5].w, cb0[5].w, r0.x
-            mul r0.x, r0.x, l(0.500000)
-            div r0.x, r0.x, r0.z
-            mul r0.z, r0.x, cb0[4].z
-            ge r0.z, -cb0[5].w, r0.z
-            mov r0.y, l(0.500000)
-            sample r1.xyzw, r0.xyxx, t0.xyzw, s0
-            if_nz r0.z
-              mov o0.xyzw, l(0,0,0,0)
-              ret 
-            endif 
-            mul r1.xyz, r1.wwww, r1.xyzx
-            sample r0.xyzw, v1.xyxx, t1.xyzw, s1
-            mul o0.xyzw, r0.wwww, r1.xyzw
-            ret 
-            // Approximately 19 instruction slots used
-                    
-        };
-    }
-
-}
-
-technique10 SampleMaskedTexture
-{
-    pass P0
-    {
-        RasterizerState = TextureRast;
-        VertexShader = asm {
-            //
-            // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-            //
-            //
-            // Buffer Definitions: 
-            //
-            // cbuffer cb0
-            // {
-            //
-            //   float4 QuadDesc;                   // Offset:    0 Size:    16
-            //   float4 TexCoords;                  // Offset:   16 Size:    16
-            //   float4 MaskTexCoords;              // Offset:   32 Size:    16
-            //   float4 TextColor;                  // Offset:   48 Size:    16 [unused]
-            //
-            // }
-            //
-            //
-            // Resource Bindings:
-            //
-            // Name                                 Type  Format         Dim Slot Elements
-            // ------------------------------ ---------- ------- ----------- ---- --------
-            // cb0                               cbuffer      NA          NA    0        1
-            //
-            //
-            //
-            // Input signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // POSITION                 0   xyz         0     NONE  float   xy  
-            //
-            //
-            // Output signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Position              0   xyzw        0      POS  float   xyzw
-            // TEXCOORD                 0   xy          1     NONE  float   xy  
-            // TEXCOORD                 1     zw        1     NONE  float     zw
-            //
-            //
-            // Constant buffer to DX9 shader constant mappings:
-            //
-            // Target Reg Buffer  Start Reg # of Regs        Data Conversion
-            // ---------- ------- --------- --------- ----------------------
-            // c1         cb0             0         3  ( FLT, FLT, FLT, FLT)
-            //
-            //
-            // Runtime generated constant mappings:
-            //
-            // Target Reg                               Constant Description
-            // ---------- --------------------------------------------------
-            // c0                              Vertex Shader position offset
-            //
-            //
-            // Level9 shader bytecode:
-            //
-                vs_2_x
-                def c4, 0, 1, 0, 0
-                dcl_texcoord v0
-                mad oT0.xy, v0, c2.zwzw, c2
-                mad oT0.zw, v0.xyyx, c3.xywz, c3.xyyx
-                mad r0.xy, v0, c1.zwzw, c1
-                add oPos.xy, r0, c0
-                mov oPos.zw, c4.xyxy
-            
-            // approximately 5 instruction slots used
-            vs_4_0
-            dcl_constantbuffer cb0[3], immediateIndexed
-            dcl_input v0.xy
-            dcl_output_siv o0.xyzw, position
-            dcl_output o1.xy
-            dcl_output o1.zw
-            mad o0.xy, v0.xyxx, cb0[0].zwzz, cb0[0].xyxx
-            mov o0.zw, l(0,0,0,1.000000)
-            mad o1.xy, v0.xyxx, cb0[1].zwzz, cb0[1].xyxx
-            mad o1.zw, v0.xxxy, cb0[2].zzzw, cb0[2].xxxy
-            ret 
-            // Approximately 5 instruction slots used
-                    
-        };
-        GeometryShader = NULL;
-        PixelShader = asm {
-            //
-            // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-            //
-            //
-            // Resource Bindings:
-            //
-            // Name                                 Type  Format         Dim Slot Elements
-            // ------------------------------ ---------- ------- ----------- ---- --------
-            // sSampler                          sampler      NA          NA    0        1
-            // sMaskSampler                      sampler      NA          NA    1        1
-            // tex                               texture  float4          2d    0        1
-            // mask                              texture  float4          2d    1        1
-            //
-            //
-            //
-            // Input signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Position              0   xyzw        0      POS  float       
-            // TEXCOORD                 0   xy          1     NONE  float   xy  
-            // TEXCOORD                 1     zw        1     NONE  float     zw
-            //
-            //
-            // Output signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Target                0   xyzw        0   TARGET  float   xyzw
-            //
-            //
-            // Sampler/Resource to DX9 shader sampler mappings:
-            //
-            // Target Sampler Source Sampler  Source Resource
-            // -------------- --------------- ----------------
-            // s0             s0              t0               
-            // s1             s1              t1               
-            //
-            //
-            // Level9 shader bytecode:
-            //
-                ps_2_x
-                dcl t0
-                dcl_2d s0
-                dcl_2d s1
-                mov r0.xy, t0.wzzw
-                texld r1, t0, s0
-                texld r0, r0, s1
-                mul r0, r0.w, r1
-                mov oC0, r0
-            
-            // approximately 5 instruction slots used (2 texture, 3 arithmetic)
-            ps_4_0
-            dcl_sampler s0, mode_default
-            dcl_sampler s1, mode_default
-            dcl_resource_texture2d (float,float,float,float) t0
-            dcl_resource_texture2d (float,float,float,float) t1
-            dcl_input_ps linear v1.xy
-            dcl_input_ps linear v1.zw
-            dcl_output o0.xyzw
-            dcl_temps 2
-            sample r0.xyzw, v1.xyxx, t0.xyzw, s0
-            sample r1.xyzw, v1.zwzz, t1.xyzw, s1
-            mul o0.xyzw, r0.xyzw, r1.wwww
-            ret 
-            // Approximately 4 instruction slots used
-                    
-        };
-    }
-
-}
-
-technique10 SampleTextureWithShadow
-{
-    pass P0
-    {
-        RasterizerState = TextureRast;
-        AB_BlendFactor = float4(1, 1, 1, 1);
-        AB_SampleMask = uint(0xffffffff);
-        BlendState = ShadowBlendH;
-        VertexShader = asm {
-            //
-            // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-            //
-            //
-            // Buffer Definitions: 
-            //
-            // cbuffer cb0
-            // {
-            //
-            //   float4 QuadDesc;                   // Offset:    0 Size:    16
-            //   float4 TexCoords;                  // Offset:   16 Size:    16
-            //   float4 MaskTexCoords;              // Offset:   32 Size:    16
-            //   float4 TextColor;                  // Offset:   48 Size:    16 [unused]
