string DefaultParameterScopeBlock = "material"; // 1 float3 AmbientLightColor : register(vs_2_0, c4) : register(vs_3_0, c4) = { 0.3, 0.3, 0.3 }; struct { float3 Color; float3 Direction; } DirectionalLight[3] : register(vs_2_0, c5) : register(vs_3_0, c5) = { 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] : register(vs_3_0, c89) ; struct { float4 WorldPositionMultiplier_XYZZ; float2 CurrentOffsetUV; } Cloud : register(vs_2_0, c117) : register(vs_3_0, c117) ; float3 NoCloudMultiplier = { 1, 1, 1 }; float3 RecolorColorDummy ; column_major float4x4 ShadowMapWorldToShadow : register(vs_2_0, c113) : register(vs_3_0, c113) ; float OpacityOverride : register(vs_2_0, c1) : register(vs_3_0, c1) = { 1 }; float3 TintColor : register(vs_2_0, c2) : register(vs_3_0, c2) = { 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 : register(ps_2_0, s0) : register(ps_3_0, s0) = sampler_state { Texture = ; // 9 MinFilter = 1; MagFilter = 1; MipFilter = 0; AddressU = 3; AddressV = 3; }; float4 Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize : register(ps_2_0, c11) : register(ps_3_0, c11) ; 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 : register(vs_2_0, c11) : register(vs_3_0, c14) = { 1, 1, 1 }; float3 ColorDiffuse : register(vs_2_0, c12) : register(vs_3_0, c15) = { 1, 1, 1 }; float3 ColorSpecular : register(vs_2_0, c13) : register(vs_3_0, c16) ; float Shininess : register(vs_2_0, c14) : register(vs_3_0, c17) = { 1 }; float3 ColorEmissive : register(vs_2_0, c15) : register(vs_3_0, c18) ; float HDRMultiplier : register(vs_2_0, c16) : register(vs_3_0, c19) = { 1 }; texture Texture_0 ; // 30 sampler2D Texture_0Sampler : register(ps_2_0, s1) : register(ps_3_0, s1) = sampler_state { Texture = ; // 32 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, c17) : register(vs_3_0, c20) = { 1, 1, 0, 0 }; texture ShroudTexture ; // 41 sampler2D ShroudTextureSampler : register(ps_2_0, s2) : register(ps_3_0, s2) = sampler_state { Texture = ; // 44 MinFilter = 2; MagFilter = 2; MipFilter = 2; AddressU = 3; AddressV = 3; }; texture CloudTexture ; // 48 sampler2D CloudTextureSampler : register(ps_2_0, s3) : register(ps_3_0, s3) = sampler_state { Texture = ; // 52 MinFilter = 2; MagFilter = 2; MipFilter = 2; AddressU = 1; AddressV = 1; }; // VS_Array_Shader_0 Vertex_3_0 Has PRES True struct VS_Array_Shader_0_Input { float4 position : POSITION; float4 normal : NORMAL; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct VS_Array_Shader_0_Output { float4 position : POSITION; float4 texcoord1 : TEXCOORD1; float4 color1 : COLOR1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float4 texcoord3 : TEXCOORD3; float3 texcoord4 : TEXCOORD4; float3 texcoord5 : TEXCOORD5; }; VS_Array_Shader_0_Output VS_Array_Shader_0(VS_Array_Shader_0_Input i) { /* PRSI OutputRegisterOffset: 11 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 3 Unknown3: 0 Unknown4: 0 Unknown5: 11 Unknown6: 3 Mappings: 1 0 - ConstOutput: 0 ConstInput 0 */ float4 expr11; float4 expr12; float4 expr13; { // Expression_2_1 // lt c11.x, (0), c0.x expr11.x = (0) < NumPointLights.x; // lt c12.x, (1), c0.x expr12.x = (1) < NumPointLights.x; // lt c13.x, (2), c0.x expr13.x = (2) < NumPointLights.x; } VS_Array_Shader_0_Output o; float4 temp0, temp1, temp2, temp3, temp4, temp5; float addr0; float3 temp6, temp7; // def c0, 1, 0, 0.5, 0 // def c3, 0, -0.0015, 0, 0 // defi i0, 2, 0, 0, 0 // dcl_position v0 // dcl_normal v1 // dcl_texcoord v2 // dcl_color v3 // dcl_position o0 // dcl_texcoord1 o1 // dcl_color1 o2 // dcl_texcoord o3.xy // dcl_texcoord2 o4 // dcl_texcoord3 o5 // dcl_texcoord4 o6.xyz // dcl_texcoord5 o7.xyz // 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)); // dp3 r0.x, v1, c124 temp0.x = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz); // dp3 r0.y, v1, c125 temp0.y = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz); // dp3 r0.z, v1, c126 temp0.z = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz); // mul r2.xyz, c2, v3 temp2.xyz = TintColor.xyz * i.color.xyz; // mov r1.w, c0.x temp1.w = float1(1); // dp4 o0.x, r1, c119 o.position.x = dot(temp1, (ViewProjection._m00_m10_m20_m30)); // dp4 o0.y, r1, c120 o.position.y = dot(temp1, (ViewProjection._m01_m11_m21_m31)); // dp4 o0.z, r1, c121 o.position.z = dot(temp1, (ViewProjection._m02_m12_m22_m32)); // dp4 o0.w, r1, c122 o.position.w = dot(temp1, (ViewProjection._m03_m13_m23_m33)); // add r3.xyz, -r1, c123 temp3.xyz = -temp1.xyz + EyePosition.xyz; // dp3 r0.w, r3, r3 temp0.w = dot(temp3.xyz, temp3.xyz); // rsq r0.w, r0.w temp0.w = 1 / sqrt(temp0.w); // mad r4.xyz, r3, r0.w, c6 temp4.xyz = temp3.xyz * temp0.www + DirectionalLight[0].Direction.xyz; // nrm r5.xyz, r4 temp5.xyz = normalize(temp4.xyz).xyz; // dp3 r2.w, r0, c6 temp2.w = dot(temp0.xyz, DirectionalLight[0].Direction.xyz); // dp3 r3.w, r0, r5 temp3.w = dot(temp0.xyz, temp5.xyz); // slt r4.x, -r2.w, r2.w temp4.x = (-temp2.w < temp2.w) ? 1 : 0; // mul r2.w, r2.w, r4.x temp2.w = temp2.w * temp4.x; // slt r4.y, -r3.w, r3.w temp4.y = (-temp3.w < temp3.w) ? 1 : 0; // mul r4.x, r4.x, r4.y temp4.x = temp4.x * temp4.y; // pow r4.y, r3.w, c17.x temp4.y = pow(temp3.w, Shininess.x); // mul r3.w, r4.x, r4.y temp3.w = temp4.x * temp4.y; // mul r4.xyz, r2.w, c5 temp4.xyz = temp2.www * DirectionalLight[0].Color.xyz; // mul r5.xyz, r3.w, c5 temp5.xyz = temp3.www * DirectionalLight[0].Color.xyz; // mul r4.xyz, r4, c15 temp4.xyz = temp4.xyz * ColorDiffuse.xyz; // mul r4.xyz, r2, r4 temp4.xyz = temp2.xyz * temp4.xyz; // mul o6.xyz, r4, c0.z o.texcoord4 = temp4 * float4(0.5, 0.5, 0.5, 0.5); // mul r4.xyz, r5, c16 temp4.xyz = temp5.xyz * ColorSpecular.xyz; // mul o7.xyz, r4, c0.z o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5); // mov r4.xyz, c0.y temp4.xyz = float3(0, 0, 0); // mov r5.xyz, c0.y temp5.xyz = float3(0, 0, 0); // mov r2.w, c0.x temp2.w = float1(1); // rep i0 for (int it0 = 0; it0 < int1(2); ++it0) { // add r3.w, r2.w, r2.w temp3.w = temp2.w + temp2.w; // mova a0.x, r3.w addr0.x = temp3.w; // mad r6.xyz, r3, r0.w, c6[a0.x] temp6.xyz = temp3.xyz * temp0.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz; // nrm r7.xyz, r6 temp7.xyz = normalize(temp6.xyz).xyz; // dp3 r3.w, r0, c6[a0.x] temp3.w = dot(temp0.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz); // dp3 r4.w, r0, r7 temp4.w = dot(temp0.xyz, temp7.xyz); // slt r5.w, -r3.w, r3.w temp5.w = (-temp3.w < temp3.w) ? 1 : 0; // mul r3.w, r3.w, r5.w temp3.w = temp3.w * temp5.w; // slt r6.x, -r4.w, r4.w temp6.x = (-temp4.w < temp4.w) ? 1 : 0; // mul r5.w, r5.w, r6.x temp5.w = temp5.w * temp6.x; // pow r6.x, r4.w, c17.x temp6.x = pow(temp4.w, Shininess.x); // mul r4.w, r5.w, r6.x temp4.w = temp5.w * temp6.x; // mad r4.xyz, c5[a0.x], r3.w, r4 temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp4.xyz; // mad r5.xyz, c5[a0.x], r4.w, r5 temp5.