string DefaultParameterScopeBlock = "material"; // 1 float3 AmbientLightColor = { 0.3, 0.3, 0.3 }; struct { float3 Color; float3 Direction; } DirectionalLight[3] = { 1.625198, 1.512711, 1.097048, 0.62914, -0.34874, 0.69465, 0.5232916, 0.6654605, 0.7815244, -0.32877, 0.90329, 0.27563, 0.4420466, 0.4102767, 0.4420466, -0.80704, -0.58635, 0.06975 }; int NumPointLights ; struct { float3 Color; float3 Position; float2 Range_Inner_Outer; } PointLight[3] ; struct { float4 WorldPositionMultiplier_XYZZ; float2 CurrentOffsetUV; } Cloud : register(vs_2_0, c117) : register(vs_3_0, c117) ; float3 NoCloudMultiplier = { 1, 1, 1 }; float3 RecolorColorDummy ; row_major float4x4 ShadowMapWorldToShadow ; float OpacityOverride : register(vs_2_0, c1) : register(vs_3_0, c1) = { 1 }; float3 TintColor = { 1, 1, 1 }; float3 EyePosition : register(vs_2_0, c123) : register(vs_3_0, c123) ; column_major float4x4 ViewProjection : register(vs_2_0, c119) : register(vs_3_0, c119) ; float4 WorldBones[128] : register(vs_2_0, c128) : register(vs_3_0, c128) ; bool HasShadow ; texture ShadowMap ; // 6 sampler2D ShadowMapSampler = sampler_state { Texture = ; // 9 MinFilter = 1; MagFilter = 1; MipFilter = 0; AddressU = 3; AddressV = 3; }; float4 Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize ; int _SasGlobal : SasGlobal ; int NumJointsPerVertex ; column_major float4x3 World : World : register(vs_2_0, c124) : register(vs_3_0, c124); float Time : Time; float3 ColorAmbient = { 1, 1, 1 }; float3 ColorDiffuse = { 1, 1, 1 }; float3 ColorSpecular ; float Shininess = { 1 }; float3 ColorEmissive ; texture Texture_0 ; // 28 sampler2D Texture_0Sampler : register(ps_3_0, s0) = sampler_state { Texture = ; // 30 MinFilter = 3; MagFilter = 2; MipFilter = 2; AddressU = 1; AddressV = 1; }; bool DepthWriteEnable = { 1 }; bool AlphaTestEnable ; bool CullingEnable = { 1 }; int BlendMode ; struct { float4 ScaleUV_OffsetUV; } Shroud : register(vs_2_0, c11) : register(vs_3_0, c11) = { 1, 1, 0, 0 }; texture ShroudTexture ; // 39 sampler2D ShroudTextureSampler : register(ps_3_0, s1) = sampler_state { Texture = ; // 42 MinFilter = 2; MagFilter = 2; MipFilter = 2; AddressU = 3; AddressV = 3; }; texture CloudTexture ; // 46 sampler2D CloudTextureSampler = sampler_state { Texture = ; // 50 MinFilter = 2; MagFilter = 2; MipFilter = 2; AddressU = 1; AddressV = 1; }; // VS_Array_Shader_0 Vertex_3_0 Has PRES False struct VS_Array_Shader_0_Input { float4 position : POSITION; float4 normal : NORMAL; float4 color : COLOR; }; struct VS_Array_Shader_0_Output { float4 position : POSITION; float4 texcoord1 : TEXCOORD1; float4 color1 : COLOR1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float texcoord3 : TEXCOORD3; }; VS_Array_Shader_0_Output VS_Array_Shader_0(VS_Array_Shader_0_Input i) { VS_Array_Shader_0_Output o; float4 temp0, temp1; float3 temp2, temp3; // def c0, 1, 0, 0.1, 0 // def c2, 0.7071161, -0.7070975, 0.7070975, 0 // dcl_position v0 // dcl_normal v1 // dcl_color v2 // dcl_position o0 // dcl_texcoord1 o1 // dcl_color1 o2 // dcl_texcoord o3.xy // dcl_texcoord2 o4 // dcl_texcoord3 o5.x // mov r0.w, c0.x temp0.w = float1(1); // mad r1, v0.xyzx, c0.xxxy, c0.yyyx temp1 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 r0.z, r1, c126 temp0.z = dot(temp1, (World._m02_m12_m22_m32)); // dp4 r0.x, r1, c124 temp0.x = dot(temp1, (World._m00_m10_m20_m30)); // dp4 r0.y, r1, c125 temp0.y = dot(temp1, (World._m01_m11_m21_m31)); // dp4 o0.x, r0, c119 o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30)); // dp4 o0.y, r0, c120 o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31)); // dp4 o0.z, r0, c121 o.position.z = dot(temp0, (ViewProjection._m02_m12_m22_m32)); // dp4 o0.w, r0, c122 o.position.w = dot(temp0, (ViewProjection._m03_m13_m23_m33)); // dp3 r1.x, v1, c124 temp1.x = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz); // dp3 r1.y, v1, c125 temp1.y = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz); // dp3 r1.z, v1, c126 temp1.z = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz); // add r2.xyz, -r0, c123 temp2.xyz = -temp0.xyz + EyePosition.xyz; // mul r0.zw, r0.z, c117 temp0.zw = temp0.zz * Cloud.WorldPositionMultiplier_XYZZ.zw; // nrm r3.xyz, r2 temp3.xyz = normalize(temp2.xyz).xyz; // dp3_sat r1.x, r1, r3 temp1.x = saturate(dot(temp1.xyz, temp3.xyz)); // rsq r1.x, r1.x temp1.x = 1 / sqrt(temp1.x); // rcp r1.x, r1.x temp1.x = 1.0f / temp1.x; // add o5.x, -r1.x, c0.x o.texcoord3 = -temp1.x + float4(1, 1, 1, 1); // mul o1.w, c1.x, v2.w o.texcoord1.w = OpacityOverride.x * i.color.w; // mul r1, r0.xxyy, c2.xyzx temp1 = temp0.xxyy * float4(0.70711607, -0.7070975, 0.7070975, 0.70711607); // add r1.xy, r1.zwzw, r1 temp1.xy = temp1.zw + temp1.xy; // mul o3.xy, r1, c0.z o.texcoord = temp1 * float4(0.1, 0.1, 0.1, 0.1); // mad r0.zw, r0.xyxy, c117.xyxy, -r0 temp0.zw = temp0.xy * Cloud.WorldPositionMultiplier_XYZZ.xy + -temp0.zw; // add r0.xy, r0.yxzw, c11.wzzw temp0.xy = temp0.yx + Shroud.ScaleUV_OffsetUV.wz; // add o4.xy, r0.zwzw, c118 o.texcoord2.xy = temp0.zw + Cloud.CurrentOffsetUV.xy; // mul o4.zw, r0.xyxy, c11.xyyx o.texcoord2.zw = temp0.xy * Shroud.ScaleUV_OffsetUV.yx; // mov o1.xyz, c0.zxzw o.texcoord1.xyz = float3(0.1, 1, 0.1); // mov o2, c0.x o.color1 = float4(1, 1, 1, 1); // return o; } // VS_Array_Shader_1 Vertex_3_0 Has PRES False struct VS_Array_Shader_1_Input { float4 blendindices : BLENDINDICES; float4 position : POSITION; float4 normal : NORMAL; float4 color : COLOR; }; struct VS_Array_Shader_1_Output { float4 position : POSITION; float4 texcoord1 : TEXCOORD1; float4 color1 : COLOR1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float texcoord3 : TEXCOORD3; }; VS_Array_Shader_1_Output VS_Array_Shader_1(VS_Array_Shader_1_Input i) { VS_Array_Shader_1_Output o; float4 temp0, temp1, temp2; float addr0; float3 temp3; // def c0, 0.7071161, 0.7070975, -0.7070975, 0 // def c2, 1, -1, 0.1, 0 // dcl_blendindices v0 // dcl_position v1 // dcl_normal v2 // dcl_color v3 // dcl_position o0 // dcl_texcoord1 o1 // dcl_color1 o2 // dcl_texcoord o3.xy // dcl_texcoord2 o4 // dcl_texcoord3 o5.x // slt r0.x, v0.x, -v0.x temp0.x = (i.blendindices.x < -i.blendindices.x) ? 1 : 0; // frc r0.y, v0.x temp0.y = frac(i.blendindices.x); // add r0.z, -r0.y, v0.x temp0.z = -temp0.y + i.blendindices.x; // slt r0.y, -r0.y, r0.y temp0.y = (-temp0.y < temp0.y) ? 