-            //
-            // }
-            //
-            //
-            // Resource Bindings:
-            //
-            // Name                                 Type  Format         Dim Slot Elements
-            // ------------------------------ ---------- ------- ----------- ---- --------
-            // cb0                               cbuffer      NA          NA    0        1
-            //
-            //
-            //
-            // Input signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // POSITION                 0   xyz         0     NONE  float   xy  
-            //
-            //
-            // Output signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Position              0   xyzw        0      POS  float   xyzw
-            // TEXCOORD                 0   xy          1     NONE  float   xy  
-            // TEXCOORD                 1     zw        1     NONE  float     zw
-            //
-            //
-            // Constant buffer to DX9 shader constant mappings:
-            //
-            // Target Reg Buffer  Start Reg # of Regs        Data Conversion
-            // ---------- ------- --------- --------- ----------------------
-            // c1         cb0             0         3  ( FLT, FLT, FLT, FLT)
-            //
-            //
-            // Runtime generated constant mappings:
-            //
-            // Target Reg                               Constant Description
-            // ---------- --------------------------------------------------
-            // c0                              Vertex Shader position offset
-            //
-            //
-            // Level9 shader bytecode:
-            //
-                vs_2_x
-                def c4, 0, 1, 0, 0
-                dcl_texcoord v0
-                mad oT0.xy, v0, c2.zwzw, c2
-                mad oT0.zw, v0.xyyx, c3.xywz, c3.xyyx
-                mad r0.xy, v0, c1.zwzw, c1
-                add oPos.xy, r0, c0
-                mov oPos.zw, c4.xyxy
-            
-            // approximately 5 instruction slots used
-            vs_4_0
-            dcl_constantbuffer cb0[3], immediateIndexed
-            dcl_input v0.xy
-            dcl_output_siv o0.xyzw, position
-            dcl_output o1.xy
-            dcl_output o1.zw
-            mad o0.xy, v0.xyxx, cb0[0].zwzz, cb0[0].xyxx
-            mov o0.zw, l(0,0,0,1.000000)
-            mad o1.xy, v0.xyxx, cb0[1].zwzz, cb0[1].xyxx
-            mad o1.zw, v0.xxxy, cb0[2].zzzw, cb0[2].xxxy
-            ret 
-            // Approximately 5 instruction slots used
-                    
-        };
-        GeometryShader = NULL;
-        PixelShader = asm {
-            //
-            // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-            //
-            //
-            // Buffer Definitions: 
-            //
-            // cbuffer cb1
-            // {
-            //
-            //   float4 BlurOffsetsH[3];            // Offset:    0 Size:    48
-            //   float4 BlurOffsetsV[3];            // Offset:   48 Size:    48 [unused]
-            //   float4 BlurWeights[3];             // Offset:   96 Size:    48
-            //   float4 ShadowColor;                // Offset:  144 Size:    16
-            //
-            // }
-            //
-            //
-            // Resource Bindings:
-            //
-            // Name                                 Type  Format         Dim Slot Elements
-            // ------------------------------ ---------- ------- ----------- ---- --------
-            // sShadowSampler                    sampler      NA          NA    0        1
-            // tex                               texture  float4          2d    0        1
-            // cb1                               cbuffer      NA          NA    0        1
-            //
-            //
-            //
-            // Input signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Position              0   xyzw        0      POS  float       
-            // TEXCOORD                 0   xy          1     NONE  float   xy  
-            // TEXCOORD                 1     zw        1     NONE  float       
-            //
-            //
-            // Output signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Target                0   xyzw        0   TARGET  float   xyzw
-            //
-            //
-            // Constant buffer to DX9 shader constant mappings:
-            //
-            // Target Reg Buffer  Start Reg # of Regs        Data Conversion
-            // ---------- ------- --------- --------- ----------------------
-            // c0         cb0             0         3  ( FLT, FLT, FLT, FLT)
-            // c3         cb0             6         4  ( FLT, FLT, FLT, FLT)
-            //
-            //
-            // Sampler/Resource to DX9 shader sampler mappings:
-            //
-            // Target Sampler Source Sampler  Source Resource
-            // -------------- --------------- ----------------
-            // s0             s0              t0               
-            //
-            //
-            // Level9 shader bytecode:
-            //
-                ps_2_x
-                dcl t0
-                dcl_2d s0
-                add r0.x, t0.x, c0.y
-                mov r0.y, t0.y
-                add r1.x, t0.x, c0.x
-                mov r1.y, t0.y
-                texld r0, r0, s0
-                texld r1, r1, s0
-                mul r0.x, r0.w, c3.y
-                mad r0.x, c3.x, r1.w, r0.x
-                add r1.x, t0.x, c0.z
-                mov r1.y, t0.y
-                add r2.x, t0.x, c0.w
-                mov r2.y, t0.y
-                texld r1, r1, s0
-                texld r2, r2, s0
-                mad r0.x, c3.z, r1.w, r0.x
-                mad r0.x, c3.w, r2.w, r0.x
-                add r1.x, t0.x, c1.x
-                mov r1.y, t0.y
-                add r2.x, t0.x, c1.y
-                mov r2.y, t0.y
-                texld r1, r1, s0
-                texld r2, r2, s0
-                mad r0.x, c4.x, r1.w, r0.x
-                mad r0.x, c4.y, r2.w, r0.x
-                add r1.x, t0.x, c1.z
-                mov r1.y, t0.y
-                add r2.x, t0.x, c1.w
-                mov r2.y, t0.y
-                texld r1, r1, s0
-                texld r2, r2, s0
-                mad r0.x, c4.z, r1.w, r0.x
-                mad r0.x, c4.w, r2.w, r0.x
-                add r1.x, t0.x, c2.x
-                mov r1.y, t0.y
-                texld r1, r1, s0
-                mad r0.x, c5.x, r1.w, r0.x
-                mul r0, r0.x, c6
-                mov oC0, r0
-            
-            // approximately 38 instruction slots used (9 texture, 29 arithmetic)
-            ps_4_0
-            dcl_constantbuffer cb0[10], immediateIndexed
-            dcl_sampler s0, mode_default
-            dcl_resource_texture2d (float,float,float,float) t0
-            dcl_input_ps linear v1.xy
-            dcl_output o0.xyzw
-            dcl_temps 4
-            add r0.xyzw, v1.xxxx, cb0[0].zxwy
-            mov r1.xz, r0.yywy
-            mov r1.yw, v1.yyyy
-            sample r2.xyzw, r1.zwzz, t0.xyzw, s0
-            sample r1.xyzw, r1.xyxx, t0.xyzw, s0
-            mul r1.x, r2.w, cb0[6].y
-            mad r1.x, cb0[6].x, r1.w, r1.x
-            mov r0.yw, v1.yyyy
-            sample r2.xyzw, r0.xyxx, t0.xyzw, s0
-            sample r0.xyzw, r0.zwzz, t0.xyzw, s0