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp5.xyz; // add r2.w, r2.w, c0.x temp2.w = temp2.w + float1(1); // endrep } // add r3.xyz, -r1, c90 temp3.xyz = -temp1.xyz + PointLight[0].Position.xyz; // dp3 r0.w, r3, r3 temp0.w = dot(temp3.xyz, temp3.xyz); // rsq r0.w, r0.w temp0.w = 1 / sqrt(temp0.w); // rcp r2.w, r0.w temp2.w = 1.0f / temp0.w; // mul r3.xyz, r3, r0.w temp3.xyz = temp3.xyz * temp0.www; // add r0.w, r2.w, -c91.x temp0.w = temp2.w + -PointLight[0].Range_Inner_Outer.x; // add r2.w, -c91.x, c91.y temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y; // rcp r2.w, r2.w temp2.w = 1.0f / temp2.w; // mad_sat r0.w, r0.w, -r2.w, c0.x temp0.w = saturate(temp0.w * -temp2.w + float1(1)); // mul r0.w, r0.w, r0.w temp0.w = temp0.w * temp0.w; // mul r6.xyz, r0.w, c89 temp6.xyz = temp0.www * PointLight[0].Color.xyz; // dp3 r0.w, r0, r3 temp0.w = dot(temp0.xyz, temp3.xyz); // max r0.w, r0.w, c0.y temp0.w = max(temp0.w, float1(0)); // mul r3.xyz, r6, r0.w temp3.xyz = temp6.xyz * temp0.www; // mad r3.xyz, c11.x, r3, r4 temp3.xyz = expr11.xxx * temp3.xyz + temp4.xyz; // add r4.xyz, -r1, c93 temp4.xyz = -temp1.xyz + PointLight[1].Position.xyz; // dp3 r0.w, r4, r4 temp0.w = dot(temp4.xyz, temp4.xyz); // rsq r0.w, r0.w temp0.w = 1 / sqrt(temp0.w); // rcp r2.w, r0.w temp2.w = 1.0f / temp0.w; // mul r4.xyz, r4, r0.w temp4.xyz = temp4.xyz * temp0.www; // add r0.w, r2.w, -c94.x temp0.w = temp2.w + -PointLight[1].Range_Inner_Outer.x; // add r2.w, -c94.x, c94.y temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y; // rcp r2.w, r2.w temp2.w = 1.0f / temp2.w; // mad_sat r0.w, r0.w, -r2.w, c0.x temp0.w = saturate(temp0.w * -temp2.w + float1(1)); // mul r0.w, r0.w, r0.w temp0.w = temp0.w * temp0.w; // mul r6.xyz, r0.w, c92 temp6.xyz = temp0.www * PointLight[1].Color.xyz; // dp3 r0.w, r0, r4 temp0.w = dot(temp0.xyz, temp4.xyz); // max r0.w, r0.w, c0.y temp0.w = max(temp0.w, float1(0)); // mul r4.xyz, r6, r0.w temp4.xyz = temp6.xyz * temp0.www; // mad r3.xyz, c12.x, r4, r3 temp3.xyz = expr12.xxx * temp4.xyz + temp3.xyz; // add r4.xyz, -r1, c96 temp4.xyz = -temp1.xyz + PointLight[2].Position.xyz; // dp3 r0.w, r4, r4 temp0.w = dot(temp4.xyz, temp4.xyz); // rsq r0.w, r0.w temp0.w = 1 / sqrt(temp0.w); // rcp r2.w, r0.w temp2.w = 1.0f / temp0.w; // mul r4.xyz, r4, r0.w temp4.xyz = temp4.xyz * temp0.www; // add r0.w, r2.w, -c97.x temp0.w = temp2.w + -PointLight[2].Range_Inner_Outer.x; // add r2.w, -c97.x, c97.y temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y; // rcp r2.w, r2.w temp2.w = 1.0f / temp2.w; // mad_sat r0.w, r0.w, -r2.w, c0.x temp0.w = saturate(temp0.w * -temp2.w + float1(1)); // mul r0.w, r0.w, r0.w temp0.w = temp0.w * temp0.w; // mul r6.xyz, r0.w, c95 temp6.xyz = temp0.www * PointLight[2].Color.xyz; // dp3 r0.x, r0, r4 temp0.x = dot(temp0.xyz, temp4.xyz); // max r0.x, r0.x, c0.y temp0.x = max(temp0.x, float1(0)); // mul r0.xyz, r6, r0.x temp0.xyz = temp6.xyz * temp0.xxx; // mad r0.xyz, c13.x, r0, r3 temp0.xyz = expr13.xxx * temp0.xyz + temp3.xyz; // mov r3.xyz, c4 temp3.xyz = AmbientLightColor.xyz; // mov r4.xyz, c14 temp4.xyz = ColorAmbient.xyz; // mad r3.xyz, r3, r4, c18 temp3.xyz = temp3.xyz * temp4.xyz + ColorEmissive.xyz; // mad r0.xyz, r0, c15, r3 temp0.xyz = temp0.xyz * ColorDiffuse.xyz + temp3.xyz; // mul r0.xyz, r2, r0 temp0.xyz = temp2.xyz * temp0.xyz; // mul r0.xyz, r0, c19.x temp0.xyz = temp0.xyz * HDRMultiplier.xxx; // mul o1.xyz, r0, c0.z o.texcoord1.xyz = temp0.xyz * float3(0.5, 0.5, 0.5); // mul o1.w, c1.x, v3.w o.texcoord1.w = OpacityOverride.x * i.color.w; // mul r0.xyz, r5, c16 temp0.xyz = temp5.xyz * ColorSpecular.xyz; // mul o2.xyz, r0, c0.z o.color1.xyz = temp0.xyz * float3(0.5, 0.5, 0.5); // dp4 r0.x, r1, c113 temp0.x = dot(temp1, (ShadowMapWorldToShadow._m00_m10_m20_m30)); // dp4 r0.y, r1, c114 temp0.y = dot(temp1, (ShadowMapWorldToShadow._m01_m11_m21_m31)); // dp4 r0.z, r1, c115 temp0.z = dot(temp1, (ShadowMapWorldToShadow._m02_m12_m22_m32)); // dp4 r0.w, r1, c116 temp0.w = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33)); // rcp r1.w, r0.w temp1.w = 1.0f / temp0.w; // mul r2.xy, r1.z, c117.zwzw temp2.xy = temp1.zz * Cloud.WorldPositionMultiplier_XYZZ.zw; // mad r2.xy, r1, c117, -r2 temp2.xy = temp1.xy * Cloud.WorldPositionMultiplier_XYZZ.xy + -temp2.xy; // add o4.xy, r2, c118 o.texcoord2.xy = temp2.xy + Cloud.CurrentOffsetUV.xy; // add r1.xy, r1.yxzw, c20.wzzw temp1.xy = temp1.yx + Shroud.ScaleUV_OffsetUV.wz; // mul o4.zw, r1.xyxy, c20.xyyx o.texcoord2.zw = temp1.xy * Shroud.ScaleUV_OffsetUV.yx; // mov o2.w, c0.x o.color1.w = float1(1); // mov o3.xy, v2 o.texcoord = i.texcoord; // mad o5.xyz, r0, r1.w, c3.xxyw o.texcoord3.xyz = temp0.xyz * temp1.www + float3(0, 0, -0.0015); // mov o5.w, r0.w o.texcoord3.w = temp0.w; // return o; } // VS_Array_Shader_1 Vertex_3_0 Has PRES True struct VS_Array_Shader_1_Input { float4 blendindices : BLENDINDICES; float4 position : POSITION; float4 normal : NORMAL; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct VS_Array_Shader_1_Output { float4 position : POSITION; float4 texcoord1 : TEXCOORD1; float4 color1 : COLOR1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float4 texcoord3 : TEXCOORD3; float3 texcoord4 : TEXCOORD4; float3 texcoord5 : TEXCOORD5; }; VS_Array_Shader_1_Output VS_Array_Shader_1(VS_Array_Shader_1_Input i) { /* PRSI OutputRegisterOffset: 11 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 3 Unknown3: 0 Unknown4: 0 Unknown5: 11 Unknown6: 3 Mappings: 1 0 - ConstOutput: 0 ConstInput 0 */ float4 expr11; float4 expr12; float4 expr13; { // Expression_2_1 // lt c11.x, (0), c0.x expr11.x = (0) < NumPointLights.x; // lt c12.x, (1), c0.x expr12.x = (1) < NumPointLights.x; // lt c13.x, (2), c0.x expr13.x = (2) < NumPointLights.x; } VS_Array_Shader_1_Output o; float4 temp0, temp1, temp2, temp3, temp4, temp5; float addr0; float3 temp6, temp7; // def c0, 1, -1, 0.5, 0 // def c3, 0, -0.0015, 0, 0 // defi i0, 2, 0, 0, 0 // dcl_blendindices v0 // dcl_position v1 // dcl_normal v2 // dcl_texcoord v3 // dcl_color v4 // dcl_position o0 // dcl_texcoord1 o1 // dcl_color1 o2 // dcl_texcoord o3.xy // dcl_texcoord2 o4 // dcl_texcoord3 o5 // dcl_texcoord4 o6.xyz // dcl_texcoord5 o7.xyz // frc r0.x, v0.x temp0.x = frac(i.blendindices.x); // add r0.y, -r0.x, v0.x temp0.y = -temp0.x + i.blendindices.x; // slt r0.z, v0.x, -v0.x temp0.z = (i.blendindices.x < -i.blendindices.x) ? 1 : 0; // slt r0.x, -r0.x, r0.x temp0.x = (-temp0.x < temp0.x) ? 1 : 0; // mad r0.x, r0.z, r0.x, r0.y temp0.x = temp0.z * temp0.x + temp0.y; // 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; // 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 r1.w, v4.w, c129[a0.x].w temp1.w = i.color.w * WorldBones[1 + addr0.x].w; // mul r2.xyz, c2, v4 temp2.xyz = TintColor.xyz * i.color.xyz; // mov r0.w, c0.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)); // add r3.xyz, -r0, c123 temp3.xyz = -temp0.xyz + EyePosition.xyz; // dp3 r2.w, r3, r3 temp2.w = dot(temp3.xyz, temp3.xyz); // rsq r2.w, r2.w temp2.w = 1 / sqrt(temp2.w); // mad r4.xyz, r3, r2.w, c6 temp4.xyz = temp3.xyz * temp2.www + DirectionalLight[0].Direction.xyz; // nrm r5.xyz, r4 temp5.xyz = normalize(temp4.xyz).xyz; // dp3 r3.w, r1, c6 temp3.w = dot(temp1.xyz, DirectionalLight[0].Direction.xyz); // dp3 r4.x, r1, r5 temp4.x = dot(temp1.xyz, temp5.xyz); // slt r4.y, -r3.w, r3.w temp4.y = (-temp3.w < temp3.w) ? 1 : 0; // mul r3.w, r3.w, r4.y temp3.w = temp3.w * temp4.y; // slt r4.z, -r4.x, r4.x temp4.z = (-temp4.x < temp4.x) ? 