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authorBen Vanik <ben.vanik@gmail.com>2015-11-26 08:28:01 -0800
committerBen Vanik <ben.vanik@gmail.com>2015-11-28 16:10:26 -0800
commiteb3b7d0b758e841d3e6654a28efd6db1e58d14ee (patch)
tree3f65a36ba3fc8a373330fda6024873bc404aaf04 /tools
parent71b9995448161645a1c3ae89256c1e8c55087273 (diff)
Adding a tool to interactively assemble/disassemble shaders using XNA.
Diffstat (limited to 'tools')
-rw-r--r--tools/shader-playground/App.config5
-rw-r--r--tools/shader-playground/Editor.Designer.cs116
-rw-r--r--tools/shader-playground/Editor.cs110
-rw-r--r--tools/shader-playground/Editor.resx120
-rw-r--r--tools/shader-playground/Program.cs49
-rw-r--r--tools/shader-playground/README.md11
-rw-r--r--tools/shader-playground/shader-playground.csproj68
-rw-r--r--tools/shader-playground/shader-playground.sln22
8 files changed, 501 insertions, 0 deletions
diff --git a/tools/shader-playground/App.config b/tools/shader-playground/App.config
new file mode 100644
index 000000000..aef709404
--- /dev/null
+++ b/tools/shader-playground/App.config
@@ -0,0 +1,5 @@
+<?xml version="1.0" encoding="utf-8"?>
+<configuration>
+ <startup>
+ <supportedRuntime version="v2.0.50727"/></startup>
+</configuration>
diff --git a/tools/shader-playground/Editor.Designer.cs b/tools/shader-playground/Editor.Designer.cs
new file mode 100644
index 000000000..0f369a566
--- /dev/null
+++ b/tools/shader-playground/Editor.Designer.cs
@@ -0,0 +1,116 @@
+namespace shader_playground {
+ partial class Editor {
+ /// <summary>
+ /// Required designer variable.
+ /// </summary>
+ private System.ComponentModel.IContainer components = null;
+
+ /// <summary>
+ /// Clean up any resources being used.
+ /// </summary>
+ /// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
+ protected override void Dispose(bool disposing) {
+ if (disposing && (components != null)) {
+ components.Dispose();
+ }
+ base.Dispose(disposing);
+ }
+
+ #region Windows Form Designer generated code
+
+ /// <summary>
+ /// Required method for Designer support - do not modify
+ /// the contents of this method with the code editor.
+ /// </summary>
+ private void InitializeComponent() {
+ this.sourceCodeTextBox = new System.Windows.Forms.TextBox();
+ this.outputTextBox = new System.Windows.Forms.TextBox();
+ this.splitContainer1 = new System.Windows.Forms.SplitContainer();
+ this.wordsTextBox = new System.Windows.Forms.TextBox();
+ this.splitContainer1.Panel1.SuspendLayout();
+ this.splitContainer1.Panel2.SuspendLayout();
+ this.splitContainer1.SuspendLayout();
+ this.SuspendLayout();
+ //
+ // sourceCodeTextBox
+ //
+ this.sourceCodeTextBox.AcceptsReturn = true;
+ this.sourceCodeTextBox.AcceptsTab = true;
+ this.sourceCodeTextBox.Dock = System.Windows.Forms.DockStyle.Fill;
+ this.sourceCodeTextBox.Location = new System.Drawing.Point(0, 0);
+ this.sourceCodeTextBox.Multiline = true;
+ this.sourceCodeTextBox.Name = "sourceCodeTextBox";
+ this.sourceCodeTextBox.Size = new System.Drawing.Size(352, 360);
+ this.sourceCodeTextBox.TabIndex = 0;
+ //
+ // outputTextBox
+ //
+ this.outputTextBox.AcceptsReturn = true;
+ this.outputTextBox.AcceptsTab = true;
+ this.outputTextBox.Dock = System.Windows.Forms.DockStyle.Fill;
+ this.outputTextBox.Location = new System.Drawing.Point(0, 0);
+ this.outputTextBox.Multiline = true;
+ this.outputTextBox.Name = "outputTextBox";
+ this.outputTextBox.ReadOnly = true;
+ this.outputTextBox.Size = new System.Drawing.Size(349, 360);
+ this.outputTextBox.TabIndex = 1;
+ //
+ // splitContainer1
+ //
+ this.splitContainer1.Anchor = ((System.Windows.Forms.AnchorStyles)((((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
+ | System.Windows.Forms.AnchorStyles.Left)
+ | System.Windows.Forms.AnchorStyles.Right)));
+ this.splitContainer1.Location = new System.Drawing.Point(12, 12);
+ this.splitContainer1.Name = "splitContainer1";
+ //
+ // splitContainer1.Panel1
+ //