-            mad r0.x, cb0[6].z, r2.w, r1.x
-            mad r0.x, cb0[6].w, r0.w, r0.x
-            add r1.xyzw, v1.xxxx, cb0[1].zxwy
-            mov r2.xz, r1.yywy
-            mov r2.yw, v1.yyyy
-            sample r3.xyzw, r2.xyxx, t0.xyzw, s0
-            sample r2.xyzw, r2.zwzz, t0.xyzw, s0
-            mad r0.x, cb0[7].x, r3.w, r0.x
-            mad r0.x, cb0[7].y, r2.w, r0.x
-            mov r1.yw, v1.yyyy
-            sample r2.xyzw, r1.xyxx, t0.xyzw, s0
-            sample r1.xyzw, r1.zwzz, t0.xyzw, s0
-            mad r0.x, cb0[7].z, r2.w, r0.x
-            mad r0.x, cb0[7].w, r1.w, r0.x
-            add r1.x, v1.x, cb0[2].x
-            mov r1.y, v1.y
-            sample r1.xyzw, r1.xyxx, t0.xyzw, s0
-            mad r0.x, cb0[8].x, r1.w, r0.x
-            mul o0.xyzw, r0.xxxx, cb0[9].xyzw
-            ret 
-            // Approximately 30 instruction slots used
-                    
-        };
-    }
-
-    pass P1
-    {
-        RasterizerState = TextureRast;
-        AB_BlendFactor = float4(1, 1, 1, 1);
-        AB_SampleMask = uint(0xffffffff);
-        BlendState = ShadowBlendV;
-        VertexShader = asm {
-            //
-            // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-            //
-            //
-            // Buffer Definitions: 
-            //
-            // cbuffer cb0
-            // {
-            //
-            //   float4 QuadDesc;                   // Offset:    0 Size:    16
-            //   float4 TexCoords;                  // Offset:   16 Size:    16
-            //   float4 MaskTexCoords;              // Offset:   32 Size:    16
-            //   float4 TextColor;                  // Offset:   48 Size:    16 [unused]
-            //
-            // }
-            //
-            //
-            // Resource Bindings:
-            //
-            // Name                                 Type  Format         Dim Slot Elements
-            // ------------------------------ ---------- ------- ----------- ---- --------
-            // cb0                               cbuffer      NA          NA    0        1
-            //
-            //
-            //
-            // Input signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // POSITION                 0   xyz         0     NONE  float   xy  
-            //
-            //
-            // Output signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Position              0   xyzw        0      POS  float   xyzw
-            // TEXCOORD                 0   xy          1     NONE  float   xy  
-            // TEXCOORD                 1     zw        1     NONE  float     zw
-            //
-            //
-            // Constant buffer to DX9 shader constant mappings:
-            //
-            // Target Reg Buffer  Start Reg # of Regs        Data Conversion
-            // ---------- ------- --------- --------- ----------------------
-            // c1         cb0             0         3  ( FLT, FLT, FLT, FLT)
-            //
-            //
-            // Runtime generated constant mappings:
-            //
-            // Target Reg                               Constant Description
-            // ---------- --------------------------------------------------
-            // c0                              Vertex Shader position offset
-            //
-            //
-            // Level9 shader bytecode:
-            //
-                vs_2_x
-                def c4, 0, 1, 0, 0
-                dcl_texcoord v0
-                mad oT0.xy, v0, c2.zwzw, c2
-                mad oT0.zw, v0.xyyx, c3.xywz, c3.xyyx
-                mad r0.xy, v0, c1.zwzw, c1
-                add oPos.xy, r0, c0
-                mov oPos.zw, c4.xyxy
-            
-            // approximately 5 instruction slots used
-            vs_4_0
-            dcl_constantbuffer cb0[3], immediateIndexed
-            dcl_input v0.xy
-            dcl_output_siv o0.xyzw, position
-            dcl_output o1.xy
-            dcl_output o1.zw
-            mad o0.xy, v0.xyxx, cb0[0].zwzz, cb0[0].xyxx
-            mov o0.zw, l(0,0,0,1.000000)
-            mad o1.xy, v0.xyxx, cb0[1].zwzz, cb0[1].xyxx
-            mad o1.zw, v0.xxxy, cb0[2].zzzw, cb0[2].xxxy
-            ret 
-            // Approximately 5 instruction slots used
-                    
-        };
-        GeometryShader = NULL;
-        PixelShader = asm {
-            //
-            // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-            //
-            //
-            // Buffer Definitions: 
-            //
-            // cbuffer cb1
-            // {
-            //
-            //   float4 BlurOffsetsH[3];            // Offset:    0 Size:    48 [unused]
-            //   float4 BlurOffsetsV[3];            // Offset:   48 Size:    48
-            //   float4 BlurWeights[3];             // Offset:   96 Size:    48
-            //   float4 ShadowColor;                // Offset:  144 Size:    16 [unused]
-            //
-            // }
-            //
-            //
-            // Resource Bindings:
-            //
-            // Name                                 Type  Format         Dim Slot Elements
-            // ------------------------------ ---------- ------- ----------- ---- --------
-            // sShadowSampler                    sampler      NA          NA    0        1
-            // tex                               texture  float4          2d    0        1
-            // cb1                               cbuffer      NA          NA    0        1
-            //
-            //
-            //
-            // Input signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Position              0   xyzw        0      POS  float       
-            // TEXCOORD                 0   xy          1     NONE  float   xy  
-            // TEXCOORD                 1     zw        1     NONE  float       
-            //
-            //
-            // Output signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Target                0   xyzw        0   TARGET  float   xyzw
-            //
-            //
-            // Constant buffer to DX9 shader constant mappings:
-            //
-            // Target Reg Buffer  Start Reg # of Regs        Data Conversion
-            // ---------- ------- --------- --------- ----------------------
-            // c0         cb0             3         6  ( FLT, FLT, FLT, FLT)
-            //
-            //
-            // Sampler/Resource to DX9 shader sampler mappings:
-            //
-            // Target Sampler Source Sampler  Source Resource
-            // -------------- --------------- ----------------
-            // s0             s0              t0               
-            //
-            //
-            // Level9 shader bytecode:
-            //
-                ps_2_x
-                dcl t0
-                dcl_2d s0
-                add r0.y, t0.y, c0.y
-                mov r0.x, t0.x
-                add r1.y, t0.y, c0.x
-                mov r1.x, t0.x
-                texld r0, r0, s0
-                texld r1, r1, s0
-                mul r0, r0, c3.y
-                mad r0, c3.x, r1, r0
-                add r1.y, t0.y, c0.z
-                mov r1.x, t0.x
-                add r2.y, t0.y, c0.w
-                mov r2.x, t0.x
-                texld r1, r1, s0
-                texld r2, r2, s0
-                mad r0, c3.z, r1, r0
-                mad r0, c3.w, r2, r0
-                add r1.y, t0.y, c1.x