1 : 0; // mul r4.y, r4.y, r4.z temp4.y = temp4.y * temp4.z; // pow r5.x, r4.x, c17.x temp5.x = pow(temp4.x, Shininess.x); // mul r4.x, r4.y, r5.x temp4.x = temp4.y * temp5.x; // mul r4.yzw, r3.w, c5.xxyz temp4.yzw = temp3.www * DirectionalLight[0].Color.xyz; // mul r5.xyz, r4.x, c5 temp5.xyz = temp4.xxx * DirectionalLight[0].Color.xyz; // mul r4.xyz, r4.yzww, c15 temp4.xyz = temp4.yzw * ColorDiffuse.xyz; // mul r4.xyz, r2, r4 temp4.xyz = temp2.xyz * temp4.xyz; // mul o6.xyz, r4, c0.z o.texcoord4 = temp4 * float4(0.5, 0.5, 0.5, 0.5); // mul r4.xyz, r5, c16 temp4.xyz = temp5.xyz * ColorSpecular.xyz; // mul o7.xyz, r4, c0.z o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5); // mov r4.xyz, c3.x temp4.xyz = float3(0, 0, 0); // mov r5.xyz, c3.x temp5.xyz = float3(0, 0, 0); // mov r3.w, c0.x temp3.w = float1(1); // rep i0 for (int it0 = 0; it0 < int1(2); ++it0) { // add r4.w, r3.w, r3.w temp4.w = temp3.w + temp3.w; // mova a0.x, r4.w addr0.x = temp4.w; // mad r6.xyz, r3, r2.w, c6[a0.x] temp6.xyz = temp3.xyz * temp2.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz; // nrm r7.xyz, r6 temp7.xyz = normalize(temp6.xyz).xyz; // dp3 r4.w, r1, c6[a0.x] temp4.w = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz); // dp3 r5.w, r1, r7 temp5.w = dot(temp1.xyz, temp7.xyz); // slt r6.x, -r4.w, r4.w temp6.x = (-temp4.w < temp4.w) ? 1 : 0; // mul r4.w, r4.w, r6.x temp4.w = temp4.w * temp6.x; // slt r6.y, -r5.w, r5.w temp6.y = (-temp5.w < temp5.w) ? 1 : 0; // mul r6.x, r6.x, r6.y temp6.x = temp6.x * temp6.y; // pow r6.y, r5.w, c17.x temp6.y = pow(temp5.w, Shininess.x); // mul r5.w, r6.x, r6.y temp5.w = temp6.x * temp6.y; // mad r4.xyz, c5[a0.x], r4.w, r4 temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz; // mad r5.xyz, c5[a0.x], r5.w, r5 temp5.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp5.www + temp5.xyz; // add r3.w, r3.w, c0.x temp3.w = temp3.w + float1(1); // endrep } // add r3.xyz, -r0, c90 temp3.xyz = -temp0.xyz + PointLight[0].Position.xyz; // dp3 r2.w, r3, r3 temp2.w = dot(temp3.xyz, temp3.xyz); // rsq r2.w, r2.w temp2.w = 1 / sqrt(temp2.w); // rcp r3.w, r2.w temp3.w = 1.0f / temp2.w; // mul r3.xyz, r3, r2.w temp3.xyz = temp3.xyz * temp2.www; // add r2.w, r3.w, -c91.x temp2.w = temp3.w + -PointLight[0].Range_Inner_Outer.x; // add r3.w, -c91.x, c91.y temp3.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y; // rcp r3.w, r3.w temp3.w = 1.0f / temp3.w; // mad_sat r2.w, r2.w, -r3.w, c0.x temp2.w = saturate(temp2.w * -temp3.w + float1(1)); // mul r2.w, r2.w, r2.w temp2.w = temp2.w * temp2.w; // mul r6.xyz, r2.w, c89 temp6.xyz = temp2.www * PointLight[0].Color.xyz; // dp3 r2.w, r1, r3 temp2.w = dot(temp1.xyz, temp3.xyz); // max r2.w, r2.w, c3.x temp2.w = max(temp2.w, float1(0)); // mul r3.xyz, r6, r2.w temp3.xyz = temp6.xyz * temp2.www; // mad r3.xyz, c11.x, r3, r4 temp3.xyz = expr11.xxx * temp3.xyz + temp4.xyz; // add r4.xyz, -r0, c93 temp4.xyz = -temp0.xyz + PointLight[1].Position.xyz; // dp3 r2.w, r4, r4 temp2.w = dot(temp4.xyz, temp4.xyz); // rsq r2.w, r2.w temp2.w = 1 / sqrt(temp2.w); // rcp r3.w, r2.w temp3.w = 1.0f / temp2.w; // mul r4.xyz, r4, r2.w temp4.xyz = temp4.xyz * temp2.www; // add r2.w, r3.w, -c94.x temp2.w = temp3.w + -PointLight[1].Range_Inner_Outer.x; // add r3.w, -c94.x, c94.y temp3.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y; // rcp r3.w, r3.w temp3.w = 1.0f / temp3.w; // mad_sat r2.w, r2.w, -r3.w, c0.x temp2.w = saturate(temp2.w * -temp3.w + float1(1)); // mul r2.w, r2.w, r2.w temp2.w = temp2.w * temp2.w; // mul r6.xyz, r2.w, c92 temp6.xyz = temp2.www * PointLight[1].Color.xyz; // dp3 r2.w, r1, r4 temp2.w = dot(temp1.xyz, temp4.xyz); // max r2.w, r2.w, c3.x temp2.w = max(temp2.w, float1(0)); // mul r4.xyz, r6, r2.w temp4.xyz = temp6.xyz * temp2.www; // mad r3.xyz, c12.x, r4, r3 temp3.xyz = expr12.xxx * temp4.xyz + temp3.xyz; // add r4.xyz, -r0, c96 temp4.xyz = -temp0.xyz + PointLight[2].Position.xyz; // dp3 r2.w, r4, r4 temp2.w = dot(temp4.xyz, temp4.xyz); // rsq r2.w, r2.w temp2.w = 1 / sqrt(temp2.w); // rcp r3.w, r2.w temp3.w = 1.0f / temp2.w; // mul r4.xyz, r4, r2.w temp4.xyz = temp4.xyz * temp2.www; // add r2.w, r3.w, -c97.x temp2.w = temp3.w + -PointLight[2].Range_Inner_Outer.x; // add r3.w, -c97.x, c97.y temp3.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y; // rcp r3.w, r3.w temp3.w = 1.0f / temp3.w; // mad_sat r2.w, r2.w, -r3.w, c0.x temp2.w = saturate(temp2.w * -temp3.w + float1(1)); // mul r2.w, r2.w, r2.w temp2.w = temp2.w * temp2.w; // mul r6.xyz, r2.w, c95 temp6.xyz = temp2.www * PointLight[2].Color.xyz; // dp3 r1.x, r1, r4 temp1.x = dot(temp1.xyz, temp4.xyz); // max r1.x, r1.x, c3.x temp1.x = max(temp1.x, float1(0)); // mul r1.xyz, r6, r1.x temp1.xyz = temp6.xyz * temp1.xxx; // mad r1.xyz, c13.x, r1, r3 temp1.xyz = expr13.xxx * temp1.xyz + temp3.xyz; // mov r3.xyz, c4 temp3.xyz = AmbientLightColor.xyz; // mov r4.xyz, c14 temp4.xyz = ColorAmbient.xyz; // mad r3.xyz, r3, r4, c18 temp3.xyz = temp3.xyz * temp4.xyz + ColorEmissive.xyz; // mad r1.xyz, r1, c15, r3 temp1.xyz = temp1.xyz * ColorDiffuse.xyz + temp3.xyz; // mul r1.xyz, r2, r1 temp1.xyz = temp2.xyz * temp1.xyz; // mul r1.xyz, r1, c19.x temp1.xyz = temp1.xyz * HDRMultiplier.xxx; // mul o1.xyz, r1, c0.z o.texcoord1.xyz = temp1.xyz * float3(0.5, 0.5, 0.5); // mul o1.w, r1.w, c1.x o.texcoord1.w = temp1.w * OpacityOverride.x; // mul r1.xyz, r5, c16 temp1.xyz = temp5.xyz * ColorSpecular.xyz; // mul o2.xyz, r1, c0.z o.color1.xyz = temp1.xyz * float3(0.5, 0.5, 0.5); // dp4 r1.x, r0, c113 temp1.x = dot(temp0, (ShadowMapWorldToShadow._m00_m10_m20_m30)); // dp4 r1.y, r0, c114 temp1.y = dot(temp0, (ShadowMapWorldToShadow._m01_m11_m21_m31)); // dp4 r1.z, r0, c115 temp1.z = dot(temp0, (ShadowMapWorldToShadow._m02_m12_m22_m32)); // dp4 r0.w, r0, c116 temp0.w = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33)); // rcp r1.w, r0.w temp1.w = 1.0f / temp0.w; // mul r2.xy, r0.z, c117.zwzw temp2.xy = temp0.zz * Cloud.WorldPositionMultiplier_XYZZ.zw; // mad r2.xy, r0, c117, -r2 temp2.xy = temp0.xy * Cloud.WorldPositionMultiplier_XYZZ.xy + -temp2.xy; // add o4.xy, r2, c118 o.texcoord2.xy = temp2.xy + Cloud.CurrentOffsetUV.xy; // add r0.xy, r0.yxzw, c20.wzzw temp0.xy = temp0.yx + Shroud.ScaleUV_OffsetUV.wz; // mul o4.zw, r0.xyxy, c20.xyyx o.texcoord2.zw = temp0.xy * Shroud.ScaleUV_OffsetUV.yx; // mov o2.w, c0.x o.color1.w = float1(1); // mov o3.xy, v3 o.texcoord = i.texcoord; // mad o5.xyz, r1, r1.w, c3.xxyw o.texcoord3.xyz = temp1.xyz * temp1.www + float3(0, 0, -0.0015); // mov o5.w, r0.w o.texcoord3.w = temp0.w; // return o; } // VS_Array_Shader_2 Vertex_3_0 Has PRES True 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 texcoord : TEXCOORD; float4 color : COLOR; }; struct VS_Array_Shader_2_Output { float4 position : POSITION; float4 texcoord1 : TEXCOORD1; float4 color1 : COLOR1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float4 texcoord3 : TEXCOORD3; float3 texcoord4 : TEXCOORD4; float3 texcoord5 : TEXCOORD5; }; VS_Array_Shader_2_Output VS_Array_Shader_2(VS_Array_Shader_2_Input i) { /* PRSI OutputRegisterOffset: 11 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 3 Unknown3: 0 Unknown4: 0 Unknown5: 11 Unknown6: 3 Mappings: 1 0 - ConstOutput: 0 ConstInput 0 */ float4 expr11; float4 expr12; float4 expr13; { // Expression_2_1 // lt c11.x, (0), c0.x expr11.x = (0) < NumPointLights.x; // lt c12.x, (1), c0.x expr12.x = (1) < NumPointLights.x; // lt c13.x, (2), c0.x expr13.x = (2) < NumPointLights.x; } VS_Array_Shader_2_Output o; float4 temp0, temp1, temp2, temp3, temp4, temp5; float2 addr0; float3 temp6, temp7; // def c0, 1, -1, 0.5, 0 // def c3, 0, -0.0015, 0, 0 // defi i0, 2, 0, 0, 0 // dcl_blendindices v0 // dcl_blendweight v1 // dcl_position v2 // dcl_position1 v3 // dcl_normal v4 // dcl_normal1 v5 // dcl_texcoord v6 // dcl_color v7 // dcl_position o0 // dcl_texcoord1 o1 // dcl_color1 o2 // dcl_texcoord o3.xy // dcl_texcoord2 o4 // dcl_texcoord3 o5 // dcl_texcoord4 o6.xyz // dcl_texcoord5 o7.xyz // frc r0.xy, v0 temp0.xy = frac(i.blendindices.xy); // add r0.zw, -r0.xyxy, v0.xyxy temp0.zw = -temp0.xy + i.blendindices.xy; // slt r1.xy, v0, -v0 temp1.xy = (i.blendindices.xy < -i.blendindices.xy) ? 