1 : 0; // mad r0.x, r0.x, r0.y, r0.z temp0.x = temp0.x * temp0.y + temp0.z; // add r0.x, r0.x, r0.x temp0.x = temp0.x + temp0.x; // mova a0.x, r0.x addr0.x = temp0.x; // mul r0, v1.zxyy, c128[a0.x].yzxy temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r0, c128[a0.x].wwwx, v1.xyzx, r0 temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0; // mul r1, v1.yzxz, c128[a0.x].zxyz temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz; // mad r0, r0, c2.xxxy, -r1 temp0 = temp0 * float4(1, 1, 1, -1) + -temp1; // mul r1.xyz, r0.w, c128[a0.x] temp1.xyz = temp0.www * WorldBones[0 + addr0.x].xyz; // mad r1.xyz, c128[a0.x].w, r0, -r1 temp1.xyz = WorldBones[0 + addr0.x].www * temp0.xyz + -temp1.xyz; // mad r1.xyz, c128[a0.x].yzxw, r0.zxyw, r1 temp1.xyz = WorldBones[0 + addr0.x].yzx * temp0.zxy + temp1.xyz; // mad r0.xyz, c128[a0.x].zxyw, -r0.yzxw, r1 temp0.xyz = WorldBones[0 + addr0.x].zxy * -temp0.yzx + temp1.xyz; // add r0.xyz, r0, c129[a0.x] temp0.xyz = temp0.xyz + WorldBones[1 + addr0.x].xyz; // mov r0.w, c2.x temp0.w = float1(1); // dp4 o0.x, r0, c119 o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30)); // dp4 o0.y, r0, c120 o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31)); // dp4 o0.z, r0, c121 o.position.z = dot(temp0, (ViewProjection._m02_m12_m22_m32)); // dp4 o0.w, r0, c122 o.position.w = dot(temp0, (ViewProjection._m03_m13_m23_m33)); // mul r1, v2.zxyy, c128[a0.x].yzxy temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r1, c128[a0.x].wwwx, v2.xyzx, r1 temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1; // mul r2, v2.yzxz, c128[a0.x].zxyz temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz; // mad r1, r1, c2.xxxy, -r2 temp1 = temp1 * float4(1, 1, 1, -1) + -temp2; // mul r2.xyz, r1.w, c128[a0.x] temp2.xyz = temp1.www * WorldBones[0 + addr0.x].xyz; // mad r2.xyz, c128[a0.x].w, r1, -r2 temp2.xyz = WorldBones[0 + addr0.x].www * temp1.xyz + -temp2.xyz; // mad r2.xyz, c128[a0.x].yzxw, r1.zxyw, r2 temp2.xyz = WorldBones[0 + addr0.x].yzx * temp1.zxy + temp2.xyz; // mad r1.xyz, c128[a0.x].zxyw, -r1.yzxw, r2 temp1.xyz = WorldBones[0 + addr0.x].zxy * -temp1.yzx + temp2.xyz; // mul r0.w, v3.w, c129[a0.x].w temp0.w = i.color.w * WorldBones[1 + addr0.x].w; // add r2.xyz, -r0, c123 temp2.xyz = -temp0.xyz + EyePosition.xyz; // nrm r3.xyz, r2 temp3.xyz = normalize(temp2.xyz).xyz; // dp3_sat r1.x, r1, r3 temp1.x = saturate(dot(temp1.xyz, temp3.xyz)); // rsq r1.x, r1.x temp1.x = 1 / sqrt(temp1.x); // rcp r1.x, r1.x temp1.x = 1.0f / temp1.x; // add o5.x, -r1.x, c2.x o.texcoord3 = -temp1.x + float4(1, 1, 1, 1); // mul o1.w, r0.w, c1.x o.texcoord1.w = temp0.w * OpacityOverride.x; // mul r1, r0.xyxy, c0.xyzx temp1 = temp0.xyxy * float4(0.70711607, 0.7070975, -0.7070975, 0.70711607); // add r1.xy, r1.ywzw, r1.xzzw temp1.xy = temp1.yw + temp1.xz; // mul o3.xy, r1, c2.z o.texcoord = temp1 * float4(0.1, 0.1, 0.1, 0.1); // mul r0.zw, r0.z, c117 temp0.zw = temp0.zz * Cloud.WorldPositionMultiplier_XYZZ.zw; // mad r0.zw, r0.xyxy, c117.xyxy, -r0 temp0.zw = temp0.xy * Cloud.WorldPositionMultiplier_XYZZ.xy + -temp0.zw; // add r0.xy, r0.yxzw, c11.wzzw temp0.xy = temp0.yx + Shroud.ScaleUV_OffsetUV.wz; // add o4.xy, r0.zwzw, c118 o.texcoord2.xy = temp0.zw + Cloud.CurrentOffsetUV.xy; // mul o4.zw, r0.xyxy, c11.xyyx o.texcoord2.zw = temp0.xy * Shroud.ScaleUV_OffsetUV.yx; // mov o1.xyz, c2.zxzw o.texcoord1.xyz = float3(0.1, 1, 0.1); // mov o2, c2.x o.color1 = float4(1, 1, 1, 1); // return o; } // VS_Array_Shader_2 Vertex_3_0 Has PRES False struct VS_Array_Shader_2_Input { float4 blendindices : BLENDINDICES; float4 blendweight : BLENDWEIGHT; float4 position : POSITION; float4 position1 : POSITION1; float4 normal : NORMAL; float4 normal1 : NORMAL1; float4 color : COLOR; }; struct VS_Array_Shader_2_Output { float4 position : POSITION; float4 texcoord1 : TEXCOORD1; float4 color1 : COLOR1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float texcoord3 : TEXCOORD3; }; VS_Array_Shader_2_Output VS_Array_Shader_2(VS_Array_Shader_2_Input i) { VS_Array_Shader_2_Output o; float4 temp0, temp1, temp2, temp3; float2 addr0; // def c0, 0.7071161, 0.7070975, -0.7070975, 0 // def c2, 1, -1, 0.1, 0 // dcl_blendindices v0 // dcl_blendweight v1 // dcl_position v2 // dcl_position1 v3 // dcl_normal v4 // dcl_normal1 v5 // dcl_color v6 // dcl_position o0 // dcl_texcoord1 o1 // dcl_color1 o2 // dcl_texcoord o3.xy // dcl_texcoord2 o4 // dcl_texcoord3 o5.x // slt r0.xy, v0, -v0 temp0.xy = (i.blendindices.xy < -i.blendindices.xy) ? 1 : 0; // frc r0.zw, v0.xyxy temp0.zw = frac(i.blendindices.xy); // add r1.xy, -r0.zwzw, v0 temp1.xy = -temp0.zw + i.blendindices.xy; // slt r0.zw, -r0, r0 temp0.zw = (-temp0.zw < temp0.zw) ? 1 : 0; // mad r0.xy, r0, r0.zwzw, r1 temp0.xy = temp0.xy * temp0.zw + temp1.xy; // add r0.xy, r0, r0 temp0.xy = temp0.xy + temp0.xy; // mova a0.xy, r0 addr0.xy = temp0.xy; // mul r0, v3.zxyy, c128[a0.y].yzxy temp0 = i.position1.zxyy * WorldBones[0 + addr0.y].yzxy; // mad r0, c128[a0.y].wwwx, v3.xyzx, r0 temp0 = WorldBones[0 + addr0.y].wwwx * i.position1.xyzx + temp0; // mul r1, v3.yzxz, c128[a0.y].zxyz temp1 = i.position1.yzxz * WorldBones[0 + addr0.y].zxyz; // mad r0, r0, c2.xxxy, -r1 temp0 = temp0 * float4(1, 1, 1, -1) + -temp1; // mul r1.xyz, r0.w, c128[a0.y] temp1.xyz = temp0.www * WorldBones[0 + addr0.y].xyz; // mad r1.xyz, c128[a0.y].w, r0, -r1 temp1.xyz = WorldBones[0 + addr0.y].www * temp0.xyz + -temp1.xyz; // mad r1.xyz, c128[a0.y].yzxw, r0.zxyw, r1 temp1.xyz = WorldBones[0 + addr0.y].yzx * temp0.zxy + temp1.xyz; // mad r0.xyz, c128[a0.y].zxyw, -r0.yzxw, r1 temp0.xyz = WorldBones[0 + addr0.y].zxy * -temp0.yzx + temp1.xyz; // add r0.xyz, r0, c129[a0.y] temp0.xyz = temp0.xyz + WorldBones[1 + addr0.y].xyz; // mul r0.xyz, r0, v1.y temp0.xyz = temp0.xyz * i.blendweight.yyy; // mul r1, v2.zxyy, c128[a0.x].yzxy temp1 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r1, c128[a0.x].wwwx, v2.xyzx, r1 temp1 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp1; // mul r2, v2.yzxz, c128[a0.x].zxyz temp2 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz; // mad r1, r1, c2.xxxy, -r2 temp1 = temp1 * float4(1, 1, 1, -1) + -temp2; // mul r2.xyz, r1.w, c128[a0.x] temp2.xyz = temp1.www * WorldBones[0 + addr0.x].xyz; // mad r2.xyz, c128[a0.x].w, r1, -r2 temp2.xyz = WorldBones[0 + addr0.x].www * temp1.xyz + -temp2.xyz; // mad r2.xyz, c128[a0.x].yzxw, r1.zxyw, r2 temp2.xyz = WorldBones[0 + addr0.x].yzx * temp1.zxy + temp2.xyz; // mad r1.xyz, c128[a0.x].zxyw, -r1.yzxw, r2 temp1.xyz = WorldBones[0 + addr0.x].zxy * -temp1.yzx + temp2.xyz; // add r1.xyz, r1, c129[a0.x] temp1.xyz = temp1.xyz + WorldBones[1 + addr0.x].xyz; // mad r0.xyz, r1, v1.x, r0 temp0.xyz = temp1.xyz * i.blendweight.xxx + temp0.xyz; // mov r0.w, c2.x temp0.w = float1(1); // dp4 o0.x, r0, c119 o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30)); // dp4 o0.y, r0, c120 o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31)); // dp4 o0.z, r0, c121 o.position.z = dot(temp0, (ViewProjection._m02_m12_m22_m32)); // dp4 o0.w, r0, c122 o.position.w = dot(temp0, (ViewProjection._m03_m13_m23_m33)); // mul r1, v5.zxyy, c128[a0.y].yzxy temp1 = i.normal1.zxyy * WorldBones[0 + addr0.y].yzxy; // mad r1, c128[a0.y].wwwx, v5.xyzx, r1 temp1 = WorldBones[0 + addr0.y].wwwx * i.normal1.xyzx + temp1; // mul r2, v5.yzxz, c128[a0.y].zxyz temp2 = i.normal1.yzxz * WorldBones[0 + addr0.y].zxyz; // mad r1, r1, c2.xxxy, -r2 temp1 = temp1 * float4(1, 1, 1, -1) + -temp2; // mul r2.xyz, r1.w, c128[a0.y] temp2.xyz = temp1.www * WorldBones[0 + addr0.y].xyz; // mad r2.xyz, c128[a0.y].w, r1, -r2 