-                mov r1.x, t0.x
-                add r2.y, t0.y, c1.y
-                mov r2.x, t0.x
-                texld r1, r1, s0
-                texld r2, r2, s0
-                mad r0, c4.x, r1, r0
-                mad r0, c4.y, r2, r0
-                add r1.y, t0.y, c1.z
-                mov r1.x, t0.x
-                add r2.y, t0.y, c1.w
-                mov r2.x, t0.x
-                texld r1, r1, s0
-                texld r2, r2, s0
-                mad r0, c4.z, r1, r0
-                mad r0, c4.w, r2, r0
-                add r1.y, t0.y, c2.x
-                mov r1.x, t0.x
-                texld r1, r1, s0
-                mad r0, c5.x, r1, r0
-                mov oC0, r0
-            
-            // approximately 37 instruction slots used (9 texture, 28 arithmetic)
-            ps_4_0
-            dcl_constantbuffer cb0[9], immediateIndexed
-            dcl_sampler s0, mode_default
-            dcl_resource_texture2d (float,float,float,float) t0
-            dcl_input_ps linear v1.xy
-            dcl_output o0.xyzw
-            dcl_temps 4
-            mov r0.xz, v1.xxxx
-            add r1.xyzw, v1.yyyy, cb0[3].xzyw
-            mov r0.yw, r1.xxxz
-            sample r2.xyzw, r0.zwzz, t0.xyzw, s0
-            sample r0.xyzw, r0.xyxx, t0.xyzw, s0
-            mul r2.xyzw, r2.xyzw, cb0[6].yyyy
-            mad r0.xyzw, cb0[6].xxxx, r0.xyzw, r2.xyzw
-            mov r1.xz, v1.xxxx
-            sample r2.xyzw, r1.xyxx, t0.xyzw, s0
-            sample r1.xyzw, r1.zwzz, t0.xyzw, s0
-            mad r0.xyzw, cb0[6].zzzz, r2.xyzw, r0.xyzw
-            mad r0.xyzw, cb0[6].wwww, r1.xyzw, r0.xyzw
-            mov r1.xz, v1.xxxx
-            add r2.xyzw, v1.yyyy, cb0[4].xzyw
-            mov r1.yw, r2.xxxz
-            sample r3.xyzw, r1.xyxx, t0.xyzw, s0
-            sample r1.xyzw, r1.zwzz, t0.xyzw, s0
-            mad r0.xyzw, cb0[7].xxxx, r3.xyzw, r0.xyzw
-            mad r0.xyzw, cb0[7].yyyy, r1.xyzw, r0.xyzw
-            mov r2.xz, v1.xxxx
-            sample r1.xyzw, r2.xyxx, t0.xyzw, s0
-            sample r2.xyzw, r2.zwzz, t0.xyzw, s0
-            mad r0.xyzw, cb0[7].zzzz, r1.xyzw, r0.xyzw
-            mad r0.xyzw, cb0[7].wwww, r2.xyzw, r0.xyzw
-            add r1.y, v1.y, cb0[5].x
-            mov r1.x, v1.x
-            sample r1.xyzw, r1.xyxx, t0.xyzw, s0
-            mad o0.xyzw, cb0[8].xxxx, r1.xyzw, r0.xyzw
-            ret 
-            // Approximately 29 instruction slots used
-                    
-        };
-    }
-
-    pass P2
-    {
-        RasterizerState = TextureRast;
-        AB_BlendFactor = float4(1, 1, 1, 1);
-        AB_SampleMask = uint(0xffffffff);
-        BlendState = ShadowBlendV;
-        VertexShader = asm {
-            //
-            // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-            //
-            //
-            // Buffer Definitions: 
-            //
-            // cbuffer cb0
-            // {
-            //
-            //   float4 QuadDesc;                   // Offset:    0 Size:    16
-            //   float4 TexCoords;                  // Offset:   16 Size:    16
-            //   float4 MaskTexCoords;              // Offset:   32 Size:    16
-            //   float4 TextColor;                  // Offset:   48 Size:    16 [unused]
-            //
-            // }
-            //
-            //
-            // Resource Bindings:
-            //
-            // Name                                 Type  Format         Dim Slot Elements
-            // ------------------------------ ---------- ------- ----------- ---- --------
-            // cb0                               cbuffer      NA          NA    0        1
-            //
-            //
-            //
-            // Input signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // POSITION                 0   xyz         0     NONE  float   xy  
-            //
-            //
-            // Output signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Position              0   xyzw        0      POS  float   xyzw
-            // TEXCOORD                 0   xy          1     NONE  float   xy  
-            // TEXCOORD                 1     zw        1     NONE  float     zw
-            //
-            //
-            // Constant buffer to DX9 shader constant mappings:
-            //
-            // Target Reg Buffer  Start Reg # of Regs        Data Conversion
-            // ---------- ------- --------- --------- ----------------------
-            // c1         cb0             0         3  ( FLT, FLT, FLT, FLT)
-            //
-            //
-            // Runtime generated constant mappings:
-            //
-            // Target Reg                               Constant Description
-            // ---------- --------------------------------------------------
-            // c0                              Vertex Shader position offset
-            //
-            //
-            // Level9 shader bytecode:
-            //
-                vs_2_x
-                def c4, 0, 1, 0, 0
-                dcl_texcoord v0
-                mad oT0.xy, v0, c2.zwzw, c2
-                mad oT0.zw, v0.xyyx, c3.xywz, c3.xyyx
-                mad r0.xy, v0, c1.zwzw, c1
-                add oPos.xy, r0, c0
-                mov oPos.zw, c4.xyxy
-            
-            // approximately 5 instruction slots used
-            vs_4_0
-            dcl_constantbuffer cb0[3], immediateIndexed
-            dcl_input v0.xy
-            dcl_output_siv o0.xyzw, position
-            dcl_output o1.xy
-            dcl_output o1.zw
-            mad o0.xy, v0.xyxx, cb0[0].zwzz, cb0[0].xyxx
-            mov o0.zw, l(0,0,0,1.000000)
-            mad o1.xy, v0.xyxx, cb0[1].zwzz, cb0[1].xyxx
-            mad o1.zw, v0.xxxy, cb0[2].zzzw, cb0[2].xxxy
-            ret 
-            // Approximately 5 instruction slots used
-                    
-        };
-        GeometryShader = NULL;
-        PixelShader = asm {
-            //
-            // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-            //
-            //
-            // Buffer Definitions: 
-            //
-            // cbuffer cb1
-            // {
-            //
-            //   float4 BlurOffsetsH[3];            // Offset:    0 Size:    48 [unused]
-            //   float4 BlurOffsetsV[3];            // Offset:   48 Size:    48
-            //   float4 BlurWeights[3];             // Offset:   96 Size:    48
-            //   float4 ShadowColor;                // Offset:  144 Size:    16 [unused]
-            //
-            // }
-            //
-            //
-            // Resource Bindings:
-            //
-            // Name                                 Type  Format         Dim Slot Elements
-            // ------------------------------ ---------- ------- ----------- ---- --------
-            // sMaskSampler                      sampler      NA          NA    0        1
-            // sShadowSampler                    sampler      NA          NA    1        1
-            // tex                               texture  float4          2d    0        1
-            // mask                              texture  float4          2d    1        1
-            // cb1                               cbuffer      NA          NA    0        1
-            //
-            //
-            //
-            // Input signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Position              0   xyzw        0      POS  float       