+ this.splitContainer1.Panel1.Controls.Add(this.sourceCodeTextBox);
+ //
+ // splitContainer1.Panel2
+ //
+ this.splitContainer1.Panel2.Controls.Add(this.outputTextBox);
+ this.splitContainer1.Size = new System.Drawing.Size(705, 360);
+ this.splitContainer1.SplitterDistance = 352;
+ this.splitContainer1.TabIndex = 2;
+ //
+ // wordsTextBox
+ //
+ this.wordsTextBox.Anchor = ((System.Windows.Forms.AnchorStyles)((((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
+ | System.Windows.Forms.AnchorStyles.Left)
+ | System.Windows.Forms.AnchorStyles.Right)));
+ this.wordsTextBox.Location = new System.Drawing.Point(12, 378);
+ this.wordsTextBox.Multiline = true;
+ this.wordsTextBox.Name = "wordsTextBox";
+ this.wordsTextBox.ReadOnly = true;
+ this.wordsTextBox.Size = new System.Drawing.Size(705, 251);
+ this.wordsTextBox.TabIndex = 4;
+ //
+ // Editor
+ //
+ this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
+ this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
+ this.ClientSize = new System.Drawing.Size(729, 641);
+ this.Controls.Add(this.wordsTextBox);
+ this.Controls.Add(this.splitContainer1);
+ this.Name = "Editor";
+ this.Text = "Shader Playground";
+ this.splitContainer1.Panel1.ResumeLayout(false);
+ this.splitContainer1.Panel1.PerformLayout();
+ this.splitContainer1.Panel2.ResumeLayout(false);
+ this.splitContainer1.Panel2.PerformLayout();
+ this.splitContainer1.ResumeLayout(false);
+ this.ResumeLayout(false);
+ this.PerformLayout();
+
+ }
+
+ #endregion
+
+ private System.Windows.Forms.TextBox sourceCodeTextBox;
+ private System.Windows.Forms.TextBox outputTextBox;
+ private System.Windows.Forms.SplitContainer splitContainer1;
+ private System.Windows.Forms.TextBox wordsTextBox;
+ }
+}
+
diff --git a/tools/shader-playground/Editor.cs b/tools/shader-playground/Editor.cs
new file mode 100644
index 000000000..81e7b3a5b
--- /dev/null
+++ b/tools/shader-playground/Editor.cs
@@ -0,0 +1,110 @@
+using Microsoft.Xna.Framework.Graphics;
+using System;
+using System.Collections.Generic;
+using System.ComponentModel;
+using System.Drawing;
+using System.IO;
+using System.Text;
+using System.Windows.Forms;
+
+namespace shader_playground {
+ public partial class Editor : Form {
+ public Editor() {
+ InitializeComponent();
+
+ wordsTextBox.Click += WordsTextBox_Click;
+
+ sourceCodeTextBox.TextChanged += SourceCodeTextBox_TextChanged;
+ sourceCodeTextBox.Text = string.Join(
+ "\r\n", new string[] {
+ "xps_3_0",
+ "dcl_texcoord1 r0",
+ "dcl_color r1.xy",
+ "exec",
+ "alloc colors",
+ "exece",
+ "mad oC0, r0, r1.y, c0",
+ "mul r4.xyz, r1.xyz, c0.xyz",
+ "+ adds r5.w, r0.xy",
+ "cnop",
+ });
+ }
+
+ private void WordsTextBox_Click(object sender, EventArgs e) {
+ wordsTextBox.SelectAll();
+ wordsTextBox.Copy();
+ }
+
+ void SourceCodeTextBox_TextChanged(object sender, EventArgs e) {
+ Assemble(sourceCodeTextBox.Text);
+ }
+
+ class NopIncludeHandler : CompilerIncludeHandler {
+ public override Stream Open(CompilerIncludeHandlerType includeType,
+ string filename) {
+ throw new NotImplementedException();
+ }
+ }
+
+ void Assemble(string shaderSourceCode) {
+ shaderSourceCode += "\ncnop";
+ shaderSourceCode += "\ncnop";
+ var preprocessorDefines = new CompilerMacro[2];
+ preprocessorDefines[0].Name = "XBOX";
+ preprocessorDefines[0].Name = "XBOX360";
+ var includeHandler = new NopIncludeHandler();
+ var options = CompilerOptions.None;
+ var compiledShader = ShaderCompiler.AssembleFromSource(
+ shaderSourceCode, preprocessorDefines, includeHandler, options,
+ Microsoft.Xna.Framework.TargetPlatform.Xbox360);
+
+ DumpWords(compiledShader.GetShaderCode());
+
+ var disassembledSourceCode = compiledShader.ErrorsAndWarnings;
+ disassembledSourceCode = disassembledSourceCode.Replace("\n", "\r\n");
+ if (disassembledSourceCode.IndexOf("// PDB hint 00000000-00000000-00000000") == -1) {
+ outputTextBox.Text = disassembledSourceCode;
+ return;
+ }
+ var prefix = disassembledSourceCode.Substring(