temp2.xyz = WorldBones[0 + addr0.y].www * temp1.xyz + -temp2.xyz; // mad r2.xyz, c128[a0.y].yzxw, r1.zxyw, r2 temp2.xyz = WorldBones[0 + addr0.y].yzx * temp1.zxy + temp2.xyz; // mad r1.xyz, c128[a0.y].zxyw, -r1.yzxw, r2 temp1.xyz = WorldBones[0 + addr0.y].zxy * -temp1.yzx + temp2.xyz; // mul r1.xyz, r1, v1.y temp1.xyz = temp1.xyz * i.blendweight.yyy; // mul r2, v4.zxyy, c128[a0.x].yzxy temp2 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r2, c128[a0.x].wwwx, v4.xyzx, r2 temp2 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp2; // mul r3, v4.yzxz, c128[a0.x].zxyz temp3 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz; // mad r2, r2, c2.xxxy, -r3 temp2 = temp2 * float4(1, 1, 1, -1) + -temp3; // mul r3.xyz, r2.w, c128[a0.x] temp3.xyz = temp2.www * WorldBones[0 + addr0.x].xyz; // mad r3.xyz, c128[a0.x].w, r2, -r3 temp3.xyz = WorldBones[0 + addr0.x].www * temp2.xyz + -temp3.xyz; // mad r3.xyz, c128[a0.x].yzxw, r2.zxyw, r3 temp3.xyz = WorldBones[0 + addr0.x].yzx * temp2.zxy + temp3.xyz; // mad r2.xyz, c128[a0.x].zxyw, -r2.yzxw, r3 temp2.xyz = WorldBones[0 + addr0.x].zxy * -temp2.yzx + temp3.xyz; // mad r1.xyz, r2, v1.x, r1 temp1.xyz = temp2.xyz * i.blendweight.xxx + temp1.xyz; // add r2.xyz, -r0, c123 temp2.xyz = -temp0.xyz + EyePosition.xyz; // nrm r3.xyz, r2 temp3.xyz = normalize(temp2.xyz).xyz; // dp3_sat r0.w, r1, r3 temp0.w = saturate(dot(temp1.xyz, temp3.xyz)); // rsq r0.w, r0.w temp0.w = 1 / sqrt(temp0.w); // rcp r0.w, r0.w temp0.w = 1.0f / temp0.w; // add o5.x, -r0.w, c2.x o.texcoord3 = -temp0.w + float4(1, 1, 1, 1); // mul r0.w, v1.y, c129[a0.y].w temp0.w = i.blendweight.y * WorldBones[1 + addr0.y].w; // mad r0.w, c129[a0.x].w, v1.x, r0.w temp0.w = WorldBones[1 + addr0.x].w * i.blendweight.x + temp0.w; // mul r0.w, r0.w, v6.w temp0.w = temp0.w * i.color.w; // mul o1.w, r0.w, c1.x o.texcoord1.w = temp0.w * OpacityOverride.x; // mul r1, r0.xyxy, c0.xyzx temp1 = temp0.xyxy * float4(0.70711607, 0.7070975, -0.7070975, 0.70711607); // add r1.xy, r1.ywzw, r1.xzzw temp1.xy = temp1.yw + temp1.xz; // mul o3.xy, r1, c2.z o.texcoord = temp1 * float4(0.1, 0.1, 0.1, 0.1); // mul r0.zw, r0.z, c117 temp0.zw = temp0.zz * Cloud.WorldPositionMultiplier_XYZZ.zw; // mad r0.zw, r0.xyxy, c117.xyxy, -r0 temp0.zw = temp0.xy * Cloud.WorldPositionMultiplier_XYZZ.xy + -temp0.zw; // add r0.xy, r0.yxzw, c11.wzzw temp0.xy = temp0.yx + Shroud.ScaleUV_OffsetUV.wz; // add o4.xy, r0.zwzw, c118 o.texcoord2.xy = temp0.zw + Cloud.CurrentOffsetUV.xy; // mul o4.zw, r0.xyxy, c11.xyyx o.texcoord2.zw = temp0.xy * Shroud.ScaleUV_OffsetUV.yx; // mov o1.xyz, c2.zxzw o.texcoord1.xyz = float3(0.1, 1, 0.1); // mov o2, c2.x o.color1 = float4(1, 1, 1, 1); // return o; } VertexShader VS_Array[3] = { compile vs_3_0 VS_Array_Shader_0(), // 55 compile vs_3_0 VS_Array_Shader_1(), // 56 compile vs_3_0 VS_Array_Shader_2(), // 57 }; // PS_Array_Shader_0 Pixel_3_0 Has PRES False struct PS_Array_Shader_0_Input { float4 texcoord1 : TEXCOORD1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float texcoord3 : TEXCOORD3; }; float4 PS_Array_Shader_0(PS_Array_Shader_0_Input i) : COLOR { float4 out_color; float4 temp0, temp1; // def c0, 2.2, 0.25, 2, 0.5 // dcl_texcoord1 v0 // dcl_texcoord v1.xy // dcl_texcoord2 v2.zw // dcl_texcoord3 v3.x // dcl_2d s0 // dcl_2d s1 // texld r0, v1, s0 temp0 = tex2D(Texture_0Sampler, i.texcoord.xy); // log r1.x, r0.x temp1.x = log2(temp0.x); // log r1.y, r0.y temp1.y = log2(temp0.y); // log r1.z, r0.z temp1.z = log2(temp0.z); // mul r0.xyz, r1, c0.x temp0.xyz = temp1.xyz * float3(2.2, 2.2, 2.2); // exp r1.x, r0.x temp1.x = exp2(temp0.x); // mad_sat r0.x, r1.x, c0.z, c0.w temp0.x = saturate(temp1.x * float1(2) + float1(0.5)); // mul oC0.w, r0.x, v0.w out_color.w = temp0.x * i.texcoord1.w; // exp r1.y, r0.y temp1.y = exp2(temp0.y); // exp r1.z, r0.z temp1.z = exp2(temp0.z); // add r0.x, c0.y, v3.x temp0.x = float1(0.25) + i.texcoord3.x; // mad r0.xyz, v0, r0.x, r1 temp0.xyz = i.texcoord1.xyz * temp0.xxx + temp1.xyz; // texld r1, v2.wzzw, s1 temp1 = tex2D(ShroudTextureSampler, i.texcoord2.wz); // mul oC0.xyz, r0, r1 out_color.xyz = temp0.xyz * temp1.xyz; // return out_color; } // PS_Array_Shader_1 Pixel_3_0 Has PRES False struct PS_Array_Shader_1_Input { float4 texcoord1 : TEXCOORD1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float texcoord3 : TEXCOORD3; }; float4 PS_Array_Shader_1(PS_Array_Shader_1_Input i) : COLOR { float4 out_color; float4 temp0, temp1; // def c0, 2.2, 0.25, 2, 0.5 // dcl_texcoord1 v0 // dcl_texcoord v1.xy // dcl_texcoord2 v2.zw // dcl_texcoord3 v3.x // dcl_2d s0 // dcl_2d s1 // texld r0, v1, s0 temp0 = tex2D(Texture_0Sampler, i.texcoord.xy); // log r1.x, r0.x temp1.x = log2(temp0.x); // log r1.y, r0.y temp1.y = log2(temp0.y); // log r1.z, r0.z temp1.z = log2(temp0.z); // mul r0.xyz, r1, c0.x temp0.xyz = temp1.xyz * float3(2.2, 2.2, 2.2); // exp r1.x, r0.x temp1.x = exp2(temp0.x); // mad_sat r0.x, r1.x, c0.z, c0.w temp0.x = saturate(temp1.x * float1(2) + float1(0.5)); // mul oC0.w, r0.x, v0.w out_color.w = temp0.x * i.texcoord1.w; // exp r1.y, r0.y temp1.y = exp2(temp0.y); // exp r1.z, r0.z temp1.z = exp2(temp0.z); // add r0.x, c0.y, v3.x temp0.x = float1(0.25) + i.texcoord3.x; // mad r0.xyz, v0, r0.x, r1 temp0.xyz = i.texcoord1.xyz * temp0.xxx + temp1.xyz; // texld r1, v2.wzzw, s1 temp1 = tex2D(ShroudTextureSampler, i.texcoord2.wz); // mul oC0.xyz, r0, r1 out_color.xyz = temp0.xyz * temp1.xyz; // return out_color; } // PS_Array_Shader_2 Pixel_3_0 Has PRES False struct PS_Array_Shader_2_Input { float4 texcoord1 : TEXCOORD1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float texcoord3 : TEXCOORD3; }; float4 PS_Array_Shader_2(PS_Array_Shader_2_Input i) : COLOR { float4 out_color; float4 temp0, temp1; // def c0, 2.2, 0.25, 2, 0.5 // dcl_texcoord1 v0 // dcl_texcoord v1.xy // dcl_texcoord2 v2.zw // dcl_texcoord3 v3.x // dcl_2d s0 // dcl_2d s1 // texld r0, v1, s0 temp0 = tex2D(Texture_0Sampler, i.texcoord.xy); // log r1.x, r0.x temp1.x = log2(temp0.x); // log r1.y, r0.y temp1.y = log2(temp0.y); // log r1.z, r0.z temp1.z = log2(temp0.z); // mul r0.xyz, r1, c0.x temp0.xyz = temp1.xyz * float3(2.2, 2.2, 2.2); // exp r1.x, r0.x temp1.x = exp2(temp0.x); // mad_sat r0.x, r1.x, c0.z, c0.w temp0.x = saturate(temp1.x * float1(2) + float1(0.5)); // mul oC0.w, r0.x, v0.w out_color.w = temp0.x * i.texcoord1.w; // exp r1.y, r0.y temp1.y = exp2(temp0.y); // exp r1.z, r0.z temp1.z = exp2(temp0.z); // add r0.x, c0.y, v3.x temp0.x = float1(0.25) + i.texcoord3.x; // mad r0.xyz, v0, r0.x, r1 temp0.xyz = i.texcoord1.xyz * temp0.xxx + temp1.xyz; // texld r1, v2.wzzw, s1 temp1 = tex2D(ShroudTextureSampler, i.texcoord2.wz); // mul oC0.xyz, r0, r1 out_color.xyz = temp0.xyz * temp1.xyz; // return out_color; } // PS_Array_Shader_3 Pixel_3_0 Has PRES False struct PS_Array_Shader_3_Input { float4 texcoord1 : TEXCOORD1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float texcoord3 : TEXCOORD3; }; float4 PS_Array_Shader_3(PS_Array_Shader_3_Input