-            // TEXCOORD                 0   xy          1     NONE  float   xy  
-            // TEXCOORD                 1     zw        1     NONE  float     zw
-            //
-            //
-            // Output signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Target                0   xyzw        0   TARGET  float   xyzw
-            //
-            //
-            // Constant buffer to DX9 shader constant mappings:
-            //
-            // Target Reg Buffer  Start Reg # of Regs        Data Conversion
-            // ---------- ------- --------- --------- ----------------------
-            // c0         cb0             3         6  ( FLT, FLT, FLT, FLT)
-            //
-            //
-            // Sampler/Resource to DX9 shader sampler mappings:
-            //
-            // Target Sampler Source Sampler  Source Resource
-            // -------------- --------------- ----------------
-            // s0             s0              t1               
-            // s1             s1              t0               
-            //
-            //
-            // Level9 shader bytecode:
-            //
-                ps_2_x
-                dcl t0
-                dcl_2d s0
-                dcl_2d s1
-                add r0.y, t0.y, c0.y
-                mov r0.x, t0.x
-                add r1.y, t0.y, c0.x
-                mov r1.x, t0.x
-                texld r0, r0, s1
-                texld r1, r1, s1
-                mul r0, r0, c3.y
-                mad r0, c3.x, r1, r0
-                add r1.y, t0.y, c0.z
-                mov r1.x, t0.x
-                add r2.y, t0.y, c0.w
-                mov r2.x, t0.x
-                texld r1, r1, s1
-                texld r2, r2, s1
-                mad r0, c3.z, r1, r0
-                mad r0, c3.w, r2, r0
-                add r1.y, t0.y, c1.x
-                mov r1.x, t0.x
-                add r2.y, t0.y, c1.y
-                mov r2.x, t0.x
-                texld r1, r1, s1
-                texld r2, r2, s1
-                mad r0, c4.x, r1, r0
-                mad r0, c4.y, r2, r0
-                add r1.y, t0.y, c1.z
-                mov r1.x, t0.x
-                add r2.y, t0.y, c1.w
-                mov r2.x, t0.x
-                texld r1, r1, s1
-                texld r2, r2, s1
-                mad r0, c4.z, r1, r0
-                mad r0, c4.w, r2, r0
-                add r1.y, t0.y, c2.x
-                mov r1.x, t0.x
-                mov r2.xy, t0.wzzw
-                texld r1, r1, s1
-                texld r2, r2, s0
-                mad r0, c5.x, r1, r0
-                mul r0, r2.w, r0
-                mov oC0, r0
-            
-            // approximately 40 instruction slots used (10 texture, 30 arithmetic)
-            ps_4_0
-            dcl_constantbuffer cb0[9], immediateIndexed
-            dcl_sampler s0, mode_default
-            dcl_sampler s1, mode_default
-            dcl_resource_texture2d (float,float,float,float) t0
-            dcl_resource_texture2d (float,float,float,float) t1
-            dcl_input_ps linear v1.xy
-            dcl_input_ps linear v1.zw
-            dcl_output o0.xyzw
-            dcl_temps 4
-            mov r0.xz, v1.xxxx
-            add r1.xyzw, v1.yyyy, cb0[3].xzyw
-            mov r0.yw, r1.xxxz
-            sample r2.xyzw, r0.zwzz, t0.xyzw, s1
-            sample r0.xyzw, r0.xyxx, t0.xyzw, s1
-            mul r2.xyzw, r2.xyzw, cb0[6].yyyy
-            mad r0.xyzw, cb0[6].xxxx, r0.xyzw, r2.xyzw
-            mov r1.xz, v1.xxxx
-            sample r2.xyzw, r1.xyxx, t0.xyzw, s1
-            sample r1.xyzw, r1.zwzz, t0.xyzw, s1
-            mad r0.xyzw, cb0[6].zzzz, r2.xyzw, r0.xyzw
-            mad r0.xyzw, cb0[6].wwww, r1.xyzw, r0.xyzw
-            mov r1.xz, v1.xxxx
-            add r2.xyzw, v1.yyyy, cb0[4].xzyw
-            mov r1.yw, r2.xxxz
-            sample r3.xyzw, r1.xyxx, t0.xyzw, s1
-            sample r1.xyzw, r1.zwzz, t0.xyzw, s1
-            mad r0.xyzw, cb0[7].xxxx, r3.xyzw, r0.xyzw
-            mad r0.xyzw, cb0[7].yyyy, r1.xyzw, r0.xyzw
-            mov r2.xz, v1.xxxx
-            sample r1.xyzw, r2.xyxx, t0.xyzw, s1
-            sample r2.xyzw, r2.zwzz, t0.xyzw, s1
-            mad r0.xyzw, cb0[7].zzzz, r1.xyzw, r0.xyzw
-            mad r0.xyzw, cb0[7].wwww, r2.xyzw, r0.xyzw
-            add r1.y, v1.y, cb0[5].x
-            mov r1.x, v1.x
-            sample r1.xyzw, r1.xyxx, t0.xyzw, s1
-            mad r0.xyzw, cb0[8].xxxx, r1.xyzw, r0.xyzw
-            sample r1.xyzw, v1.zwzz, t1.xyzw, s0
-            mul o0.xyzw, r0.xyzw, r1.wwww
-            ret 
-            // Approximately 31 instruction slots used
-                    
-        };
-    }
-
-}
-
-technique10 SampleTextTexture
-{
-    pass Unmasked
-    {
-        RasterizerState = TextureRast;
-        AB_BlendFactor = float4(0, 0, 0, 0);
-        AB_SampleMask = uint(0xffffffff);
-        BlendState = bTextBlend;
-        VertexShader = asm {
-            //
-            // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-            //
-            //
-            // Buffer Definitions: 
-            //
-            // cbuffer cb0
-            // {
-            //
-            //   float4 QuadDesc;                   // Offset:    0 Size:    16
-            //   float4 TexCoords;                  // Offset:   16 Size:    16
-            //   float4 MaskTexCoords;              // Offset:   32 Size:    16
-            //   float4 TextColor;                  // Offset:   48 Size:    16 [unused]
-            //
-            // }
-            //
-            //
-            // Resource Bindings:
-            //
-            // Name                                 Type  Format         Dim Slot Elements
-            // ------------------------------ ---------- ------- ----------- ---- --------
-            // cb0                               cbuffer      NA          NA    0        1
-            //
-            //
-            //
-            // Input signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // POSITION                 0   xyz         0     NONE  float   xy  
-            //
-            //
-            // Output signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Position              0   xyzw        0      POS  float   xyzw
-            // TEXCOORD                 0   xy          1     NONE  float   xy  
-            // TEXCOORD                 1     zw        1     NONE  float     zw
-            //
-            //
-            // Constant buffer to DX9 shader constant mappings:
-            //
-            // Target Reg Buffer  Start Reg # of Regs        Data Conversion
-            // ---------- ------- --------- --------- ----------------------
-            // c1         cb0             0         3  ( FLT, FLT, FLT, FLT)
-            //
-            //
-            // Runtime generated constant mappings:
-            //
-            // Target Reg                               Constant Description
-            // ---------- --------------------------------------------------
-            // c0                              Vertex Shader position offset
-            //
-            //
-            // Level9 shader bytecode:
-            //
-                vs_2_x
-                def c4, 0, 1, 0, 0
-                dcl_texcoord v0
-                mad oT0.xy, v0, c2.zwzw, c2
-                mad oT0.zw, v0.xyyx, c3.xywz, c3.xyyx
-                mad r0.xy, v0, c1.zwzw, c1
-                add oPos.xy, r0, c0