+ 0, disassembledSourceCode.IndexOf(':'));
+ disassembledSourceCode =
+ disassembledSourceCode.Replace(prefix + ": warning X7102: ", "");
+ disassembledSourceCode = disassembledSourceCode.Replace(
+ "// PDB hint 00000000-00000000-00000000\r\n", "");
+ var firstLine = disassembledSourceCode.IndexOf("//");
+ disassembledSourceCode = disassembledSourceCode.Substring(firstLine);
+ disassembledSourceCode = disassembledSourceCode.Trim();
+ outputTextBox.Text = disassembledSourceCode;
+ }
+
+ void DumpWords(byte[] shaderCode) {
+ if (shaderCode == null || shaderCode.Length == 0) {
+ wordsTextBox.Text = "";
+ return;
+ }
+
+ uint[] swappedCode = new uint[shaderCode.Length / sizeof(uint)];
+ Buffer.BlockCopy(shaderCode, 0, swappedCode, 0, shaderCode.Length);
+ for (int i = 0; i < swappedCode.Length; ++i) {
+ swappedCode[i] = SwapBytes(swappedCode[i]);
+ }
+ var sb = new StringBuilder();
+ sb.Append("const uint32_t shader_words[] = {");
+ for (int i = 0; i < swappedCode.Length; ++i) {
+ sb.AppendFormat("0x{0:X8}, ", swappedCode[i]);
+ }
+ sb.Append("};");
+ wordsTextBox.Text = sb.ToString();
+ wordsTextBox.SelectAll();
+ }
+
+ uint SwapBytes(uint x) {
+ return ((x & 0x000000ff) << 24) +
+ ((x & 0x0000ff00) << 8) +
+ ((x & 0x00ff0000) >> 8) +
+ ((x & 0xff000000) >> 24);
+ }
+
+ }
+}
diff --git a/tools/shader-playground/Editor.resx b/tools/shader-playground/Editor.resx
new file mode 100644
index 000000000..d2320fab8
--- /dev/null
+++ b/tools/shader-playground/Editor.resx
@@ -0,0 +1,120 @@
+<?xml version="1.0" encoding="utf-8"?>
+<root>
+ <!--
+ Microsoft ResX Schema
+
+ Version 2.0
+
+ The primary goals of this format is to allow a simple XML format
+ that is mostly human readable. The generation and parsing of the
+ various data types are done through the TypeConverter classes
+ associated with the data types.
+
+ Example:
+
+ ... ado.net/XML headers & schema ...
+ <resheader name="resmimetype">text/microsoft-resx</resheader>
+ <resheader name="version">2.0</resheader>
+ <resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
+ <resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
+ <data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
+ <data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
+ <data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
+ <value>[base64 mime encoded serialized .NET Framework object]</value>
+ </data>
+ <data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
+ <value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
+ <comment>This is a comment</comment>
+ </data>
+
+ There are any number of "resheader" rows that contain simple
+ name/value pairs.
+
+ Each data row contains a name, and value. The row also contains a
+ type or mimetype. Type corresponds to a .NET class that support
+ text/value conversion through the TypeConverter architecture.
+ Classes that don't support this are serialized and stored with the
+ mimetype set.
+
+ The mimetype is used for serialized objects, and tells the
+ ResXResourceReader how to depersist the object. This is currently not
+ extensible. For a given mimetype the value must be set accordingly:
+
+ Note - application/x-microsoft.net.object.binary.base64 is the format
+ that the ResXResourceWriter will generate, however the reader can
+ read any of the formats listed below.
+
+ mimetype: application/x-microsoft.net.object.binary.base64
+ value : The object must be serialized with
+ : System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
+ : and then encoded with base64 encoding.
+
+ mimetype: application/x-microsoft.net.object.soap.base64
+ value : The object must be serialized with
+ : System.Runtime.Serialization.Formatters.Soap.SoapFormatter
+ : and then encoded with base64 encoding.
+
+ mimetype: application/x-microsoft.net.object.bytearray.base64
+ value : The object must be serialized into a byte array
+ : using a System.ComponentModel.TypeConverter
+ : and then encoded with base64 encoding.