i) : COLOR { float4 out_color; float4 temp0, temp1; // def c0, 2.2, 0.25, 2, 0.5 // dcl_texcoord1 v0 // dcl_texcoord v1.xy // dcl_texcoord2 v2.zw // dcl_texcoord3 v3.x // dcl_2d s0 // dcl_2d s1 // texld r0, v1, s0 temp0 = tex2D(Texture_0Sampler, i.texcoord.xy); // log r1.x, r0.x temp1.x = log2(temp0.x); // log r1.y, r0.y temp1.y = log2(temp0.y); // log r1.z, r0.z temp1.z = log2(temp0.z); // mul r0.xyz, r1, c0.x temp0.xyz = temp1.xyz * float3(2.2, 2.2, 2.2); // exp r1.x, r0.x temp1.x = exp2(temp0.x); // mad_sat r0.x, r1.x, c0.z, c0.w temp0.x = saturate(temp1.x * float1(2) + float1(0.5)); // mul oC0.w, r0.x, v0.w out_color.w = temp0.x * i.texcoord1.w; // exp r1.y, r0.y temp1.y = exp2(temp0.y); // exp r1.z, r0.z temp1.z = exp2(temp0.z); // add r0.x, c0.y, v3.x temp0.x = float1(0.25) + i.texcoord3.x; // mad r0.xyz, v0, r0.x, r1 temp0.xyz = i.texcoord1.xyz * temp0.xxx + temp1.xyz; // texld r1, v2.wzzw, s1 temp1 = tex2D(ShroudTextureSampler, i.texcoord2.wz); // mul oC0.xyz, r0, r1 out_color.xyz = temp0.xyz * temp1.xyz; // return out_color; } // PS_Array_Shader_4 Pixel_3_0 Has PRES False struct PS_Array_Shader_4_Input { float4 texcoord1 : TEXCOORD1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float texcoord3 : TEXCOORD3; }; float4 PS_Array_Shader_4(PS_Array_Shader_4_Input i) : COLOR { float4 out_color; float4 temp0, temp1; // def c0, 2.2, 0.25, 2, 0.5 // dcl_texcoord1 v0 // dcl_texcoord v1.xy // dcl_texcoord2 v2.zw // dcl_texcoord3 v3.x // dcl_2d s0 // dcl_2d s1 // texld r0, v1, s0 temp0 = tex2D(Texture_0Sampler, i.texcoord.xy); // log r1.x, r0.x temp1.x = log2(temp0.x); // log r1.y, r0.y temp1.y = log2(temp0.y); // log r1.z, r0.z temp1.z = log2(temp0.z); // mul r0.xyz, r1, c0.x temp0.xyz = temp1.xyz * float3(2.2, 2.2, 2.2); // exp r1.x, r0.x temp1.x = exp2(temp0.x); // mad_sat r0.x, r1.x, c0.z, c0.w temp0.x = saturate(temp1.x * float1(2) + float1(0.5)); // mul oC0.w, r0.x, v0.w out_color.w = temp0.x * i.texcoord1.w; // exp r1.y, r0.y temp1.y = exp2(temp0.y); // exp r1.z, r0.z temp1.z = exp2(temp0.z); // add r0.x, c0.y, v3.x temp0.x = float1(0.25) + i.texcoord3.x; // mad r0.xyz, v0, r0.x, r1 temp0.xyz = i.texcoord1.xyz * temp0.xxx + temp1.xyz; // texld r1, v2.wzzw, s1 temp1 = tex2D(ShroudTextureSampler, i.texcoord2.wz); // mul oC0.xyz, r0, r1 out_color.xyz = temp0.xyz * temp1.xyz; // return out_color; } // PS_Array_Shader_5 Pixel_3_0 Has PRES False struct PS_Array_Shader_5_Input { float4 texcoord1 : TEXCOORD1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float texcoord3 : TEXCOORD3; }; float4 PS_Array_Shader_5(PS_Array_Shader_5_Input i) : COLOR { float4 out_color; float4 temp0, temp1; // def c0, 2.2, 0.25, 2, 0.5 // dcl_texcoord1 v0 // dcl_texcoord v1.xy // dcl_texcoord2 v2.zw // dcl_texcoord3 v3.x // dcl_2d s0 // dcl_2d s1 // texld r0, v1, s0 temp0 = tex2D(Texture_0Sampler, i.texcoord.xy); // log r1.x, r0.x temp1.x = log2(temp0.x); // log r1.y, r0.y temp1.y = log2(temp0.y); // log r1.z, r0.z temp1.z = log2(temp0.z); // mul r0.xyz, r1, c0.x temp0.xyz = temp1.xyz * float3(2.2, 2.2, 2.2); // exp r1.x, r0.x temp1.x = exp2(temp0.x); // mad_sat r0.x, r1.x, c0.z, c0.w temp0.x = saturate(temp1.x * float1(2) + float1(0.5)); // mul oC0.w, r0.x, v0.w out_color.w = temp0.x * i.texcoord1.w; // exp r1.y, r0.y temp1.y = exp2(temp0.y); // exp r1.z, r0.z temp1.z = exp2(temp0.z); // add r0.x, c0.y, v3.x temp0.x = float1(0.25) + i.texcoord3.x; // mad r0.xyz, v0, r0.x, r1 temp0.xyz = i.texcoord1.xyz * temp0.xxx + temp1.xyz; // texld r1, v2.wzzw, s1 temp1 = tex2D(ShroudTextureSampler, i.texcoord2.wz); // mul oC0.xyz, r0, r1 out_color.xyz = temp0.xyz * temp1.xyz; // return out_color; } PixelShader PS_Array[6] = { compile ps_3_0 PS_Array_Shader_0(), // 58 compile ps_3_0 PS_Array_Shader_1(), // 59 compile ps_3_0 PS_Array_Shader_2(), // 60 compile ps_3_0 PS_Array_Shader_3(), // 61 compile ps_3_0 PS_Array_Shader_4(), // 62 compile ps_3_0 PS_Array_Shader_5(), // 63 }; // VS_M_Array_Shader_0 Vertex_2_0 Has PRES False struct VS_M_Array_Shader_0_Input { float4 position : POSITION; float4 normal : NORMAL; float4 color : COLOR; }; struct VS_M_Array_Shader_0_Output { float4 position : POSITION; float texcoord3 : TEXCOORD3; float4 texcoord1 : TEXCOORD1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float4 color1 : COLOR1; }; VS_M_Array_Shader_0_Output VS_M_Array_Shader_0(VS_M_Array_Shader_0_Input i) { VS_M_Array_Shader_0_Output o; float4 temp0, temp1; float3 temp2, temp3; // def c0, 1, 0, 0.1, 0 // def c2, 0.7071161, -0.7070975, 0.7070975, 0 // dcl_position v0 // dcl_normal v1 // dcl_color v2 // mov r0.w, c0.x temp0.w = float1(1); // mad r1, v0.xyzx, c0.xxxy, c0.yyyx temp1 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 r0.z, r1, c126 temp0.z = dot(temp1, (World._m02_m12_m22_m32)); // dp4 r0.x, r1, c124 temp0.x = dot(temp1, (World._m00_m10_m20_m30)); // dp4 r0.y, r1, c125 temp0.y = dot(temp1, (World._m01_m11_m21_m31)); // dp4 oPos.x, r0, c119 o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30)); // dp4 oPos.y, r0, c120 o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31)); // dp4 oPos.z, r0, c121 o.position.z = dot(temp0, (ViewProjection._m02_m12_m22_m32)); // dp4 oPos.w, r0, c122 o.position.w = dot(temp0, (ViewProjection._m03_m13_m23_m33)); // dp3 r1.x, v1, c124 temp1.x = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz); // dp3 r1.y, v1, c125 temp1.y = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz); // dp3 r1.z, v1, c126 temp1.z = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz); // add r2.xyz, -r0, c123 temp2.xyz = -temp0.xyz + EyePosition.xyz; // mul r0.zw, r0.z, c117 temp0.zw = temp0.zz * Cloud.WorldPositionMultiplier_XYZZ.zw; // nrm r3.xyz, r2 temp3.xyz = normalize(temp2.xyz).xyz; // dp3 r1.x, r1, r3 temp1.x = dot(temp1.xyz, temp3.xyz); // max r1.x, r1.x, c0.y temp1.x = max(temp1.x, float1(0)); // min r1.x, r1.x, c0.x temp1.x = min(temp1.x, float1(1)); // rsq r1.x, r1.x temp1.x = 1 / sqrt(temp1.x); // rcp r1.x, r1.x temp1.x = 1.0f / temp1.x; // add oT3.x, -r1.x, c0.x o.texcoord3 = -temp1.x + float4(1, 1, 1, 1); // mul oT1.w, v2.w, c1.x o.texcoord1.w = i.color.w * OpacityOverride.x; // mul r1, r0.xxyy, c2.xyzx temp1 = temp0.xxyy * float4(0.70711607, -0.7070975, 0.7070975, 0.70711607); // add r1.xy, r1.zwzw, r1 temp1.xy = temp1.zw + temp1.xy; // mul oT0.xy, r1, c0.z o.texcoord = temp1 * float4(0.1, 0.1, 0.1, 0.1); // mad r0.zw, r0.xyxy, c117.xyxy, -r0 temp0.zw = temp0.xy * Cloud.WorldPositionMultiplier_XYZZ.xy + -temp0.zw; // add r0.xy, r0.yxzw, c11.wzzw temp0.xy = temp0.yx + Shroud.ScaleUV_OffsetUV.wz; // add oT2.xy, r0.zwzw, c118 o.texcoord2.xy = temp0.zw + Cloud.CurrentOffsetUV.xy; // mul oT2.zw, r0.xyxy, c11.xyyx o.texcoord2.zw = temp0.xy * Shroud.ScaleUV_OffsetUV.yx; // mov oT1.xyz, c0.zxzw o.texcoord1.xyz = float3(0.1, 1, 0.1); // mov oD1, c0.x o.color1 = float4(1, 1, 1, 1); // return o; } // VS_M_Array_Shader_1 Vertex_2_0 Has PRES False struct VS_M_Array_Shader_1_Input { float4 blendindices : BLENDINDICES; float4 position : POSITION; float4 normal : NORMAL; float4 color : COLOR; }; struct VS_M_Array_Shader_1_Output { float4 position : POSITION; float texcoord3 : TEXCOORD3; float4 texcoord1 : TEXCOORD1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float4 color1 : COLOR1; }; VS_M_Array_Shader_1_Output VS_M_Array_Shader_1(VS_M_Array_Shader_1_Input i) { VS_M_Array_Shader_1_Output o; float4 temp0, temp1, temp2; float addr0; float3 temp3; // def c0, 1, -1, 0, 0.1 // def c2, 0.7071161, 0.7070975, -0.7070975, 0 // dcl_blendindices v0 // dcl_position v1 // dcl_normal v2 // dcl_color v3 // slt r0.x, v0.x, -v0.x temp0.x = (i.blendindices.x < -i.blendindices.x) ? 