-                mov oPos.zw, c4.xyxy
-            
-            // approximately 5 instruction slots used
-            vs_4_0
-            dcl_constantbuffer cb0[3], immediateIndexed
-            dcl_input v0.xy
-            dcl_output_siv o0.xyzw, position
-            dcl_output o1.xy
-            dcl_output o1.zw
-            mad o0.xy, v0.xyxx, cb0[0].zwzz, cb0[0].xyxx
-            mov o0.zw, l(0,0,0,1.000000)
-            mad o1.xy, v0.xyxx, cb0[1].zwzz, cb0[1].xyxx
-            mad o1.zw, v0.xxxy, cb0[2].zzzw, cb0[2].xxxy
-            ret 
-            // Approximately 5 instruction slots used
-                    
-        };
-        GeometryShader = NULL;
-        PixelShader = asm {
-            //
-            // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-            //
-            //
-            // Buffer Definitions: 
-            //
-            // cbuffer cb0
-            // {
-            //
-            //   float4 QuadDesc;                   // Offset:    0 Size:    16 [unused]
-            //   float4 TexCoords;                  // Offset:   16 Size:    16 [unused]
-            //   float4 MaskTexCoords;              // Offset:   32 Size:    16 [unused]
-            //   float4 TextColor;                  // Offset:   48 Size:    16
-            //
-            // }
-            //
-            //
-            // Resource Bindings:
-            //
-            // Name                                 Type  Format         Dim Slot Elements
-            // ------------------------------ ---------- ------- ----------- ---- --------
-            // sSampler                          sampler      NA          NA    0        1
-            // tex                               texture  float4          2d    0        1
-            // cb0                               cbuffer      NA          NA    0        1
-            //
-            //
-            //
-            // Input signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Position              0   xyzw        0      POS  float       
-            // TEXCOORD                 0   xy          1     NONE  float   xy  
-            // TEXCOORD                 1     zw        1     NONE  float       
-            //
-            //
-            // Output signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Target                0   xyzw        0   TARGET  float   xyzw
-            // SV_Target                1   xyzw        1   TARGET  float   xyzw
-            //
-            //
-            // Constant buffer to DX9 shader constant mappings:
-            //
-            // Target Reg Buffer  Start Reg # of Regs        Data Conversion
-            // ---------- ------- --------- --------- ----------------------
-            // c0         cb0             3         1  ( FLT, FLT, FLT, FLT)
-            //
-            //
-            // Sampler/Resource to DX9 shader sampler mappings:
-            //
-            // Target Sampler Source Sampler  Source Resource
-            // -------------- --------------- ----------------
-            // s0             s0              t0               
-            //
-            //
-            // Level9 shader bytecode:
-            //
-                ps_2_x
-                dcl t0
-                dcl_2d s0
-                mov oC0, c0
-                texld r0, t0, s0
-                mul r0, r0.zyxy, c0.w
-                mov oC1, r0
-            
-            // approximately 4 instruction slots used (1 texture, 3 arithmetic)
-            ps_4_0
-            dcl_constantbuffer cb0[4], immediateIndexed
-            dcl_sampler s0, mode_default
-            dcl_resource_texture2d (float,float,float,float) t0
-            dcl_input_ps linear v1.xy
-            dcl_output o0.xyzw
-            dcl_output o1.xyzw
-            dcl_temps 1
-            mov o0.xyzw, cb0[3].xyzw
-            sample r0.xyzw, v1.xyxx, t0.xyzw, s0
-            mul o1.xyzw, r0.zyxy, cb0[3].wwww
-            ret 
-            // Approximately 4 instruction slots used
-                    
-        };
-    }
-
-    pass Masked
-    {
-        RasterizerState = TextureRast;
-        AB_BlendFactor = float4(0, 0, 0, 0);
-        AB_SampleMask = uint(0xffffffff);
-        BlendState = bTextBlend;
-        VertexShader = asm {
-            //
-            // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-            //
-            //
-            // Buffer Definitions: 
-            //
-            // cbuffer cb0
-            // {
-            //
-            //   float4 QuadDesc;                   // Offset:    0 Size:    16
-            //   float4 TexCoords;                  // Offset:   16 Size:    16
-            //   float4 MaskTexCoords;              // Offset:   32 Size:    16
-            //   float4 TextColor;                  // Offset:   48 Size:    16 [unused]
-            //
-            // }
-            //
-            //
-            // Resource Bindings:
-            //
-            // Name                                 Type  Format         Dim Slot Elements
-            // ------------------------------ ---------- ------- ----------- ---- --------
-            // cb0                               cbuffer      NA          NA    0        1
-            //
-            //
-            //
-            // Input signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // POSITION                 0   xyz         0     NONE  float   xy  
-            //
-            //
-            // Output signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Position              0   xyzw        0      POS  float   xyzw
-            // TEXCOORD                 0   xy          1     NONE  float   xy  
-            // TEXCOORD                 1     zw        1     NONE  float     zw
-            //
-            //
-            // Constant buffer to DX9 shader constant mappings:
-            //
-            // Target Reg Buffer  Start Reg # of Regs        Data Conversion
-            // ---------- ------- --------- --------- ----------------------
-            // c1         cb0             0         3  ( FLT, FLT, FLT, FLT)
-            //
-            //
-            // Runtime generated constant mappings:
-            //
-            // Target Reg                               Constant Description
-            // ---------- --------------------------------------------------
-            // c0                              Vertex Shader position offset
-            //
-            //
-            // Level9 shader bytecode:
-            //
-                vs_2_x
-                def c4, 0, 1, 0, 0
-                dcl_texcoord v0
-                mad oT0.xy, v0, c2.zwzw, c2
-                mad oT0.zw, v0.xyyx, c3.xywz, c3.xyyx
-                mad r0.xy, v0, c1.zwzw, c1
-                add oPos.xy, r0, c0
-                mov oPos.zw, c4.xyxy
-            
-            // approximately 5 instruction slots used
-            vs_4_0
-            dcl_constantbuffer cb0[3], immediateIndexed
-            dcl_input v0.xy
-            dcl_output_siv o0.xyzw, position
-            dcl_output o1.xy
-            dcl_output o1.zw
-            mad o0.xy, v0.xyxx, cb0[0].zwzz, cb0[0].xyxx
-            mov o0.zw, l(0,0,0,1.000000)
-            mad o1.xy, v0.xyxx, cb0[1].zwzz, cb0[1].xyxx
-            mad o1.zw, v0.xxxy, cb0[2].zzzw, cb0[2].xxxy
-            ret 
-            // Approximately 5 instruction slots used
-                    
-        };
-        GeometryShader = NULL;