1 : 0; // slt r0.xy, -r0, r0 temp0.xy = (-temp0.xy < temp0.xy) ? 1 : 0; // mad r0.xy, r1, r0, r0.zwzw temp0.xy = temp1.xy * temp0.xy + temp0.zw; // add r0.xy, r0, r0 temp0.xy = temp0.xy + temp0.xy; // mova a0.xy, r0 addr0.xy = temp0.xy; // mul r0, v2.zxyy, c128[a0.x].yzxy temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r0, c128[a0.x].wwwx, v2.xyzx, r0 temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0; // mul r1, v2.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; // mul r1, v4.zxyy, c128[a0.x].yzxy temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r1, c128[a0.x].wwwx, v4.xyzx, r1 temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1; // mul r2, v4.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 r2, v3.zxyy, c128[a0.y].yzxy temp2 = i.position1.zxyy * WorldBones[0 + addr0.y].yzxy; // mad r2, c128[a0.y].wwwx, v3.xyzx, r2 temp2 = WorldBones[0 + addr0.y].wwwx * i.position1.xyzx + temp2; // mul r3, v3.yzxz, c128[a0.y].zxyz temp3 = i.position1.yzxz * WorldBones[0 + addr0.y].zxyz; // mad r2, r2, c0.xxxy, -r3 temp2 = temp2 * float4(1, 1, 1, -1) + -temp3; // mul r3.xyz, r2.w, c128[a0.y] temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz; // mad r3.xyz, c128[a0.y].w, r2, -r3 temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz; // mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3 temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz; // mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3 temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz; // add r2.xyz, r2, c129[a0.y] temp2.xyz = temp2.xyz + WorldBones[1 + addr0.y].xyz; // mul r2.xyz, r2, v1.y temp2.xyz = temp2.xyz * i.blendweight.yyy; // mad r0.xyz, r0, v1.x, r2 temp0.xyz = temp0.xyz * i.blendweight.xxx + temp2.xyz; // mul r2, v5.zxyy, c128[a0.y].yzxy temp2 = i.normal1.zxyy * WorldBones[0 + addr0.y].yzxy; // mad r2, c128[a0.y].wwwx, v5.xyzx, r2 temp2 = WorldBones[0 + addr0.y].wwwx * i.normal1.xyzx + temp2; // mul r3, v5.yzxz, c128[a0.y].zxyz temp3 = i.normal1.yzxz * WorldBones[0 + addr0.y].zxyz; // mad r2, r2, c0.xxxy, -r3 temp2 = temp2 * float4(1, 1, 1, -1) + -temp3; // mul r3.xyz, r2.w, c128[a0.y] temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz; // mad r3.xyz, c128[a0.y].w, r2, -r3 temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz; // mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3 temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz; // mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3 temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz; // mul r2.xyz, r2, v1.y temp2.xyz = temp2.xyz * i.blendweight.yyy; // mad r1.xyz, r1, v1.x, r2 temp1.xyz = temp1.xyz * i.blendweight.xxx + temp2.xyz; // mul r1.w, v1.y, c129[a0.y].w temp1.w = i.blendweight.y * WorldBones[1 + addr0.y].w; // mad r1.w, c129[a0.x].w, v1.x, r1.w temp1.w = WorldBones[1 + addr0.x].w * i.blendweight.x + temp1.w; // mul r1.w, r1.w, v7.w temp1.w = temp1.w * i.color.w; // mul r2.xyz, c2, v7 temp2.xyz = TintColor.xyz * i.color.xyz; // mov r0.w, c0.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)); // add r3.xyz, -r0, c123 temp3.xyz = -temp0.xyz + EyePosition.xyz; // dp3 r2.w, r3, r3 temp2.w = dot(temp3.xyz, temp3.xyz); // rsq r2.w, r2.w temp2.w = 1 / sqrt(temp2.w); // mad r4.xyz, r3, r2.w, c6 temp4.xyz = temp3.xyz * temp2.www + DirectionalLight[0].Direction.xyz; // nrm r5.xyz, r4 temp5.xyz = normalize(temp4.xyz).xyz; // dp3 r3.w, r1, c6 temp3.w = dot(temp1.xyz, DirectionalLight[0].Direction.xyz); // dp3 r4.x, r1, r5 temp4.x = dot(temp1.xyz, temp5.xyz); // slt r4.y, -r3.w, r3.w temp4.y = (-temp3.w < temp3.w) ? 1 : 0; // mul r3.w, r3.w, r4.y temp3.w = temp3.w * temp4.y; // slt r4.z, -r4.x, r4.x temp4.z = (-temp4.x < temp4.x) ? 1 : 0; // mul r4.y, r4.y, r4.z temp4.y = temp4.y * temp4.z; // pow r5.x, r4.x, c17.x temp5.x = pow(temp4.x, Shininess.x); // mul r4.x, r4.y, r5.x temp4.x = temp4.y * temp5.x; // mul r4.yzw, r3.w, c5.xxyz temp4.yzw = temp3.www * DirectionalLight[0].Color.xyz; // mul r5.xyz, r4.x, c5 temp5.xyz = temp4.xxx * DirectionalLight[0].Color.xyz; // mul r4.xyz, r4.yzww, c15 temp4.xyz = temp4.yzw * ColorDiffuse.xyz; // mul r4.xyz, r2, r4 temp4.xyz = temp2.xyz * temp4.xyz; // mul o6.xyz, r4, c0.z o.texcoord4 = temp4 * float4(0.5, 0.5, 0.5, 0.5); // mul r4.xyz, r5, c16 temp4.xyz = temp5.xyz * ColorSpecular.xyz; // mul o7.xyz, r4, c0.z o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5); // mov r4.xyz, c3.x temp4.xyz = float3(0, 0, 0); // mov r5.xyz, c3.x temp5.xyz = float3(0, 0, 0); // mov r3.w, c0.x temp3.w = float1(1); // rep i0 for (int it0 = 0; it0 < int1(2); ++it0) { // add r4.w, r3.w, r3.w temp4.w = temp3.w + temp3.w; // mova a0.x, r4.w addr0.x = temp4.w; // mad r6.xyz, r3, r2.w, c6[a0.x] temp6.xyz = temp3.xyz * temp2.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz; // nrm r7.xyz, r6 temp7.xyz = normalize(temp6.xyz).xyz; // dp3 r4.w, r1, c6[a0.x] temp4.w = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz); // dp3 r5.w, r1, r7 temp5.w = dot(temp1.xyz, temp7.xyz); // slt r6.x, -r4.w, r4.w temp6.x = (-temp4.w < temp4.w) ? 1 : 0; // mul r4.w, r4.w, r6.x temp4.w = temp4.w * temp6.x; // slt r6.y, -r5.w, r5.w temp6.y = (-temp5.w < temp5.w) ? 1 : 0; // mul r6.x, r6.x, r6.y temp6.x = temp6.x * temp6.y; // pow r6.y, r5.w, c17.x temp6.y = pow(temp5.w, Shininess.x); // mul r5.w, r6.x, r6.y temp5.w = temp6.x * temp6.y; // mad r4.xyz, c5[a0.x], r4.w, r4 temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz; // mad r5.xyz, c5[a0.x], r5.w, r5 temp5.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp5.www + temp5.xyz; // add r3.w, r3.w, c0.x temp3.w = temp3.w + float1(1); // endrep } // add r3.xyz, -r0, c90 temp3.xyz = -temp0.xyz + PointLight[0].Position.xyz; // dp3 r2.w, r3, r3 temp2.w = dot(temp3.xyz, temp3.xyz); // rsq r2.w, r2.w temp2.w = 1 / sqrt(temp2.w); // rcp r3.w, r2.w temp3.w = 1.0f / temp2.w; // mul r3.xyz, r3, r2.w temp3.xyz = temp3.xyz * temp2.www; // add r2.w, r3.w, -c91.x temp2.w = temp3.w + -PointLight[0].Range_Inner_Outer.x; // add r3.w, -c91.x, c91.y temp3.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y; // rcp r3.w, r3.w temp3.w = 1.0f / temp3.w; // mad_sat r2.w, r2.w, -r3.w, c0.x temp2.w = saturate(temp2.w * -temp3.w + float1(1)); // mul r2.w, r2.w, r2.w temp2.w = temp2.w * temp2.w; // mul r6.xyz, r2.w, c89 temp6.xyz = temp2.www * PointLight[0].Color.xyz; // dp3 r2.w, r1, r3 temp2.w = dot(temp1.xyz, temp3.xyz); // max r2.w, r2.w, c3.x temp2.w = max(temp2.w, float1(0)); // mul r3.xyz, r6, r2.w temp3.xyz = temp6.xyz * temp2.www; // mad r3.xyz, c11.x, r3, r4 temp3.xyz = expr11.xxx * temp3.xyz + temp4.xyz; // add r4.xyz, -r0, c93 temp4.xyz = -temp0.xyz + PointLight[1].Position.xyz; // dp3 r2.w, r4, r4 temp2.w = dot(temp4.xyz, temp4.xyz); // rsq r2.w, r2.w temp2.w = 1 / sqrt(temp2.w); // rcp r3.w, r2.w temp3.w = 1.0f / temp2.w; // mul r4.xyz, r4, r2.w temp4.xyz = temp4.xyz * temp2.www; // add r2.w, r3.w, -c94.x temp2.w = temp3.w + -PointLight[1].Range_Inner_Outer.x; // add r3.w, -c94.x, c94.y temp3.