1 : 0; // frc r0.y, v0.x temp0.y = frac(i.blendindices.x); // add r0.z, -r0.y, v0.x temp0.z = -temp0.y + i.blendindices.x; // slt r0.y, -r0.y, r0.y temp0.y = (-temp0.y < temp0.y) ? 1 : 0; // mad r0.x, r0.x, r0.y, r0.z temp0.x = temp0.x * temp0.y + temp0.z; // add r0.x, r0.x, r0.x temp0.x = temp0.x + temp0.x; // mova a0.x, r0.x addr0.x = temp0.x; // mul r0, v1.zxyy, c128[a0.x].yzxy temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r0, c128[a0.x].wwwx, v1.xyzx, r0 temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0; // mul r1, v1.yzxz, c128[a0.x].zxyz temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz; // mad r0, r0, c0.xxxy, -r1 temp0 = temp0 * float4(1, 1, 1, -1) + -temp1; // mul r1.xyz, r0.w, c128[a0.x] temp1.xyz = temp0.www * WorldBones[0 + addr0.x].xyz; // mad r1.xyz, c128[a0.x].w, r0, -r1 temp1.xyz = WorldBones[0 + addr0.x].www * temp0.xyz + -temp1.xyz; // mad r1.xyz, c128[a0.x].yzxw, r0.zxyw, r1 temp1.xyz = WorldBones[0 + addr0.x].yzx * temp0.zxy + temp1.xyz; // mad r0.xyz, c128[a0.x].zxyw, -r0.yzxw, r1 temp0.xyz = WorldBones[0 + addr0.x].zxy * -temp0.yzx + temp1.xyz; // add r0.xyz, r0, c129[a0.x] temp0.xyz = temp0.xyz + WorldBones[1 + addr0.x].xyz; // mov r0.w, c0.x temp0.w = float1(1); // dp4 oPos.x, r0, c119 o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30)); // dp4 oPos.y, r0, c120 o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31)); // dp4 oPos.z, r0, c121 o.position.z = dot(temp0, (ViewProjection._m02_m12_m22_m32)); // dp4 oPos.w, r0, c122 o.position.w = dot(temp0, (ViewProjection._m03_m13_m23_m33)); // mul r1, v2.zxyy, c128[a0.x].yzxy temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r1, c128[a0.x].wwwx, v2.xyzx, r1 temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1; // mul r2, v2.yzxz, c128[a0.x].zxyz temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz; // mad r1, r1, c0.xxxy, -r2 temp1 = temp1 * float4(1, 1, 1, -1) + -temp2; // mul r2.xyz, r1.w, c128[a0.x] temp2.xyz = temp1.www * WorldBones[0 + addr0.x].xyz; // mad r2.xyz, c128[a0.x].w, r1, -r2 temp2.xyz = WorldBones[0 + addr0.x].www * temp1.xyz + -temp2.xyz; // mad r2.xyz, c128[a0.x].yzxw, r1.zxyw, r2 temp2.xyz = WorldBones[0 + addr0.x].yzx * temp1.zxy + temp2.xyz; // mad r1.xyz, c128[a0.x].zxyw, -r1.yzxw, r2 temp1.xyz = WorldBones[0 + addr0.x].zxy * -temp1.yzx + temp2.xyz; // mul r0.w, v3.w, c129[a0.x].w temp0.w = i.color.w * WorldBones[1 + addr0.x].w; // add r2.xyz, -r0, c123 temp2.xyz = -temp0.xyz + EyePosition.xyz; // nrm r3.xyz, r2 temp3.xyz = normalize(temp2.xyz).xyz; // dp3 r1.x, r1, r3 temp1.x = dot(temp1.xyz, temp3.xyz); // max r1.x, r1.x, c0.z temp1.x = max(temp1.x, float1(0)); // min r1.x, r1.x, c0.x temp1.x = min(temp1.x, float1(1)); // rsq r1.x, r1.x temp1.x = 1 / sqrt(temp1.x); // rcp r1.x, r1.x temp1.x = 1.0f / temp1.x; // add oT3.x, -r1.x, c0.x o.texcoord3 = -temp1.x + float4(1, 1, 1, 1); // mul oT1.w, r0.w, c1.x o.texcoord1.w = temp0.w * OpacityOverride.x; // mul r1, r0.xyxy, c2.xyzx temp1 = temp0.xyxy * float4(0.70711607, 0.7070975, -0.7070975, 0.70711607); // add r1.xy, r1.ywzw, r1.xzzw temp1.xy = temp1.yw + temp1.xz; // mul oT0.xy, r1, c0.w o.texcoord = temp1 * float4(0.1, 0.1, 0.1, 0.1); // mul r0.zw, r0.z, c117 temp0.zw = temp0.zz * Cloud.WorldPositionMultiplier_XYZZ.zw; // mad r0.zw, r0.xyxy, c117.xyxy, -r0 temp0.zw = temp0.xy * Cloud.WorldPositionMultiplier_XYZZ.xy + -temp0.zw; // add r0.xy, r0.yxzw, c11.wzzw temp0.xy = temp0.yx + Shroud.ScaleUV_OffsetUV.wz; // add oT2.xy, r0.zwzw, c118 o.texcoord2.xy = temp0.zw + Cloud.CurrentOffsetUV.xy; // mul oT2.zw, r0.xyxy, c11.xyyx o.texcoord2.zw = temp0.xy * Shroud.ScaleUV_OffsetUV.yx; // mov oT1.xyz, c0.wxww o.texcoord1.xyz = float3(0.1, 1, 0.1); // mov oD1, c0.x o.color1 = float4(1, 1, 1, 1); // return o; } // VS_M_Array_Shader_2 Vertex_2_0 Has PRES False struct VS_M_Array_Shader_2_Input { float4 blendindices : BLENDINDICES; float4 blendweight : BLENDWEIGHT; float4 position : POSITION; float4 position1 : POSITION1; float4 normal : NORMAL; float4 normal1 : NORMAL1; float4 color : COLOR; }; struct VS_M_Array_Shader_2_Output { float4 position : POSITION; float texcoord3 : TEXCOORD3; float4 texcoord1 : TEXCOORD1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float4 color1 : COLOR1; }; VS_M_Array_Shader_2_Output VS_M_Array_Shader_2(VS_M_Array_Shader_2_Input i) { VS_M_Array_Shader_2_Output o; float4 temp0, temp1, temp2, temp3; float2 addr0; // def c0, 1, -1, 0, 0.1 // def c2, 0.7071161, 0.7070975, -0.7070975, 0 // dcl_blendindices v0 // dcl_blendweight v1 // dcl_position v2 // dcl_position1 v3 // dcl_normal v4 // dcl_normal1 v5 // dcl_color v6 // slt r0.xy, v0, -v0 temp0.xy = (i.blendindices.xy < -i.blendindices.xy) ? 1 : 0; // frc r0.zw, v0.xyxy temp0.zw = frac(i.blendindices.xy); // add r1.xy, -r0.zwzw, v0 temp1.xy = -temp0.zw + i.blendindices.xy; // slt r0.zw, -r0, r0 temp0.zw = (-temp0.zw < temp0.zw) ? 1 : 0; // mad r0.xy, r0, r0.zwzw, r1 temp0.xy = temp0.xy * temp0.zw + temp1.xy; // add r0.xy, r0, r0 temp0.xy = temp0.xy + temp0.xy; // mova a0.xy, r0 addr0.xy = temp0.xy; // mul r0, v3.zxyy, c128[a0.y].yzxy temp0 = i.position1.zxyy * WorldBones[0 + addr0.y].yzxy; // mad r0, c128[a0.y].wwwx, v3.xyzx, r0 temp0 = WorldBones[0 + addr0.y].wwwx * i.position1.xyzx + temp0; // mul r1, v3.yzxz, c128[a0.y].zxyz temp1 = i.position1.yzxz * WorldBones[0 + addr0.y].zxyz; // mad r0, r0, c0.xxxy, -r1 temp0 = temp0 * float4(1, 1, 1, -1) + -temp1; // mul r1.xyz, r0.w, c128[a0.y] temp1.xyz = temp0.www * WorldBones[0 + addr0.y].xyz; // mad r1.xyz, c128[a0.y].w, r0, -r1 temp1.xyz = WorldBones[0 + addr0.y].www * temp0.xyz + -temp1.xyz; // mad r1.xyz, c128[a0.y].yzxw, r0.zxyw, r1 temp1.xyz = WorldBones[0 + addr0.y].yzx * temp0.zxy + temp1.xyz; // mad r0.xyz, c128[a0.y].zxyw, -r0.yzxw, r1 temp0.xyz = WorldBones[0 + addr0.y].zxy * -temp0.yzx + temp1.xyz; // add r0.xyz, r0, c129[a0.y] temp0.xyz = temp0.xyz + WorldBones[1 + addr0.y].xyz; // mul r0.xyz, r0, v1.y temp0.xyz = temp0.xyz * i.blendweight.yyy; // mul r1, v2.zxyy, c128[a0.x].yzxy temp1 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r1, c128[a0.x].wwwx, v2.xyzx, r1 temp1 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp1; // mul r2, v2.yzxz, c128[a0.x].zxyz temp2 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz; // mad