feat: decompile shader hlsl and a pre-build batch script to generate the headers with bytecode
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@@ -0,0 +1,21 @@
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cbuffer cbuff : register(b4)
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{
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float4 clear_colour;
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};
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SamplerState screen_sampler_s : register(s0);
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Texture2D<float4> screen_texture : register(t0);
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float4 PS_ScreenSpace(float4 v0 : SV_POSITION, float2 v1 : TEXCOORD0) : SV_TARGET
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{
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float4 o0;
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o0.xyzw = screen_texture.Sample(screen_sampler_s, v1.xy).xyzw;
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return o0;
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}
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float4 PS_ScreenClear(float4 v0 : SV_POSITION) : SV_TARGET
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{
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float4 o0;
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o0.xyzw = clear_colour.xyzw;
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return o0;
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}
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