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y; // rcp r3.w, r3.w temp3.w = 1.0f / temp3.w; // mad_sat r2.w, r2.w, -r3.w, c0.x temp2.w = saturate(temp2.w * -temp3.w + float1(1)); // mul r2.w, r2.w, r2.w temp2.w = temp2.w * temp2.w; // mul r6.xyz, r2.w, c92 temp6.xyz = temp2.www * PointLight[1].Color.xyz; // dp3 r2.w, r1, r4 temp2.w = dot(temp1.xyz, temp4.xyz); // max r2.w, r2.w, c3.x temp2.w = max(temp2.w, float1(0)); // mul r4.xyz, r6, r2.w temp4.xyz = temp6.xyz * temp2.www; // mad r3.xyz, c12.x, r4, r3 temp3.xyz = expr12.xxx * temp4.xyz + temp3.xyz; // add r4.xyz, -r0, c96 temp4.xyz = -temp0.xyz + PointLight[2].Position.xyz; // dp3 r2.w, r4, r4 temp2.w = dot(temp4.xyz, temp4.xyz); // rsq r2.w, r2.w temp2.w = 1 / sqrt(temp2.w); // rcp r3.w, r2.w temp3.w = 1.0f / temp2.w; // mul r4.xyz, r4, r2.w temp4.xyz = temp4.xyz * temp2.www; // add r2.w, r3.w, -c97.x temp2.w = temp3.w + -PointLight[2].Range_Inner_Outer.x; // add r3.w, -c97.x, c97.y temp3.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y; // rcp r3.w, r3.w temp3.w = 1.0f / temp3.w; // mad_sat r2.w, r2.w, -r3.w, c0.x temp2.w = saturate(temp2.w * -temp3.w + float1(1)); // mul r2.w, r2.w, r2.w temp2.w = temp2.w * temp2.w; // mul r6.xyz, r2.w, c95 temp6.xyz = temp2.www * PointLight[2].Color.xyz; // dp3 r1.x, r1, r4 temp1.x = dot(temp1.xyz, temp4.xyz); // max r1.x, r1.x, c3.x temp1.x = max(temp1.x, float1(0)); // mul r1.xyz, r6, r1.x temp1.xyz = temp6.xyz * temp1.xxx; // mad r1.xyz, c13.x, r1, r3 temp1.xyz = expr13.xxx * temp1.xyz + temp3.xyz; // mov r3.xyz, c4 temp3.xyz = AmbientLightColor.xyz; // mov r4.xyz, c14 temp4.xyz = ColorAmbient.xyz; // mad r3.xyz, r3, r4, c18 temp3.xyz = temp3.xyz * temp4.xyz + ColorEmissive.xyz; // mad r1.xyz, r1, c15, r3 temp1.xyz = temp1.xyz * ColorDiffuse.xyz + temp3.xyz; // mul r1.xyz, r2, r1 temp1.xyz = temp2.xyz * temp1.xyz; // mul r1.xyz, r1, c19.x temp1.xyz = temp1.xyz * HDRMultiplier.xxx; // mul o1.xyz, r1, c0.z o.texcoord1.xyz = temp1.xyz * float3(0.5, 0.5, 0.5); // mul o1.w, r1.w, c1.x o.texcoord1.w = temp1.w * OpacityOverride.x; // mul r1.xyz, r5, c16 temp1.xyz = temp5.xyz * ColorSpecular.xyz; // mul o2.xyz, r1, c0.z o.color1.xyz = temp1.xyz * float3(0.5, 0.5, 0.5); // dp4 r1.x, r0, c113 temp1.x = dot(temp0, (ShadowMapWorldToShadow._m00_m10_m20_m30)); // dp4 r1.y, r0, c114 temp1.y = dot(temp0, (ShadowMapWorldToShadow._m01_m11_m21_m31)); // dp4 r1.z, r0, c115 temp1.z = dot(temp0, (ShadowMapWorldToShadow._m02_m12_m22_m32)); // dp4 r0.w, r0, c116 temp0.w = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33)); // rcp r1.w, r0.w temp1.w = 1.0f / temp0.w; // mul r2.xy, r0.z, c117.zwzw temp2.xy = temp0.zz * Cloud.WorldPositionMultiplier_XYZZ.zw; // mad r2.xy, r0, c117, -r2 temp2.xy = temp0.xy * Cloud.WorldPositionMultiplier_XYZZ.xy + -temp2.xy; // add o4.xy, r2, c118 o.texcoord2.xy = temp2.xy + Cloud.CurrentOffsetUV.xy; // add r0.xy, r0.yxzw, c20.wzzw temp0.xy = temp0.yx + Shroud.ScaleUV_OffsetUV.wz; // mul o4.zw, r0.xyxy, c20.xyyx o.texcoord2.zw = temp0.xy * Shroud.ScaleUV_OffsetUV.yx; // mov o2.w, c0.x o.color1.w = float1(1); // mov o3.xy, v6 o.texcoord = i.texcoord; // mad o5.xyz, r1, r1.w, c3.xxyw o.texcoord3.xyz = temp1.xyz * temp1.www + float3(0, 0, -0.0015); // mov o5.w, r0.w o.texcoord3.w = temp0.w; // return o; } VertexShader VS_Array[3] = { compile vs_3_0 VS_Array_Shader_0(), // 57 compile vs_3_0 VS_Array_Shader_1(), // 58 compile vs_3_0 VS_Array_Shader_2(), // 59 }; // PS_Array_Shader_0 Pixel_3_0 Has PRES False struct PS_Array_Shader_0_Input { float4 texcoord1 : TEXCOORD1; float3 color1 : COLOR1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float3 texcoord4 : TEXCOORD4; float3 texcoord5 : TEXCOORD5; }; float4 PS_Array_Shader_0(PS_Array_Shader_0_Input i) : COLOR { float4 out_color; float4 temp0, temp1; float3 temp2; // def c0, 2.2, 0, 0, 0 // dcl_texcoord1 v0 // dcl_color1 v1.xyz // dcl_texcoord v2.xy // dcl_texcoord2 v3 // dcl_texcoord4 v4.xyz // dcl_texcoord5 v5.xyz // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // texld r0, v3, s2 temp0 = tex2D(CloudTextureSampler, i.texcoord2.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); // exp r1.y, r0.y temp1.y = exp2(temp0.y); // exp r1.z, r0.z temp1.z = exp2(temp0.z); // mov r0.xyz, v0 temp0.xyz = i.texcoord1.xyz; // mad r0.xyz, v4, r1, r0 temp0.xyz = i.texcoord4.xyz * temp1.xyz + temp0.xyz; // mov r2.xyz, v5 temp2.xyz = i.texcoord5.xyz; // mad r1.xyz, r2, r1, v1 temp1.xyz = temp2.xyz * temp1.xyz + i.color1.xyz; // add r0.xyz, r0, r1 temp0.xyz = temp0.xyz + temp1.xyz; // mov r0.w, v0.w temp0.w = i.texcoord1.w; // texld r1, v2, s0 temp1 = tex2D(Texture_0Sampler, i.texcoord.xy); // log r2.x, r1.x temp2.x = log2(temp1.x); // log r2.y, r1.y temp2.y = log2(temp1.y); // log r2.z, r1.z temp2.z = log2(temp1.z); // mul r2.xyz, r2, c0.x temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2); // exp r1.x, r2.x temp1.x = exp2(temp2.x); // exp r1.y, r2.y temp1.y = exp2(temp2.y); // exp r1.z, r2.z temp1.z = exp2(temp2.z); // mul r0, r0, r1 temp0 = temp0 * temp1; // add r0.xyz, r0, r0 temp0.xyz = temp0.xyz + temp0.xyz; // mov oC0.w, r0.w out_color.w = temp0.w; // texld r1, v3.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; float4 color1 : COLOR1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float3 texcoord4 : TEXCOORD4; float3 texcoord5 : TEXCOORD5; }; float4 PS_Array_Shader_1(PS_Array_Shader_1_Input i) : COLOR { float4 out_color; float4 temp0, temp1; float3 temp2; // def c0, 2.2, 2, -1, 1 // dcl_texcoord1 v0 // dcl_color1 v1 // dcl_texcoord v2.xy // dcl_texcoord2 v3 // dcl_texcoord4 v4.xyz // dcl_texcoord5 v5.xyz // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // texld r0, v3, s2 temp0 = tex2D(CloudTextureSampler, i.texcoord2.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); // exp r1.y, r0.y temp1.y = exp2(temp0.y); // exp r1.z, r0.z temp1.z = exp2(temp0.z); // mov r0.xyz, v0 temp0.xyz = i.texcoord1.xyz; // mad r0.xyz, v4, r1, r0 temp0.xyz = i.texcoord4.xyz * temp1.xyz + temp0.xyz; // mov r2.xyz, v1 temp2.xyz = i.color1.xyz; // mad r1.xyz, v5, r1, r2 temp1.xyz = i.texcoord5.xyz * temp1.xyz + temp2.xyz; // add r0.xyz, r0, r1 temp0.xyz = temp0.xyz + temp1.xyz; // mov r0.w, v0.w temp0.w = i.texcoord1.w; // texld r1, v2, s0 temp1 = tex2D(Texture_0Sampler, i.texcoord.xy); // log r2.x, r1.x temp2.x = log2(temp1.x); // log r2.y, r1.y temp2.y = log2(temp1.y); // log r2.z, r1.z temp2.z = log2(temp1.z); // mul r2.xyz, r2, c0.x temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2); // exp r1.x, r2.x temp1.x = exp2(temp2.x); // exp r1.y, r2.y temp1.y = exp2(temp2.y); // exp r1.z, r2.z temp1.z = exp2(temp2.z); // mul r0, r0, r1 temp0 = temp0 * temp1; // mad r0.xyz, r0, c0.y, c0.z temp0.xyz = temp0.xyz * float3(2, 2, 2) + float3(-1, -1, -1); // mov oC0.w, r0.w out_color.w = temp0.w; // mad r0.xyz, v1.w, r0, c0.w temp0.xyz = i.color1.www * temp0.xyz + float3(1, 1, 1); // texld r1, v3.