r1, r1, c0.xxxy, -r2 temp1 = temp1 * float4(1, 1, 1, -1) + -temp2; // mul r2.xyz, r1.w, c128[a0.x] temp2.xyz = temp1.www * WorldBones[0 + addr0.x].xyz; // mad r2.xyz, c128[a0.x].w, r1, -r2 temp2.xyz = WorldBones[0 + addr0.x].www * temp1.xyz + -temp2.xyz; // mad r2.xyz, c128[a0.x].yzxw, r1.zxyw, r2 temp2.xyz = WorldBones[0 + addr0.x].yzx * temp1.zxy + temp2.xyz; // mad r1.xyz, c128[a0.x].zxyw, -r1.yzxw, r2 temp1.xyz = WorldBones[0 + addr0.x].zxy * -temp1.yzx + temp2.xyz; // add r1.xyz, r1, c129[a0.x] temp1.xyz = temp1.xyz + WorldBones[1 + addr0.x].xyz; // mad r0.xyz, r1, v1.x, r0 temp0.xyz = temp1.xyz * i.blendweight.xxx + temp0.xyz; // mov r0.w, c0.x temp0.w = float1(1); // dp4 oPos.x, r0, c119 o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30)); // dp4 oPos.y, r0, c120 o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31)); // dp4 oPos.z, r0, c121 o.position.z = dot(temp0, (ViewProjection._m02_m12_m22_m32)); // dp4 oPos.w, r0, c122 o.position.w = dot(temp0, (ViewProjection._m03_m13_m23_m33)); // mul r1, v5.zxyy, c128[a0.y].yzxy temp1 = i.normal1.zxyy * WorldBones[0 + addr0.y].yzxy; // mad r1, c128[a0.y].wwwx, v5.xyzx, r1 temp1 = WorldBones[0 + addr0.y].wwwx * i.normal1.xyzx + temp1; // mul r2, v5.yzxz, c128[a0.y].zxyz temp2 = i.normal1.yzxz * WorldBones[0 + addr0.y].zxyz; // mad r1, r1, c0.xxxy, -r2 temp1 = temp1 * float4(1, 1, 1, -1) + -temp2; // mul r2.xyz, r1.w, c128[a0.y] temp2.xyz = temp1.www * WorldBones[0 + addr0.y].xyz; // mad r2.xyz, c128[a0.y].w, r1, -r2 temp2.xyz = WorldBones[0 + addr0.y].www * temp1.xyz + -temp2.xyz; // mad r2.xyz, c128[a0.y].yzxw, r1.zxyw, r2 temp2.xyz = WorldBones[0 + addr0.y].yzx * temp1.zxy + temp2.xyz; // mad r1.xyz, c128[a0.y].zxyw, -r1.yzxw, r2 temp1.xyz = WorldBones[0 + addr0.y].zxy * -temp1.yzx + temp2.xyz; // mul r1.xyz, r1, v1.y temp1.xyz = temp1.xyz * i.blendweight.yyy; // mul r2, v4.zxyy, c128[a0.x].yzxy temp2 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r2, c128[a0.x].wwwx, v4.xyzx, r2 temp2 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp2; // mul r3, v4.yzxz, c128[a0.x].zxyz temp3 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz; // mad r2, r2, c0.xxxy, -r3 temp2 = temp2 * float4(1, 1, 1, -1) + -temp3; // mul r3.xyz, r2.w, c128[a0.x] temp3.xyz = temp2.www * WorldBones[0 + addr0.x].xyz; // mad r3.xyz, c128[a0.x].w, r2, -r3 temp3.xyz = WorldBones[0 + addr0.x].www * temp2.xyz + -temp3.xyz; // mad r3.xyz, c128[a0.x].yzxw, r2.zxyw, r3 temp3.xyz = WorldBones[0 + addr0.x].yzx * temp2.zxy + temp3.xyz; // mad r2.xyz, c128[a0.x].zxyw, -r2.yzxw, r3 temp2.xyz = WorldBones[0 + addr0.x].zxy * -temp2.yzx + temp3.xyz; // mad r1.xyz, r2, v1.x, r1 temp1.xyz = temp2.xyz * i.blendweight.xxx + temp1.xyz; // add r2.xyz, -r0, c123 temp2.xyz = -temp0.xyz + EyePosition.xyz; // nrm r3.xyz, r2 temp3.xyz = normalize(temp2.xyz).xyz; // dp3 r0.w, r1, r3 temp0.w = dot(temp1.xyz, temp3.xyz); // max r0.w, r0.w, c0.z temp0.w = max(temp0.w, float1(0)); // min r0.w, r0.w, c0.x temp0.w = min(temp0.w, float1(1)); // rsq r0.w, r0.w temp0.w = 1 / sqrt(temp0.w); // rcp r0.w, r0.w temp0.w = 1.0f / temp0.w; // add oT3.x, -r0.w, c0.x o.texcoord3 = -temp0.w + float4(1, 1, 1, 1); // mul r0.w, v1.y, c129[a0.y].w temp0.w = i.blendweight.y * WorldBones[1 + addr0.y].w; // mad r0.w, c129[a0.x].w, v1.x, r0.w temp0.w = WorldBones[1 + addr0.x].w * i.blendweight.x + temp0.w; // mul r0.w, r0.w, v6.w temp0.w = temp0.w * i.color.w; // mul oT1.w, r0.w, c1.x o.texcoord1.w = temp0.w * OpacityOverride.x; // mul r1, r0.xyxy, c2.xyzx temp1 = temp0.xyxy * float4(0.70711607, 0.7070975, -0.7070975, 0.70711607); // add r1.xy, r1.ywzw, r1.xzzw temp1.xy = temp1.yw + temp1.xz; // mul oT0.xy, r1, c0.w o.texcoord = temp1 * float4(0.1, 0.1, 0.1, 0.1); // mul r0.zw, r0.z, c117 temp0.zw = temp0.zz * Cloud.WorldPositionMultiplier_XYZZ.zw; // mad r0.zw, r0.xyxy, c117.xyxy, -r0 temp0.zw = temp0.xy * Cloud.WorldPositionMultiplier_XYZZ.xy + -temp0.zw; // add r0.xy, r0.yxzw, c11.wzzw temp0.xy = temp0.yx + Shroud.ScaleUV_OffsetUV.wz; // add oT2.xy, r0.zwzw, c118 o.texcoord2.xy = temp0.zw + Cloud.CurrentOffsetUV.xy; // mul oT2.zw, r0.xyxy, c11.xyyx o.texcoord2.zw = temp0.xy * Shroud.ScaleUV_OffsetUV.yx; // mov oT1.xyz, c0.wxww o.texcoord1.xyz = float3(0.1, 1, 0.1); // mov oD1, c0.x o.color1 = float4(1, 1, 1, 1); // return o; } VertexShader VS_M_Array[3] = { compile vs_2_0 VS_M_Array_Shader_0(), // 67 compile vs_2_0 VS_M_Array_Shader_1(), // 68 compile vs_2_0 VS_M_Array_Shader_2(), // 69 }; // PS_M_Array_Shader_0 Pixel_2_0 Has PRES False struct PS_M_Array_Shader_0_Input { float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; }; float4 PS_M_Array_Shader_0(PS_M_Array_Shader_0_Input i) : COLOR { float4 out_color; float4 temp0; // dcl t1 // dcl t2 // dcl_2d s0 // mov r0.xy, t2.wzyx temp0.xy = i.texcoord2.wz; // texld r0, r0, s0 temp0 = tex2D(ShroudTextureSampler, temp0.xy); // mul r0.xyz, r0, t1 temp0.xyz = temp0.xyz * i.texcoord1.xyz; // mov r0.w, t1.w temp0.w = i.texcoord1.w; // mov oC0, r0 out_color = temp0; // return out_color; } // PS_M_Array_Shader_1 Pixel_2_0 Has PRES False struct PS_M_Array_Shader_1_Input { float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; }; float4 PS_M_Array_Shader_1(PS_M_Array_Shader_1_Input i) : COLOR { float4 out_color; float4 temp0; // dcl t1 // dcl t2 // dcl_2d s0 // mov r0.xy, t2.wzyx temp0.xy = i.texcoord2.wz; // texld r0, r0, s0 temp0 = tex2D(ShroudTextureSampler, temp0.xy); // mul r0.xyz, r0, t1 temp0.xyz = temp0.xyz * i.texcoord1.xyz; // mov r0.w, t1.w temp0.w = i.texcoord1.w; // mov oC0, r0 out_color = temp0; // return out_color; } // PS_M_Array_Shader_2 Pixel_2_0 Has PRES False struct PS_M_Array_Shader_2_Input { float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; }; float4 PS_M_Array_Shader_2(PS_M_Array_Shader_2_Input i) : COLOR { float4 out_color; float4 temp0; // dcl t1 // dcl t2 // dcl_2d s0 // mov r0.xy, t2.wzyx temp0.xy = i.texcoord2.wz; // texld r0, r0, s0 temp0 = tex2D(ShroudTextureSampler, temp0.xy); // mul r0.xyz, r0, t1 temp0.xyz = temp0.xyz * i.texcoord1.xyz; // mov r0.w, t1.w temp0.w = i.texcoord1.w; // mov oC0, r0 out_color = temp0; // return out_color; } // PS_M_Array_Shader_3 Pixel_2_0 Has PRES False struct PS_M_Array_Shader_3_Input { float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; }; float4 PS_M_Array_Shader_3(PS_M_Array_Shader_3_Input i) : COLOR { float4 out_color; float4 temp0; // dcl t1 // dcl t2 // dcl_2d s0 // mov r0.xy, t2.wzyx temp0.xy = i.texcoord2.wz; // texld r0, r0, s0 temp0 = tex2D(ShroudTextureSampler, temp0.xy); // mul r0.xyz, r0, t1 temp0.xyz = temp0.xyz * i.texcoord1.xyz; // mov r0.w, t1.w temp0.w = i.texcoord1.w; // mov oC0, r0 out_color = temp0; // return out_color; } // PS_M_Array_Shader_4 Pixel_2_0 Has PRES False struct PS_M_Array_Shader_4_Input { float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; }; float4 PS_M_Array_Shader_4(PS_M_Array_Shader_4_Input i) : COLOR { float4 out_color; float4 temp0; // dcl