-        PixelShader = asm {
-            //
-            // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
-            //
-            //
-            // Buffer Definitions: 
-            //
-            // cbuffer cb0
-            // {
-            //
-            //   float4 QuadDesc;                   // Offset:    0 Size:    16 [unused]
-            //   float4 TexCoords;                  // Offset:   16 Size:    16 [unused]
-            //   float4 MaskTexCoords;              // Offset:   32 Size:    16 [unused]
-            //   float4 TextColor;                  // Offset:   48 Size:    16
-            //
-            // }
-            //
-            //
-            // Resource Bindings:
-            //
-            // Name                                 Type  Format         Dim Slot Elements
-            // ------------------------------ ---------- ------- ----------- ---- --------
-            // sSampler                          sampler      NA          NA    0        1
-            // sMaskSampler                      sampler      NA          NA    1        1
-            // tex                               texture  float4          2d    0        1
-            // mask                              texture  float4          2d    1        1
-            // cb0                               cbuffer      NA          NA    0        1
-            //
-            //
-            //
-            // Input signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Position              0   xyzw        0      POS  float       
-            // TEXCOORD                 0   xy          1     NONE  float   xy  
-            // TEXCOORD                 1     zw        1     NONE  float     zw
-            //
-            //
-            // Output signature:
-            //
-            // Name                 Index   Mask Register SysValue Format   Used
-            // -------------------- ----- ------ -------- -------- ------ ------
-            // SV_Target                0   xyzw        0   TARGET  float   xyzw
-            // SV_Target                1   xyzw        1   TARGET  float   xyzw
-            //
-            //
-            // Constant buffer to DX9 shader constant mappings:
-            //
-            // Target Reg Buffer  Start Reg # of Regs        Data Conversion
-            // ---------- ------- --------- --------- ----------------------
-            // c0         cb0             3         1  ( FLT, FLT, FLT, FLT)
-            //
-            //
-            // Sampler/Resource to DX9 shader sampler mappings:
-            //
-            // Target Sampler Source Sampler  Source Resource
-            // -------------- --------------- ----------------
-            // s0             s0              t0               
-            // s1             s1              t1               
-            //
-            //
-            // Level9 shader bytecode:
-            //
-                ps_2_x
-                dcl t0
-                dcl_2d s0
-                dcl_2d s1
-                mov r0.xy, t0.wzzw
-                texld r1, t0, s0
-                texld r0, r0, s1
-                mul r2, r0.w, c0
-                mov oC0, r2
-                mul r1, r1.zyxy, c0.w
-                mul r0, r0.w, r1
-                mov oC1, r0
-            
-            // approximately 8 instruction slots used (2 texture, 6 arithmetic)
-            ps_4_0
-            dcl_constantbuffer cb0[4], immediateIndexed
-            dcl_sampler s0, mode_default
-            dcl_sampler s1, mode_default
-            dcl_resource_texture2d (float,float,float,float) t0
-            dcl_resource_texture2d (float,float,float,float) t1
-            dcl_input_ps linear v1.xy
-            dcl_input_ps linear v1.zw
-            dcl_output o0.xyzw
-            dcl_output o1.xyzw
-            dcl_temps 2
-            sample r0.xyzw, v1.zwzz, t1.xyzw, s1
-            mul o0.xyzw, r0.wwww, cb0[3].xyzw
-            sample r1.xyzw, v1.xyxx, t0.xyzw, s0
-            mul r1.xyzw, r1.zyxy, cb0[3].wwww
-            mul o1.xyzw, r0.wwww, r1.xyzw
-            ret 
-            // Approximately 6 instruction slots used
-                    
-        };
-    }
-
-}
-
-#endif
-
-const BYTE d2deffect[] =
-{
-     68,  88,  66,  67, 103,  57, 
-    133,   3,  51,  56, 175,  39, 
-     21,  65,  54, 209,  72, 159, 
-    240, 237,   1,   0,   0,   0, 
-     16, 191,   0,   0,   1,   0, 
-      0,   0,  36,   0,   0,   0, 
-     70,  88,  49,  48, 228, 190, 
-      0,   0,   1,  16, 255, 254, 
-      3,   0,   0,   0,  15,   0, 
-      0,   0,  11,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      5,   0,   0,   0,   4, 180, 
-      0,   0,   0,   0,   0,   0, 
-      2,   0,   0,   0,   0,   0, 
-      0,   0,   3,   0,   0,   0, 
-      1,   0,   0,   0,   5,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,  26,   0, 
-      0,   0,  26,   0,   0,   0, 
-      0,   0,   0,   0,  99,  98, 
-     48,   0, 102, 108, 111,  97, 
-    116,  52,   0,   8,   0,   0, 
-      0,   1,   0,   0,   0,   0, 
-      0,   0,   0,  16,   0,   0, 
-      0,  16,   0,   0,   0,  16, 
-      0,   0,   0,  10,  33,   0, 
-      0,  81, 117,  97, 100,  68, 
-    101, 115,  99,   0,  84, 101, 
-    120,  67, 111, 111, 114, 100, 
-    115,   0,  77,  97, 115, 107, 
-     84, 101, 120,  67, 111, 111, 
-    114, 100, 115,   0,  84, 101, 
-    120, 116,  67, 111, 108, 111, 
-    114,   0,  99,  98,  49,   0, 
-      8,   0,   0,   0,   1,   0, 
-      0,   0,   3,   0,   0,   0, 
-     48,   0,   0,   0,  16,   0, 
-      0,   0,  48,   0,   0,   0, 
-     10,  33,   0,   0,  66, 108, 
-    117, 114,  79, 102, 102, 115, 
-    101, 116, 115,  72,   0,  66, 
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-      0,   0,   0,  81,   0,   0, 
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-      0,   4, 128,   0,   0, 170, 
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-      0,   1, 128,   0,   0, 170, 
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-      0,  13, 128,   0,   0,   0, 
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-      0, 255, 160,   4,   0,   0, 
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-      0,   8, 128,   0,   0, 255, 
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-      0,  15, 128,   0,   0,   0, 
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-      0,   0,   0,  70,   2,  16, 
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-      0,  70,   0,  16,   0,   0, 
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-      0,   0,   0,  10,   0,  16, 
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-      0,   0,   0,   0,   0,  42, 
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-      0,   0,   0,  10,   0,  16, 
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-      0,  54,   0,   0,   6,  34, 
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-      0,  10,   0,  16, 128,  65, 
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-      0,   0,   0,  50,   0,   0, 
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-      0,  42,   0,  16,   0,   0, 
-      0,   0,   0,  54,   0,   0, 
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-      0,   0,   0,   1,  64,   0, 
-      0,   0,   0,   0,  63,  69, 
-      0,   0,   9, 242,   0,  16, 
-      0,   2,   0,   0,   0,  70, 
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-      0,  70, 126,  16,   0,   0, 