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; float4 color1 : COLOR1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float3 texcoord4 : TEXCOORD4; float3 texcoord5 : TEXCOORD5; }; float4 PS_Array_Shader_2(PS_Array_Shader_2_Input i) : COLOR { float4 out_color; float4 temp0, temp1; float3 temp2; // def c0, 2.2, 0, 0, 0 // dcl_texcoord1 v0 // dcl_color1 v1 // dcl_texcoord v2.xy // dcl_texcoord2 v3 // dcl_texcoord4 v4.xyz // dcl_texcoord5 v5.xyz // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // texld r0, v3, s2 temp0 = tex2D(CloudTextureSampler, i.texcoord2.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); // exp r1.y, r0.y temp1.y = exp2(temp0.y); // exp r1.z, r0.z temp1.z = exp2(temp0.z); // mov r0.xyz, v0 temp0.xyz = i.texcoord1.xyz; // mad r0.xyz, v4, r1, r0 temp0.xyz = i.texcoord4.xyz * temp1.xyz + temp0.xyz; // mov r2.xyz, v1 temp2.xyz = i.color1.xyz; // mad r1.xyz, v5, r1, r2 temp1.xyz = i.texcoord5.xyz * temp1.xyz + temp2.xyz; // add r0.xyz, r0, r1 temp0.xyz = temp0.xyz + temp1.xyz; // mov r0.w, v0.w temp0.w = i.texcoord1.w; // texld r1, v2, s0 temp1 = tex2D(Texture_0Sampler, i.texcoord.xy); // log r2.x, r1.x temp2.x = log2(temp1.x); // log r2.y, r1.y temp2.y = log2(temp1.y); // log r2.z, r1.z temp2.z = log2(temp1.z); // mul r2.xyz, r2, c0.x temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2); // exp r1.x, r2.x temp1.x = exp2(temp2.x); // exp r1.y, r2.y temp1.y = exp2(temp2.y); // exp r1.z, r2.z temp1.z = exp2(temp2.z); // mul r0, r0, r1 temp0 = temp0 * temp1; // add r0.xyz, r0, r0 temp0.xyz = temp0.xyz + temp0.xyz; // mov oC0.w, r0.w out_color.w = temp0.w; // mul r0.xyz, r0, v1.w temp0.xyz = temp0.xyz * i.color1.www; // texld r1, v3.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; float3 color1 : COLOR1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float3 texcoord3 : TEXCOORD3; float3 texcoord4 : TEXCOORD4; float3 texcoord5 : TEXCOORD5; }; float4 PS_Array_Shader_3(PS_Array_Shader_3_Input i) : COLOR { float4 out_color; float4 temp0, temp1; float3 temp2; // def c0, 2.2, 1, 0, 0.25 // dcl_texcoord1 v0 // dcl_color1 v1.xyz // dcl_texcoord v2.xy // dcl_texcoord2 v3 // dcl_texcoord3 v4.xyz // dcl_texcoord4 v5.xyz // dcl_texcoord5 v6.xyz // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // dcl_2d s3 // add r0.xy, c11.zxzw, v4 temp0.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx + i.texcoord3.xy; // texld r0, r0, s0 temp0 = tex2D(ShadowMapSampler, temp0.xy); // mov r0.y, r0.x temp0.y = temp0.x; // add r1.xy, c11.yzzw, v4 temp1.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz + i.texcoord3.xy; // texld r1, r1, s0 temp1 = tex2D(ShadowMapSampler, temp1.xy); // mov r0.z, r1.x temp0.z = temp1.x; // add r1.xy, c11.wzzw, v4 temp1.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz + i.texcoord3.xy; // texld r1, r1, s0 temp1 = tex2D(ShadowMapSampler, temp1.xy); // mov r0.w, r1.x temp0.w = temp1.x; // texld r1, v4, s0 temp1 = tex2D(ShadowMapSampler, i.texcoord3.xy); // mov r0.x, r1.x temp0.x = temp1.x; // add r0, r0, -v4.z temp0 = temp0 + -i.texcoord3.z; // cmp r0, r0, c0.y, c0.z temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0); // dp4 r0.x, c0.y, r0 temp0.x = dot(float4(1, 1, 1, 1), temp0); // mul r0.x, r0.x, c0.w temp0.x = temp0.x * float1(0.25); // texld r1, v3, s3 temp1 = tex2D(CloudTextureSampler, i.texcoord2.xy); // log r0.y, r1.x temp0.y = log2(temp1.x); // log r0.z, r1.y temp0.z = log2(temp1.y); // log r0.w, r1.z temp0.w = log2(temp1.z); // mul r0.yzw, r0, c0.x temp0.yzw = temp0.yzw * float3(2.2, 2.2, 2.2); // exp r1.x, r0.y temp1.x = exp2(temp0.y); // exp r1.y, r0.z temp1.y = exp2(temp0.z); // exp r1.z, r0.w temp1.z = exp2(temp0.w); // mul r0.xyz, r0.x, r1 temp0.xyz = temp0.xxx * temp1.xyz; // mov r1.xyz, v0 temp1.xyz = i.texcoord1.xyz; // mad r1.xyz, v5, r0, r1 temp1.xyz = i.texcoord4.xyz * temp0.xyz + temp1.xyz; // mov r2.xyz, v6 temp2.xyz = i.texcoord5.xyz; // mad r0.xyz, r2, r0, v1 temp0.xyz = temp2.xyz * temp0.xyz + i.color1.xyz; // add r0.xyz, r1, r0 temp0.xyz = temp1.xyz + temp0.xyz; // mov r0.w, v0.w temp0.w = i.texcoord1.w; // texld r1, v2, s1 temp1 = tex2D(Texture_0Sampler, i.texcoord.xy); // log r2.x, r1.x temp2.x = log2(temp1.x); // log r2.y, r1.y temp2.y = log2(temp1.y); // log r2.z, r1.z temp2.z = log2(temp1.z); // mul r2.xyz, r2, c0.x temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2); // exp r1.x, r2.x temp1.x = exp2(temp2.x); // exp r1.y, r2.y temp1.y = exp2(temp2.y); // exp r1.z, r2.z temp1.z = exp2(temp2.z); // mul r0, r0, r1 temp0 = temp0 * temp1; // add r0.xyz, r0, r0 temp0.xyz = temp0.xyz + temp0.xyz; // mov oC0.w, r0.w out_color.w = temp0.w; // texld r1, v3.wzzw, s2 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; float4 color1 : COLOR1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float3 texcoord3 : TEXCOORD3; float3 texcoord4 : TEXCOORD4; float3 texcoord5 : TEXCOORD5; }; float4 PS_Array_Shader_4(PS_Array_Shader_4_Input i) : COLOR { float4 out_color; float4 temp0, temp1; float3 temp2; // def c0, 2.2, 1, 0, 0.25 // def c1, 2, -1, 0, 0 // dcl_texcoord1 v0 // dcl_color1 v1 // dcl_texcoord v2.xy // dcl_texcoord2 v3 // dcl_texcoord3 v4.xyz // dcl_texcoord4 v5.xyz // dcl_texcoord5 v6.xyz // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // dcl_2d s3 // add r0.xy, c11.zxzw, v4 temp0.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx + i.texcoord3.xy; // texld r0, r0, s0 temp0 = tex2D(ShadowMapSampler, temp0.xy); // mov r0.y, r0.x temp0.y = temp0.x; // add r1.xy, c11.yzzw, v4 temp1.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz + i.texcoord3.xy; // texld r1, r1, s0 temp1 = tex2D(ShadowMapSampler, temp1.xy); // mov r0.z, r1.x temp0.z = temp1.x; // add r1.xy, c11.wzzw, v4 temp1.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz + i.texcoord3.xy; // texld r1, r1, s0 temp1 = tex2D(ShadowMapSampler, temp1.xy); // mov r0.w, r1.x temp0.w = temp1.x; // texld r1, v4, s0 temp1 = tex2D(ShadowMapSampler, i.texcoord3.xy); // mov r0.x, r1.x temp0.x = temp1.x; // add r0, r0, -v4.z temp0 = temp0 + -i.texcoord3.z; // cmp r0, r0, c0.y, c0.z temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0); // dp4 r0.x, c0.y, r0 temp0.x = dot(float4(1, 1, 1, 1), temp0); // mul r0.x, r0.x, c0.w temp0.x = temp0.x * float1(0.25); // texld r1, v3, s3 temp1 = tex2D(CloudTextureSampler, i.texcoord2.xy); // log r0.y, r1.x temp0.y = log2(temp1.x); // log r0.z, r1.y temp0.z = log2(temp1.y); // log r0.w, r1.z temp0.w = log2(temp1.z); // mul r0.yzw, r0, c0.x temp0.yzw = temp0.yzw * float3(2.2, 2.2, 2.2); // exp r1.x, r0.y temp1.x = exp2(temp0.y); // exp r1.y, r0.z temp1.y = exp2(temp0.z); // exp r1.z, r0.w temp1.z = exp2(temp0.w); // mul r0.xyz, r0.x, r1 temp0.xyz = temp0.xxx * temp1.xyz; // mov r1.xyz, v0 temp1.xyz = i.texcoord1.xyz; // mad r1.xyz, v5, r0, r1 temp1.xyz = i.texcoord4.xyz * temp0.xyz + temp1.xyz; // mov r2.xyz, v1 temp2.xyz = i.color1.xyz; // mad r0.xyz, v6, r0, r2 temp0.xyz = i.texcoord5.xyz * temp0.xyz + temp2.xyz; // add r0.xyz, r1, r0 temp0.xyz = temp1.xyz + temp0.xyz; // mov r0.w, v0.w temp0.w = i.texcoord1.w; // texld r1, v2, s1 temp1 = tex2D(Texture_0Sampler, i.texcoord.xy); // log r2.x, r1.x temp2.x = log2(temp1.x); // log r2.y, r1.y temp2.y = log2(temp1.y); // log r2.z, r1.z temp2.z = log2(temp1.z); // mul