t1 // dcl t2 // dcl_2d s0 // mov r0.xy, t2.wzyx temp0.xy = i.texcoord2.wz; // texld r0, r0, s0 temp0 = tex2D(ShroudTextureSampler, temp0.xy); // mul r0.xyz, r0, t1 temp0.xyz = temp0.xyz * i.texcoord1.xyz; // mov r0.w, t1.w temp0.w = i.texcoord1.w; // mov oC0, r0 out_color = temp0; // return out_color; } // PS_M_Array_Shader_5 Pixel_2_0 Has PRES False struct PS_M_Array_Shader_5_Input { float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; }; float4 PS_M_Array_Shader_5(PS_M_Array_Shader_5_Input i) : COLOR { float4 out_color; float4 temp0; // dcl t1 // dcl t2 // dcl_2d s0 // mov r0.xy, t2.wzyx temp0.xy = i.texcoord2.wz; // texld r0, r0, s0 temp0 = tex2D(ShroudTextureSampler, temp0.xy); // mul r0.xyz, r0, t1 temp0.xyz = temp0.xyz * i.texcoord1.xyz; // mov r0.w, t1.w temp0.w = i.texcoord1.w; // mov oC0, r0 out_color = temp0; // return out_color; } PixelShader PS_M_Array[6] = { compile ps_2_0 PS_M_Array_Shader_0(), // 70 compile ps_2_0 PS_M_Array_Shader_1(), // 71 compile ps_2_0 PS_M_Array_Shader_2(), // 72 compile ps_2_0 PS_M_Array_Shader_3(), // 73 compile ps_2_0 PS_M_Array_Shader_4(), // 74 compile ps_2_0 PS_M_Array_Shader_5(), // 75 }; // VSCreateShadowMap_Array_Shader_0 Vertex_2_0 Has PRES True struct VSCreateShadowMap_Array_Shader_0_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct VSCreateShadowMap_Array_Shader_0_Output { float color : COLOR; float texcoord1 : TEXCOORD1; float4 position : POSITION; float2 texcoord : TEXCOORD; }; VSCreateShadowMap_Array_Shader_0_Output VSCreateShadowMap_Array_Shader_0(VSCreateShadowMap_Array_Shader_0_Input i) { /* PRSI OutputRegisterOffset: 11 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 1 Unknown3: 0 Unknown4: 0 Unknown5: 11 Unknown6: 1 Mappings: 1 0 - ConstOutput: 0 ConstInput 0 */ float4 expr11; { float4 temp0; float4 temp1; // Expression_2_1 // add r0.x, c0.x, (-2) temp0.x = BlendMode.x + (-2); // mul r1.x, r0.x, r0.x temp1.x = temp0.x * temp0.x; // neg r0.x, r1.x temp0.x = -temp1.x; // ge c11.x, r0.x, r1.x expr11.x = temp0.x >= temp1.x; } VSCreateShadowMap_Array_Shader_0_Output o; float4 temp0, temp1; float temp2; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_texcoord v1 // dcl_color v2 // mul oD0.x, v2.w, c1.x o.color = i.color.w * OpacityOverride.x; // mad r0, v0.xyzx, c0.xxxy, c0.yyyx temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 r1.x, r0, c124 temp1.x = dot(temp0, (World._m00_m10_m20_m30)); // dp4 r1.y, r0, c125 temp1.y = dot(temp0, (World._m01_m11_m21_m31)); // dp4 r1.z, r0, c126 temp1.z = dot(temp0, (World._m02_m12_m22_m32)); // mov r1.w, c0.x temp1.w = float1(1); // dp4 r0.w, r1, c122 temp0.w = dot(temp1, (ViewProjection._m03_m13_m23_m33)); // rcp r2.x, r0.w temp2.x = 1.0f / temp0.w; // dp4 r0.z, r1, c121 temp0.z = dot(temp1, (ViewProjection._m02_m12_m22_m32)); // mul oT1.x, r2.x, r0.z o.texcoord1 = temp2.x * temp0.z; // dp4 r0.x, r1, c119 temp0.x = dot(temp1, (ViewProjection._m00_m10_m20_m30)); // dp4 r0.y, r1, c120 temp0.y = dot(temp1, (ViewProjection._m01_m11_m21_m31)); // add r1, -r0, c0.xxxy temp1 = -temp0 + float4(1, 1, 1, 0); // mad oPos, c11.x, r1, r0 o.position = expr11.x * temp1 + temp0; // mov oT0.xy, v1 o.texcoord = i.texcoord; // return o; } // VSCreateShadowMap_Array_Shader_1 Vertex_2_0 Has PRES True struct VSCreateShadowMap_Array_Shader_1_Input { float4 blendindices : BLENDINDICES; float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct VSCreateShadowMap_Array_Shader_1_Output { float color : COLOR; float texcoord1 : TEXCOORD1; float4 position : POSITION; float2 texcoord : TEXCOORD; }; VSCreateShadowMap_Array_Shader_1_Output VSCreateShadowMap_Array_Shader_1(VSCreateShadowMap_Array_Shader_1_Input i) { /* PRSI OutputRegisterOffset: 11 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 1 Unknown3: 0 Unknown4: 0 Unknown5: 11 Unknown6: 1 Mappings: 1 0 - ConstOutput: 0 ConstInput 0 */ float4 expr11; { float4 temp0; float4 temp1; // Expression_2_1 // add r0.x, c0.x, (-2) temp0.x = BlendMode.x + (-2); // mul r1.x, r0.x, r0.x temp1.x = temp0.x * temp0.x; // neg r0.x, r1.x temp0.x = -temp1.x; // ge c11.x, r0.x, r1.x expr11.x = temp0.x >= temp1.x; } VSCreateShadowMap_Array_Shader_1_Output o; float4 temp0, temp1; float addr0, temp2; // def c0, 1, -1, 0, 0 // dcl_blendindices v0 // dcl_position v1 // dcl_texcoord v2 // dcl_color v3 // slt r0.x, v0.x, -v0.x temp0.x = (i.blendindices.x < -i.blendindices.x) ? 1 : 0; // frc r0.y, v0.x temp0.y = frac(i.blendindices.x); // add r0.z, -r0.y, v0.x temp0.z = -temp0.y + i.blendindices.x; // slt r0.y, -r0.y, r0.y temp0.y = (-temp0.y < temp0.y) ? 1 : 0; // mad r0.x, r0.x, r0.y, r0.z temp0.x = temp0.x * temp0.y + temp0.z; // add r0.x, r0.x, r0.x temp0.x = temp0.x + temp0.x; // mova a0.x, r0.x addr0.x = temp0.x; // mul r0.x, v3.w, c129[a0.x].w temp0.x = i.color.w * WorldBones[1 + addr0.x].w; // mul oD0.x, r0.x, c1.x o.color = temp0.x * OpacityOverride.x; // mul r0, v1.zxyy, c128[a0.x].yzxy temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r0, c128[a0.x].wwwx, v1.xyzx, r0 temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0; // mul r1, v1.yzxz, c128[a0.x].zxyz temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz; // mad r0, r0, c0.xxxy, -r1 temp0 = temp0 * float4(1, 1, 1, -1) + -temp1; // mul r1.xyz, r0.w, c128[a0.x] temp1.xyz = temp0.www * WorldBones[0 + addr0.x].xyz; // mad r1.xyz, c128[a0.x].w, r0, -r1 temp1.xyz = WorldBones[0 + addr0.x].www * temp0.xyz + -temp1.xyz; // mad r1.xyz, c128[a0.x].yzxw, r0.zxyw, r1 temp1.xyz = WorldBones[0 + addr0.x].yzx * temp0.zxy + temp1.xyz; // mad r0.xyz, c128[a0.x].zxyw, -r0.yzxw, r1 temp0.xyz = WorldBones[0 + addr0.x].zxy * -temp0.yzx + temp1.xyz; // add r0.xyz, r0, c129[a0.x] temp0.xyz = temp0.xyz + WorldBones[1 + addr0.x].xyz; // mov r0.w, c0.x temp0.w = float1(1); // dp4 r1.w, r0, c122 temp1.w = dot(temp0, (ViewProjection._m03_m13_m23_m33)); // rcp r2.x, r1.w temp2.x = 1.0f / temp1.w; // dp4 r1.z, r0, c121 temp1.z = dot(temp0, (ViewProjection._m02_m12_m22_m32)); // mul oT1.x, r2.x, r1.z o.texcoord1 = temp2.x * temp1.z; // dp4 r1.x, r0, c119 temp1.x = dot(temp0, (ViewProjection._m00_m10_m20_m30)); // dp4 r1.y, r0, c120 temp1.y = dot(temp0, (ViewProjection._m01_m11_m21_m31)); // add r0, -r1, c0.xxxz temp0 = -temp1 + float4(1, 1, 1, 0); // mad oPos, c11.x, r0, r1 o.position = expr11.x * temp0 + temp1; // mov oT0.xy, v2 o.texcoord = i.texcoord; // return o; } // VSCreateShadowMap_Array_Shader_2 Vertex_2_0 Has PRES True struct VSCreateShadowMap_Array_Shader_2_Input { float4 blendindices : BLENDINDICES; float4 blendweight : BLENDWEIGHT; float4 position : POSITION; float4 position1 : POSITION1; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct VSCreateShadowMap_Array_Shader_2_Output { float color : COLOR; float texcoord1 : TEXCOORD1; float4 position : POSITION; float2 texcoord : TEXCOORD; }; VSCreateShadowMap_Array_Shader_2_Output VSCreateShadowMap_Array_Shader_2(VSCreateShadowMap_Array_Shader_2_Input i) { /* PRSI OutputRegisterOffset: 11 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 1 Unknown3: 0 Unknown4: 0 Unknown5: 11 Unknown6: 1 Mappings: 1 0 - ConstOutput: 0 ConstInput 0 */ float4 expr11; { float4 temp0; float4 temp1; // Expression_2_1 // add r0.x, c0.x, (-2) temp0.x = BlendMode.x + (-2); // mul r1.x, r0.x, r0.x temp1.x = temp0.x * temp0.x; // neg r0.x, r1.x temp0.x = -temp1.x; // ge c11.x, r0.x, r1.x expr11.x = temp0.x >= temp1.x; } VSCreateShadowMap_Array_Shader_2_Output o; float4 temp0, temp1, temp2; float2 addr0; // def c0, 1, -1, 0, 0 // dcl_blendindices v0 // dcl_blendweight v1 // dcl_position v2 // dcl_position1 v3 // dcl_texcoord v4 // dcl_color v5 // slt r0.xy, v0, -v0 temp0.xy = (i.blendindices.xy < -i.blendindices.xy) ? 