+ -->
+ <xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
+ <xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
+ <xsd:element name="root" msdata:IsDataSet="true">
+ <xsd:complexType>
+ <xsd:choice maxOccurs="unbounded">
+ <xsd:element name="metadata">
+ <xsd:complexType>
+ <xsd:sequence>
+ <xsd:element name="value" type="xsd:string" minOccurs="0" />
+ </xsd:sequence>
+ <xsd:attribute name="name" use="required" type="xsd:string" />
+ <xsd:attribute name="type" type="xsd:string" />
+ <xsd:attribute name="mimetype" type="xsd:string" />
+ <xsd:attribute ref="xml:space" />
+ </xsd:complexType>
+ </xsd:element>
+ <xsd:element name="assembly">
+ <xsd:complexType>
+ <xsd:attribute name="alias" type="xsd:string" />
+ <xsd:attribute name="name" type="xsd:string" />
+ </xsd:complexType>
+ </xsd:element>
+ <xsd:element name="data">
+ <xsd:complexType>
+ <xsd:sequence>
+ <xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
+ <xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
+ </xsd:sequence>
+ <xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
+ <xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
+ <xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
+ <xsd:attribute ref="xml:space" />
+ </xsd:complexType>
+ </xsd:element>
+ <xsd:element name="resheader">
+ <xsd:complexType>
+ <xsd:sequence>
+ <xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
+ </xsd:sequence>
+ <xsd:attribute name="name" type="xsd:string" use="required" />
+ </xsd:complexType>
+ </xsd:element>
+ </xsd:choice>
+ </xsd:complexType>
+ </xsd:element>
+ </xsd:schema>
+ <resheader name="resmimetype">
+ <value>text/microsoft-resx</value>
+ </resheader>
+ <resheader name="version">
+ <value>2.0</value>
+ </resheader>
+ <resheader name="reader">
+ <value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
+ </resheader>
+ <resheader name="writer">
+ <value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
+ </resheader>
+</root>
diff --git a/tools/shader-playground/Program.cs b/tools/shader-playground/Program.cs
new file mode 100644
index 000000000..21ee94660
--- /dev/null
+++ b/tools/shader-playground/Program.cs
@@ -0,0 +1,49 @@
+using System;
+using System.Collections.Generic;
+using System.Reflection;
+using System.Runtime.InteropServices;
+using System.Windows.Forms;
+
+// General Information about an assembly is controlled through the following
+// set of attributes. Change these attribute values to modify the information
+// associated with an assembly.
+[assembly: AssemblyTitle("shader-playground")]
+[assembly: AssemblyDescription("")]
+[assembly: AssemblyConfiguration("")]
+[assembly: AssemblyCompany("")]
+[assembly: AssemblyProduct("shader-playground")]
+[assembly: AssemblyCopyright("Copyright © 2015")]
+[assembly: AssemblyTrademark("")]
+[assembly: AssemblyCulture("")]
+
+// Setting ComVisible to false makes the types in this assembly not visible
+// to COM components. If you need to access a type in this assembly from
+// COM, set the ComVisible attribute to true on that type.
+[assembly: ComVisible(false)]
+
+// The following GUID is for the ID of the typelib if this project is exposed to COM
+[assembly: Guid("05d27ad4-ef23-4fa1-ad5a-7cfd587fd093")]
+
+// Version information for an assembly consists of the following four values:
+//
+// Major Version
+// Minor Version
+// Build Number
+// Revision
+//
+// You can specify all the values or you can default the Build and Revision Numbers
+// by using the '*' as shown below:
+// [assembly: AssemblyVersion("1.0.*")]
+[assembly: AssemblyVersion("1.0.0.0")]
+[assembly: AssemblyFileVersion("1.0.0.0")]
+
+namespace shader_playground {
+ static class Program {
+ [STAThread]
+ static void Main() {
+ Application.EnableVisualStyles();
+ Application.SetCompatibleTextRenderingDefault(false);
+ Application.Run(new Editor());
+ }
+ }
+}
diff --git a/tools/shader-playground/README.md b/tools/shader-playground/README.md
new file mode 100644
index 000000000..1c8fe7e6a
--- /dev/null
+++ b/tools/shader-playground/README.md
@@ -0,0 +1,11 @@
+This requires XNA Game Studio 3.1 to be installed (not just the redist):
+http://www.microsoft.com/en-us/download/details.aspx?id=39
+
+It's not really compatible with modern VS', but you can open the downloaded
+`XNAGS31_setup.exe` with 7zip and run the included `redists.msi` directly.