-      0,   0,   0,   0,  96,  16, 
-      0,   0,   0,   0,   0,  31, 
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-      0,   0,   0,   0,   0,  54, 
-      0,   0,   8, 242,  32,  16, 
-      0,   0,   0,   0,   0,   2, 
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-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,  62,   0,   0,   1,  21, 
-      0,   0,   1,  52,   0,   0, 
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-      0,   0,   0,  26,   0,  16, 
-      0,   1,   0,   0,   0,  10, 
-      0,  16,   0,   1,   0,   0, 
-      0,  29,   0,   0,   7,  18, 
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-      0,   1,  64,   0,   0,   0, 
-      0,   0,   0,  10,   0,  16, 
-      0,   0,   0,   0,   0,  31, 
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-      0,   0,   0,   0,   0,  54, 
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-      0,   0,   0,   0,   0,   0, 
-      0,  62,   0,   0,   1,  21, 
-      0,   0,   1,  56,   0,   0, 
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-      0,  69,   0,   0,   9, 242, 
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-      0,  70,  16,  16,   0,   1, 
-      0,   0,   0,  70, 126,  16, 
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-      0,  56,   0,   0,   7, 242, 
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-      0, 246,  15,  16,   0,   0, 
-      0,   0,   0,  70,  14,  16, 
-      0,   2,   0,   0,   0,  62, 
-      0,   0,   1,  83,  84,  65, 
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-      0,   0,   0,   0,   0,   3, 
-      0,   0,   0,  17,   0,   0, 
-      0,   0,   0,   0,   0,   1, 
-      0,   0,   0,   3,   0,   0, 
-      0,   2,   0,   0,   0,   0, 
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-      0,   2,   0,   0,   0,   0, 
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-      0,   0,   0,   5,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
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-      0,   0,   0,   0,   0,   0, 
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-      0,   0,   4, 255, 255,   0, 
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-      0,   4,   0,   0,   0, 255, 
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-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   1,   0,   0, 
-      0,   0,   0,   0,   0, 115, 
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-    114,   0, 115,  77,  97, 115, 
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-    101, 114,   0, 116, 101, 120, 
-      0, 109,  97, 115, 107,   0, 
-     99,  98,  50,   0, 171, 219, 
-      0,   0,   0,   7,   0,   0, 
-      0, 248,   0,   0,   0, 112, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0, 160, 
-      1,   0,   0,   0,   0,   0, 
-      0,  44,   0,   0,   0,   0, 
-      0,   0,   0, 184,   1,   0, 
-      0,   0,   0,   0,   0, 200, 
-      1,   0,   0,  48,   0,   0, 
-      0,   8,   0,   0,   0,   0, 
-      0,   0,   0, 212,   1,   0, 
-      0,   0,   0,   0,   0, 228, 
-      1,   0,   0,  64,   0,   0, 
-      0,  12,   0,   0,   0,   2, 
-      0,   0,   0, 236,   1,   0, 
-      0,   0,   0,   0,   0, 252, 
-      1,   0,   0,  80,   0,   0, 
-      0,   8,   0,   0,   0,   2, 
-      0,   0,   0, 212,   1,   0, 
-      0,   0,   0,   0,   0,   4, 
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-      0,   4,   0,   0,   0,   2, 
-      0,   0,   0,   8,   2,   0, 
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-      0,   4,   0,   0,   0,   2, 
-      0,   0,   0,   8,   2,   0, 
-      0,   0,   0,   0,   0,  32, 
-      2,   0,   0,  96,   0,   0, 
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-      0,   0,   0,   8,   2,   0, 
-      0,   0,   0,   0,   0,  68, 
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-    112,  97,  99, 101,  84, 111, 
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-     97,  99, 101,   0, 171,   3, 
-      0,   3,   0,   3,   0,   3, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0, 100, 105, 109, 
-    101, 110, 115, 105, 111, 110, 
-    115,   0, 171,   1,   0,   3, 
-      0,   1,   0,   2,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0, 100, 105, 102, 102,   0, 
-    171, 171, 171,   1,   0,   3, 
-      0,   1,   0,   3,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,  99, 101, 110, 116, 101, 
-    114,  49,   0,  65,   0, 171, 
-    171,   0,   0,   3,   0,   1, 
-      0,   1,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0, 114, 
-     97, 100, 105, 117, 115,  49, 
-      0, 115, 113,  95, 114,  97, 
-    100, 105, 117, 115,  49,   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,  73,  83,  71,  78, 104, 
-      0,   0,   0,   3,   0,   0, 
-      0,   8,   0,   0,   0,  80, 
-      0,   0,   0,   0,   0,   0, 
-      0,   1,   0,   0,   0,   3, 
-      0,   0,   0,   0,   0,   0, 
-      0,  15,   0,   0,   0,  92, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   3, 
-      0,   0,   0,   1,   0,   0, 
-      0,   3,   3,   0,   0,  92, 
-      0,   0,   0,   1,   0,   0, 
-      0,   0,   0,   0,   0,   3, 
-      0,   0,   0,   1,   0,   0, 
-      0,  12,  12,   0,   0,  83, 
-     86,  95,  80, 111, 115, 105, 
-    116, 105, 111, 110,   0,  84, 
-     69,  88,  67,  79,  79,  82, 
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-      0,   0,   0,  84, 101, 120, 
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-      0,   0,   0,   0,   0,  81, 
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-    144,   1,   8,  15, 160,   2, 
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-      0, 228, 161,  90,   0,   0, 
-      4,   0,   0,   8, 128,   0, 
-      0, 228, 128,   0,   0, 228, 
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-    128,   0,   0, 255, 128,   1, 
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-      0, 170, 128,   1,   0,   0, 
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-      0,  13, 128,   0,   0, 228, 
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-    128,   0,   0, 228, 176,   1, 
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-    128,   1,   0, 255, 128,   2, 
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-      0, 255, 128,   0,   0,   0, 
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-      0,   1, 128,   0,   0, 255, 
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-      0,   0,   8,  66,   0,  16, 
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-      6,  34,   0,  16,   0,   1, 
-      0,   0,   0,  10,   0,  16, 
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-      0,   0,   0,  56,   0,   0, 
-      8,  50,   0,  16,   0,   1, 
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-      0,   0,   0,   0,   0, 166, 
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-      0,   0,   0,  42,   0,  16, 
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-      0,   0,   5,  34,   0,  16, 
-      0,   2,   0,   0,   0,   1, 
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-      0,  70,   0,  16,   0,   2, 
-      0,   0,   0,  70, 126,  16, 
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-      0,  31,   0,   4,   3,  26, 
-      0,  16,   0,   0,   0,   0, 
-      0,  54,   0,   0,   8, 242, 
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-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
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