1 : 0; // frc r0.zw, v0.xyxy temp0.zw = frac(i.blendindices.xy); // add r1.xy, -r0.zwzw, v0 temp1.xy = -temp0.zw + i.blendindices.xy; // slt r0.zw, -r0, r0 temp0.zw = (-temp0.zw < temp0.zw) ? 1 : 0; // mad r0.xy, r0, r0.zwzw, r1 temp0.xy = temp0.xy * temp0.zw + temp1.xy; // add r0.xy, r0, r0 temp0.xy = temp0.xy + temp0.xy; // mova a0.xy, r0 addr0.xy = temp0.xy; // mul r0.x, v1.y, c129[a0.y].w temp0.x = i.blendweight.y * WorldBones[1 + addr0.y].w; // mad r0.x, c129[a0.x].w, v1.x, r0.x temp0.x = WorldBones[1 + addr0.x].w * i.blendweight.x + temp0.x; // mul r0.x, r0.x, v5.w temp0.x = temp0.x * i.color.w; // mul oD0.x, r0.x, c1.x o.color = temp0.x * OpacityOverride.x; // mul r0, v3.zxyy, c128[a0.y].yzxy temp0 = i.position1.zxyy * WorldBones[0 + addr0.y].yzxy; // mad r0, c128[a0.y].wwwx, v3.xyzx, r0 temp0 = WorldBones[0 + addr0.y].wwwx * i.position1.xyzx + temp0; // mul r1, v3.yzxz, c128[a0.y].zxyz temp1 = i.position1.yzxz * WorldBones[0 + addr0.y].zxyz; // mad r0, r0, c0.xxxy, -r1 temp0 = temp0 * float4(1, 1, 1, -1) + -temp1; // mul r1.xyz, r0.w, c128[a0.y] temp1.xyz = temp0.www * WorldBones[0 + addr0.y].xyz; // mad r1.xyz, c128[a0.y].w, r0, -r1 temp1.xyz = WorldBones[0 + addr0.y].www * temp0.xyz + -temp1.xyz; // mad r1.xyz, c128[a0.y].yzxw, r0.zxyw, r1 temp1.xyz = WorldBones[0 + addr0.y].yzx * temp0.zxy + temp1.xyz; // mad r0.xyz, c128[a0.y].zxyw, -r0.yzxw, r1 temp0.xyz = WorldBones[0 + addr0.y].zxy * -temp0.yzx + temp1.xyz; // add r0.xyz, r0, c129[a0.y] temp0.xyz = temp0.xyz + WorldBones[1 + addr0.y].xyz; // mul r0.xyz, r0, v1.y temp0.xyz = temp0.xyz * i.blendweight.yyy; // mul r1, v2.zxyy, c128[a0.x].yzxy temp1 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r1, c128[a0.x].wwwx, v2.xyzx, r1 temp1 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp1; // mul r2, v2.yzxz, c128[a0.x].zxyz temp2 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz; // mad r1, r1, c0.xxxy, -r2 temp1 = temp1 * float4(1, 1, 1, -1) + -temp2; // mul r2.xyz, r1.w, c128[a0.x] temp2.xyz = temp1.www * WorldBones[0 + addr0.x].xyz; // mad r2.xyz, c128[a0.x].w, r1, -r2 temp2.xyz = WorldBones[0 + addr0.x].www * temp1.xyz + -temp2.xyz; // mad r2.xyz, c128[a0.x].yzxw, r1.zxyw, r2 temp2.xyz = WorldBones[0 + addr0.x].yzx * temp1.zxy + temp2.xyz; // mad r1.xyz, c128[a0.x].zxyw, -r1.yzxw, r2 temp1.xyz = WorldBones[0 + addr0.x].zxy * -temp1.yzx + temp2.xyz; // add r1.xyz, r1, c129[a0.x] temp1.xyz = temp1.xyz + WorldBones[1 + addr0.x].xyz; // mad r0.xyz, r1, v1.x, r0 temp0.xyz = temp1.xyz * i.blendweight.xxx + temp0.xyz; // mov r0.w, c0.x temp0.w = float1(1); // dp4 r1.z, r0, c121 temp1.z = dot(temp0, (ViewProjection._m02_m12_m22_m32)); // dp4 r1.w, r0, c122 temp1.w = dot(temp0, (ViewProjection._m03_m13_m23_m33)); // rcp r2.x, r1.w temp2.x = 1.0f / temp1.w; // mul oT1.x, r1.z, r2.x o.texcoord1 = temp1.z * temp2.x; // dp4 r1.x, r0, c119 temp1.x = dot(temp0, (ViewProjection._m00_m10_m20_m30)); // dp4 r1.y, r0, c120 temp1.y = dot(temp0, (ViewProjection._m01_m11_m21_m31)); // add r0, -r1, c0.xxxz temp0 = -temp1 + float4(1, 1, 1, 0); // mad oPos, c11.x, r0, r1 o.position = expr11.x * temp0 + temp1; // mov oT0.xy, v4 o.texcoord = i.texcoord; // return o; } VertexShader VSCreateShadowMap_Array[3] = { compile vs_2_0 VSCreateShadowMap_Array_Shader_0(), // 82 compile vs_2_0 VSCreateShadowMap_Array_Shader_1(), // 83 compile vs_2_0 VSCreateShadowMap_Array_Shader_2(), // 84 }; // PSCreateShadowMap_Array_Shader_0 Pixel_2_0 Has PRES False float4 PSCreateShadowMap_Array_Shader_0(float texcoord1 : TEXCOORD1) : COLOR { float4 out_color; float4 temp0; // dcl t1.x // mov r0, t1.x temp0 = texcoord1.x; // mov oC0, r0 out_color = temp0; // return out_color; } // PSCreateShadowMap_Array_Shader_1 Pixel_2_0 Has PRES False struct PSCreateShadowMap_Array_Shader_1_Input { float color : COLOR; float2 texcoord : TEXCOORD; float texcoord1 : TEXCOORD1; }; float4 PSCreateShadowMap_Array_Shader_1(PSCreateShadowMap_Array_Shader_1_Input i) : COLOR { float4 out_color; float4 temp0; // def c0, -0.3764706, 0, 0, 0 // dcl v0.x // dcl t0.xy // dcl t1.x // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(Texture_0Sampler, i.texcoord.xy); // mad r0, v0.x, r0.w, c0.x temp0 = i.color.x * temp0.w + float4(-0.3764706, -0.3764706, -0.3764706, -0.3764706); // texkill r0 clip(temp0); // mov r0, t1.x temp0 = i.texcoord1.x; // mov oC0, r0 out_color = temp0; // return out_color; } PixelShader PSCreateShadowMap_Array[2] = { compile ps_2_0 PSCreateShadowMap_Array_Shader_0(), // 85 compile ps_2_0 PSCreateShadowMap_Array_Shader_1(), // 86 }; // _Default_L_Expression24 Expression_2_0 Has PRES False float _Default_L_Expression24() { float1 expr0; // mul c0.x, c0.x, (3) expr0.x = HasShadow.x * (3); return expr0; } // _Default_L_Expression25 Expression_2_0 Has PRES False float _Default_L_Expression25() { float1 expr0; // min c0.x, c0.x, (2) expr0.x = min(NumJointsPerVertex.x, (2)); return expr0; } // _Default_M_Expression26 Expression_2_0 Has PRES False float _Default_M_Expression26() { float1 expr0; // mul c0.x, c0.x, (3) expr0.x = HasShadow.x * (3); return expr0; } // _Default_M_Expression27 Expression_2_0 Has PRES False float _Default_M_Expression27() { float1 expr0; // min c0.x, c0.x, (2) expr0.x = min(NumJointsPerVertex.x, (2)); return expr0; } // Default_Expression28 Expression_2_0 Has PRES False float Default_Expression28() { float1 expr0; // mul c0.x, c0.x, (3) expr0.x = HasShadow.x * (3); return expr0; } // Default_Expression29 Expression_2_0 Has PRES False float Default_Expression29() { float1 expr0; // min c0.x, c0.x, (2) expr0.x = min(NumJointsPerVertex.x, (2)); return expr0; } technique Default { pass P0 { VertexShader = VS_Array[Default_Expression29()]; // 65 PixelShader = PS_Array[Default_Expression28()]; // 66 ZEnable = 1; ZFunc = 4; AlphaFunc = 7; AlphaRef = 96; } } technique _Default_M { pass P0 { VertexShader = VS_M_Array[_Default_M_Expression27()]; // 77 PixelShader = PS_M_Array[_Default_M_Expression26()]; // 78 ZEnable = 1; ZFunc = 4; AlphaFunc = 7; AlphaRef = 96; } } technique _Default_L { pass P0 { VertexShader = VS_M_Array[_Default_L_Expression25()]; // 80 PixelShader = PS_M_Array[_Default_L_Expression24()]; // 81 ZEnable = 1; ZFunc = 4; AlphaFunc = 7; AlphaRef = 96; } }