+
+If installed correctly you should have this file:
+`C:\Program Files (x86)\Microsoft XNA\XNA Game Studio\v3.1\References\Windows\x86\Microsoft.Xna.Framework.dll`
+
+XNA is only compatible with 32-bit x86 .NET, so ensure Visual Studio is set to
+target that (not `Any CPU`).
diff --git a/tools/shader-playground/shader-playground.csproj b/tools/shader-playground/shader-playground.csproj
new file mode 100644
index 000000000..163aa713a
--- /dev/null
+++ b/tools/shader-playground/shader-playground.csproj
@@ -0,0 +1,68 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
+ <PropertyGroup>
+ <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
+ <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
+ <ProjectGuid>{05D27AD4-EF23-4FA1-AD5A-7CFD587FD093}</ProjectGuid>
+ <OutputType>WinExe</OutputType>
+ <AppDesignerFolder>Properties</AppDesignerFolder>
+ <RootNamespace>shader_playground</RootNamespace>
+ <AssemblyName>shader-playground</AssemblyName>
+ <TargetFrameworkVersion>v2.0</TargetFrameworkVersion>
+ <FileAlignment>512</FileAlignment>
+ <TargetFrameworkProfile />
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x86'">
+ <DebugSymbols>true</DebugSymbols>
+ <OutputPath>bin\x86\Debug\</OutputPath>
+ <DefineConstants>DEBUG;TRACE</DefineConstants>
+ <DebugType>full</DebugType>
+ <PlatformTarget>x86</PlatformTarget>
+ <ErrorReport>prompt</ErrorReport>
+ <CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
+ <Prefer32Bit>true</Prefer32Bit>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x86'">
+ <OutputPath>bin\x86\Release\</OutputPath>
+ <DefineConstants>TRACE</DefineConstants>
+ <Optimize>true</Optimize>
+ <DebugType>pdbonly</DebugType>
+ <PlatformTarget>x86</PlatformTarget>
+ <ErrorReport>prompt</ErrorReport>
+ <CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
+ <Prefer32Bit>true</Prefer32Bit>
+ </PropertyGroup>
+ <ItemGroup>
+ <Reference Include="Microsoft.Xna.Framework, Version=3.1.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d, processorArchitecture=x86" />
+ <Reference Include="System" />
+ <Reference Include="System.Drawing" />
+ <Reference Include="System.Windows.Forms" />
+ </ItemGroup>
+ <ItemGroup>
+ <Compile Include="Editor.cs">
+ <SubType>Form</SubType>
+ </Compile>
+ <Compile Include="Editor.Designer.cs">
+ <DependentUpon>Editor.cs</DependentUpon>
+ </Compile>
+ <Compile Include="Program.cs" />
+ <EmbeddedResource Include="Editor.resx">
+ <DependentUpon>Editor.cs</DependentUpon>
+ </EmbeddedResource>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="App.config" />
+ </ItemGroup>
+ <ItemGroup>
+ <Folder Include="Properties\" />
+ </ItemGroup>
+ <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
+ <!-- To modify your build process, add your task inside one of the targets below and uncomment it.
+ Other similar extension points exist, see Microsoft.Common.targets.
+ <Target Name="BeforeBuild">
+ </Target>
+ <Target Name="AfterBuild">
+ </Target>
+ -->
+</Project> \ No newline at end of file
diff --git a/tools/shader-playground/shader-playground.sln b/tools/shader-playground/shader-playground.sln
new file mode 100644
index 000000000..68c02f975
--- /dev/null
+++ b/tools/shader-playground/shader-playground.sln
@@ -0,0 +1,22 @@
+
+Microsoft Visual Studio Solution File, Format Version 12.00
+# Visual Studio 14
+VisualStudioVersion = 14.0.23107.0
+MinimumVisualStudioVersion = 10.0.40219.1
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "shader-playground", "shader-playground.csproj", "{05D27AD4-EF23-4FA1-AD5A-7CFD587FD093}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|x86 = Debug|x86
+ Release|x86 = Release|x86
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {05D27AD4-EF23-4FA1-AD5A-7CFD587FD093}.Debug|x86.ActiveCfg = Debug|x86
+ {05D27AD4-EF23-4FA1-AD5A-7CFD587FD093}.Debug|x86.Build.0 = Debug|x86
+ {05D27AD4-EF23-4FA1-AD5A-7CFD587FD093}.Release|x86.ActiveCfg = Release|x86
+ {05D27AD4-EF23-4FA1-AD5A-7CFD587FD093}.Release|x86.Build.0 = Release|x86
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+EndGlobal