r2.xyz, r2, c0.x temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2); // exp r1.x, r2.x temp1.x = exp2(temp2.x); // exp r1.y, r2.y temp1.y = exp2(temp2.y); // exp r1.z, r2.z temp1.z = exp2(temp2.z); // mul r0, r0, r1 temp0 = temp0 * temp1; // mad r0.xyz, r0, c1.x, c1.y temp0.xyz = temp0.xyz * float3(2, 2, 2) + float3(-1, -1, -1); // mov oC0.w, r0.w out_color.w = temp0.w; // mad r0.xyz, v1.w, r0, c0.y temp0.xyz = i.color1.www * temp0.xyz + float3(1, 1, 1); // texld r1, v3.wzzw, s2 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; float4 color1 : COLOR1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float3 texcoord3 : TEXCOORD3; float3 texcoord4 : TEXCOORD4; float3 texcoord5 : TEXCOORD5; }; float4 PS_Array_Shader_5(PS_Array_Shader_5_Input i) : COLOR { float4 out_color; float4 temp0, temp1; float3 temp2; // def c0, 2.2, 1, 0, 0.25 // dcl_texcoord1 v0 // dcl_color1 v1 // dcl_texcoord v2.xy // dcl_texcoord2 v3 // dcl_texcoord3 v4.xyz // dcl_texcoord4 v5.xyz // dcl_texcoord5 v6.xyz // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // dcl_2d s3 // add r0.xy, c11.zxzw, v4 temp0.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx + i.texcoord3.xy; // texld r0, r0, s0 temp0 = tex2D(ShadowMapSampler, temp0.xy); // mov r0.y, r0.x temp0.y = temp0.x; // add r1.xy, c11.yzzw, v4 temp1.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz + i.texcoord3.xy; // texld r1, r1, s0 temp1 = tex2D(ShadowMapSampler, temp1.xy); // mov r0.z, r1.x temp0.z = temp1.x; // add r1.xy, c11.wzzw, v4 temp1.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz + i.texcoord3.xy; // texld r1, r1, s0 temp1 = tex2D(ShadowMapSampler, temp1.xy); // mov r0.w, r1.x temp0.w = temp1.x; // texld r1, v4, s0 temp1 = tex2D(ShadowMapSampler, i.texcoord3.xy); // mov r0.x, r1.x temp0.x = temp1.x; // add r0, r0, -v4.z temp0 = temp0 + -i.texcoord3.z; // cmp r0, r0, c0.y, c0.z temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0); // dp4 r0.x, c0.y, r0 temp0.x = dot(float4(1, 1, 1, 1), temp0); // mul r0.x, r0.x, c0.w temp0.x = temp0.x * float1(0.25); // texld r1, v3, s3 temp1 = tex2D(CloudTextureSampler, i.texcoord2.xy); // log r0.y, r1.x temp0.y = log2(temp1.x); // log r0.z, r1.y temp0.z = log2(temp1.y); // log r0.w, r1.z temp0.w = log2(temp1.z); // mul r0.yzw, r0, c0.x temp0.yzw = temp0.yzw * float3(2.2, 2.2, 2.2); // exp r1.x, r0.y temp1.x = exp2(temp0.y); // exp r1.y, r0.z temp1.y = exp2(temp0.z); // exp r1.z, r0.w temp1.z = exp2(temp0.w); // mul r0.xyz, r0.x, r1 temp0.xyz = temp0.xxx * temp1.xyz; // mov r1.xyz, v0 temp1.xyz = i.texcoord1.xyz; // mad r1.xyz, v5, r0, r1 temp1.xyz = i.texcoord4.xyz * temp0.xyz + temp1.xyz; // mov r2.xyz, v1 temp2.xyz = i.color1.xyz; // mad r0.xyz, v6, r0, r2 temp0.xyz = i.texcoord5.xyz * temp0.xyz + temp2.xyz; // add r0.xyz, r1, r0 temp0.xyz = temp1.xyz + temp0.xyz; // mov r0.w, v0.w temp0.w = i.texcoord1.w; // texld r1, v2, s1 temp1 = tex2D(Texture_0Sampler, i.texcoord.xy); // log r2.x, r1.x temp2.x = log2(temp1.x); // log r2.y, r1.y temp2.y = log2(temp1.y); // log r2.z, r1.z temp2.z = log2(temp1.z); // mul r2.xyz, r2, c0.x temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2); // exp r1.x, r2.x temp1.x = exp2(temp2.x); // exp r1.y, r2.y temp1.y = exp2(temp2.y); // exp r1.z, r2.z temp1.z = exp2(temp2.z); // mul r0, r0, r1 temp0 = temp0 * temp1; // add r0.xyz, r0, r0 temp0.xyz = temp0.xyz + temp0.xyz; // mov oC0.w, r0.w out_color.w = temp0.w; // mul r0.xyz, r0, v1.w temp0.xyz = temp0.xyz * i.color1.www; // texld r1, v3.wzzw, s2 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(), // 60 compile ps_3_0 PS_Array_Shader_1(), // 61 compile ps_3_0 PS_Array_Shader_2(), // 62 compile ps_3_0 PS_Array_Shader_3(), // 63 compile ps_3_0 PS_Array_Shader_4(), // 64 compile ps_3_0 PS_Array_Shader_5(), // 65 }; // 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 texcoord : TEXCOORD; float4 color : COLOR; }; struct VS_M_Array_Shader_0_Output { float4 color1 : COLOR1; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float3 texcoord4 : TEXCOORD4; float3 texcoord5 : TEXCOORD5; float4 texcoord3 : TEXCOORD3; float4 position : POSITION; float2 texcoord : TEXCOORD; }; 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, temp2, temp3, temp4, temp6; float3 temp5, temp7; float addr0; // def c0, 1, 0, 0.5, 0 // def c3, 0, -0.0015, 0, 0 // defi i0, 2, 0, 0, 0 // dcl_position v0 // dcl_normal v1 // dcl_texcoord v2 // dcl_color v3 // mad r0, v0.xyzx, c0.xxxy, c0.yyyx temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 r1.z, r0, c126 temp1.z = dot(temp0, (World._m02_m12_m22_m32)); // 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)); // dp3 r0.x, v1, c124 temp0.x = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz); // dp3 r0.y, v1, c125 temp0.y = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz); // dp3 r0.z, v1, c126 temp0.z = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz); // add r2.xyz, -r1, c123 temp2.xyz = -temp1.xyz + EyePosition.xyz; // dp3 r0.w, r2, r2 temp0.w = dot(temp2.xyz, temp2.xyz); // rsq r0.w, r0.w temp0.w = 1 / sqrt(temp0.w); // mov r3.zw, c14.x temp3.zw = Shininess.x; // mov r4.xyz, c0.y temp4.xyz = float3(0, 0, 0); // mov r5.xyz, c0.y temp5.xyz = float3(0, 0, 0); // mov r2.w, c0.x temp2.w = float1(1); // rep i0 for (int it0 = 0; it0 < int1(2); ++it0) { // add r4.w, r2.w, r2.w temp4.w = temp2.w + temp2.w; // mova a0.x, r4.w addr0.x = temp4.w; // mad r6.xyz, r2, r0.w, c6[a0.x] temp6.xyz = temp2.xyz * temp0.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz; // nrm r7.xyz, r6 temp7.xyz = normalize(temp6.xyz).xyz; // dp3 r3.y, r0, r7 temp3.y = dot(temp0.xyz, temp7.xyz); // dp3 r3.x, r0, c6[a0.x] temp3.x = dot(temp0.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz); // lit r6, r3 temp6 = lit(temp3.x, temp3.y, temp3.w); // mad r5.xyz, c5[a0.x], r6.z, r5 temp5.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.zzz + temp5.xyz; // mad r4.xyz, c5[a0.x], r6.y, r4 temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.yyy + temp4.xyz; // add r2.w, r2.w, c0.x temp2.w = temp2.w + float1(1); // endrep } // mul r3.xyz, r5, c13 temp3.xyz = temp5.xyz * ColorSpecular.xyz; // mul oD1.xyz, r3, c0.z o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5); // mov r3.xyz, c4 temp3.xyz = AmbientLightColor.xyz; // mov r5.xyz, c11 temp5.xyz = ColorAmbient.xyz; // mad r3.xyz, r3, r5, c15 temp3.xyz = temp3.xyz * temp5.xyz + ColorEmissive.xyz; // mad r3.xyz, r4, c12, r3 temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz; // mul r4.xyz, v3, c2 temp4.xyz = i.color.xyz * TintColor.xyz; // mul r3.xyz, r3, r4 temp3.xyz = temp3.xyz * temp4.xyz; // mul r3.xyz, r3, c16.x temp3.xyz = temp3.xyz * HDRMultiplier.xxx; // mul oT1.xyz, r3, c0.z o.texcoord1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5); // add r3.xy, r1.yxzw, c17.wzzw temp3.xy = temp1.yx + Shroud.ScaleUV_OffsetUV.wz; // mul oT2.zw, r3.xyxy, c17.xyyx o.texcoord2.zw = temp3.xy * Shroud.ScaleUV_OffsetUV.yx; // dp3 r3.x, r0, c6 temp3.x = dot(temp0.xyz, DirectionalLight[0].Direction.xyz); // mad r2.xyz, r2, r0.w, c6 temp2.xyz = temp2.xyz * temp0.www + DirectionalLight[0].Direction.xyz; // nrm r5.xyz, r2 temp5.xyz = normalize(temp2.xyz).xyz; // dp3 r3.y, r0, r5 temp3.y = dot(temp0.xyz, temp5.xyz); // mov r3.zw, c14.x temp3.zw = Shininess.x; // lit r0, r3 temp0 = lit(temp3.x, temp3.y, temp3.w); // mul r0.xyw, r0.y, c5.xyzz temp0.xyw = temp0.yyy * DirectionalLight[0].Color.xyz; // mul r0.xyw, r0, c12.xyzz temp0.xyw = temp0.xyw * ColorDiffuse.xyz; // mul r0.xyw, r4.xyzz, r0 temp0.xyw = temp4.xyz * temp0.xyw; // mul oT4.xyz, r0.xyww, c0.z o.texcoord4 = temp0.xyww * float4(0.5, 0.5, 0.5, 0.5); // mul r0.xyz, r0.z, c5 temp0.xyz = temp0.zzz * DirectionalLight[0].Color.xyz; // mul r0.xyz, r0, c13 temp0.xyz = temp0.xyz * ColorSpecular.xyz; // mul oT5.xyz, r0, c0.z o.texcoord5 = temp0 * float4(0.5, 0.5, 0.5, 0.5); // mul r0.xy, r1.z, c117.zwzw temp0.xy = temp1.zz * Cloud.WorldPositionMultiplier_XYZZ.zw; // mad r0.xy, r1, c117, -r0 temp0.xy = temp1.xy * Cloud.WorldPositionMultiplier_XYZZ.xy + -temp0.xy; // add oT2.xy, r0, c118 o.texcoord2.xy = temp0.xy + Cloud.CurrentOffsetUV.xy; // mov r1.w, c0.x temp1.w = float1(1); // dp4 r0.x, r1, c116 temp0.x = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33)); // dp4 r0.y, r1, c113 temp0.y = dot(temp1, (ShadowMapWorldToShadow._m00_m10_m20_m30)); // dp4 r0.z, r1, c114 temp0.z = dot(temp1, (ShadowMapWorldToShadow._m01_m11_m21_m31)); // dp4 r0.w, r1, c115 temp0.w = dot(temp1, (ShadowMapWorldToShadow._m02_m12_m22_m32)); // rcp r2.x, r0.x temp2.x = 1.0f / temp0.x; // mad oT3.xyz, r0.yzww, r2.x, c3.xxyw o.texcoord3.xyz = temp0.yzw * temp2.xxx + float3(0, 0, -0.0015); // mov oT3.w, r0.x o.texcoord3.w = temp0.x; // dp4 oPos.x, r1, c119 o.position.x = dot(temp1, (ViewProjection._m00_m10_m20_m30)); // dp4 oPos.y, r1, c120 o.position.y = dot(temp1, (ViewProjection._m01_m11_m21_m31)); // dp4 oPos.z, r1, c121 o.position.z = dot(temp1, (ViewProjection._m02_m12_m22_m32)); // dp4 oPos.w, r1, c122 o.position.w = dot(temp1, (ViewProjection._m03_m13_m23_m33)); // mul oT1.w, v3.w, c1.x o.texcoord1.w = i.color.w * OpacityOverride.x; // mov oD1.w, c0.x o.color1.w = float1(1); // mov oT0.xy, v2 o.texcoord = i.texcoord; // 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 texcoord : TEXCOORD; float4 color : COLOR; }; struct VS_M_Array_Shader_1_Output { float4 texcoord1 : TEXCOORD1; float4 color1 : COLOR1; float4 texcoord2 : TEXCOORD2; float3 texcoord4 : TEXCOORD4; float3 texcoord5 : TEXCOORD5; float4 texcoord3 : TEXCOORD3; float4 position : POSITION; float2 texcoord : TEXCOORD; }; 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, temp3, temp4, temp6; float addr0; float3 temp5, temp7; // def c0, 0, -0.0015, 0, 0 // def c3, 1, -1, 0.5, 0 // defi i0, 2, 0, 0, 0 // dcl_blendindices v0 // dcl_position v1 // dcl_normal v2 // dcl_texcoord v3 // dcl_color v4 // frc r0.x, v0.x temp0.x = frac(i.blendindices.x); // slt r0.y, -r0.x, r0.x temp0.y = (-temp0.x < temp0.x) ? 1 : 0; // add r0.x, -r0.x, v0.x temp0.x = -temp0.x + i.blendindices.x; // slt r0.z, v0.x, -v0.x temp0.z = (i.blendindices.x < -i.blendindices.x) ? 1 : 0; // mad r0.x, r0.z, r0.y, r0.x temp0.x = temp0.z * temp0.y + temp0.x; // 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, v4.w, c129[a0.x].w temp0.x = i.color.w * WorldBones[1 + addr0.x].w; // mul oT1.w, r0.x, c1.x o.texcoord1.w = 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, c3.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; // 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, c3.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 r2.xyz, -r0, c123 temp2.xyz = -temp0.xyz + EyePosition.xyz; // dp3 r1.w, r2, r2 temp1.w = dot(temp2.xyz, temp2.xyz); // rsq r1.w, r1.w temp1.w = 1 / sqrt(temp1.w); // mov r3.zw, c14.x temp3.zw = Shininess.x; // mov r4.xyz, c0.x temp4.xyz = float3(0, 0, 0); // mov r5.xyz, c0.x temp5.xyz = float3(0, 0, 0); // mov r2.w, c3.x temp2.w = float1(1); // rep i0 for (int it0 = 0; it0 < int1(2); ++it0) { // add r4.w, r2.w, r2.w temp4.w = temp2.w + temp2.w; // mova a0.x, r4.w addr0.x = temp4.w; // mad r6.xyz, r2, r1.w, c6[a0.x] temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz; // nrm r7.xyz, r6 temp7.xyz = normalize(temp6.xyz).xyz; // dp3 r3.y, r1, r7 temp3.y = dot(temp1.xyz, temp7.xyz); // dp3 r3.x, r1, c6[a0.x] temp3.x = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz); // lit r6, r3 temp6 = lit(temp3.x, temp3.y, temp3.w); // mad r5.xyz, c5[a0.x], r6.z, r5 temp5.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.zzz + temp5.xyz; // mad r4.xyz, c5[a0.x], r6.y, r4 temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.yyy + temp4.xyz; // add r2.w, r2.w, c3.x temp2.w = temp2.w + float1(1); // endrep } // mul r3.xyz, r5, c13 temp3.xyz = temp5.xyz * ColorSpecular.xyz; // mul oD1.xyz, r3, c3.z o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5); // mov r3.xyz, c4 temp3.xyz = AmbientLightColor.xyz; // mov r5.xyz, c11 temp5.xyz = ColorAmbient.xyz; // mad r3.xyz, r3, r5, c15 temp3.xyz = temp3.xyz * temp5.xyz + ColorEmissive.xyz; // mad r3.xyz, r4, c12, r3 temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz; // mul r4.xyz, v4, c2 temp4.xyz = i.color.xyz * TintColor.xyz; // mul r3.xyz, r3, r4 temp3.xyz = temp3.xyz * temp4.xyz; // mul r3.xyz, r3, c16.x temp3.xyz = temp3.xyz * HDRMultiplier.xxx; // mul oT1.xyz, r3, c3.z o.texcoord1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5); // add r3.xy, r0.yxzw, c17.wzzw temp3.xy = temp0.yx + Shroud.ScaleUV_OffsetUV.wz; // mul oT2.zw, r3.xyxy, c17.xyyx o.texcoord2.zw = temp3.xy * Shroud.ScaleUV_OffsetUV.yx; // dp3 r3.x, r1, c6 temp3.x = dot(temp1.xyz, DirectionalLight[0].Direction.xyz); // mad r2.xyz, r2, r1.w, c6 temp2.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz; // nrm r5.xyz, r2 temp5.xyz = normalize(temp2.xyz).xyz; // dp3 r3.y, r1, r5 temp3.y = dot(temp1.xyz, temp5.xyz); // mov r3.zw, c14.x temp3.zw = Shininess.x; // lit r1, r3 temp1 = lit(temp3.x, temp3.y, temp3.w); // mul r1.xyw, r1.y, c5.xyzz temp1.xyw = temp1.yyy * DirectionalLight[0].Color.xyz; // mul r1.xyw, r1, c12.xyzz temp1.xyw = temp1.xyw * ColorDiffuse.xyz; // mul r1.xyw, r4.xyzz, r1 temp1.xyw = temp4.xyz * temp1.xyw; // mul oT4.xyz, r1.xyww, c3.z o.texcoord4 = temp1.xyww * float4(0.5, 0.5, 0.5, 0.5); // mul r1.xyz, r1.z, c5 temp1.xyz = temp1.zzz * DirectionalLight[0].Color.xyz; // mul r1.xyz, r1, c13 temp1.xyz = temp1.xyz * ColorSpecular.xyz; // mul oT5.xyz, r1, c3.z o.texcoord5 = temp1 * float4(0.5, 0.5, 0.5, 0.5); // mul r1.xy, r0.z, c117.zwzw temp1.xy = temp0.zz * Cloud.WorldPositionMultiplier_XYZZ.zw; // mad r1.xy, r0, c117, -r1 temp1.xy = temp0.xy * Cloud.WorldPositionMultiplier_XYZZ.xy + -temp1.xy; // add oT2.xy, r1, c118 o.texcoord2.xy = temp1.xy + Cloud.CurrentOffsetUV.xy; // mov r0.w, c3.x temp0.w = float1(1); // dp4 r1.x, r0, c116 temp1.x = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33)); // dp4 r1.y, r0, c113 temp1.y = dot(temp0, (ShadowMapWorldToShadow._m00_m10_m20_m30)); // dp4 r1.z, r0, c114 temp1.z = dot(temp0, (ShadowMapWorldToShadow._m01_m11_m21_m31)); // dp4 r1.w, r0, c115 temp1.w = dot(temp0, (ShadowMapWorldToShadow._m02_m12_m22_m32)); // rcp r2.x, r1.x temp2.x = 1.0f / temp1.x; // mad oT3.xyz, r1.yzww, r2.x, c0.xxyw o.texcoord3.xyz = temp1.yzw * temp2.xxx + float3(0, 0, -0.0015); // mov oT3.w, r1.x o.texcoord3.w = temp1.x; // 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)); // mov oD1.w, c3.x o.color1.w = float1(1); // mov oT0.xy, v3 o.texcoord = i.texcoord; // 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 texcoord : TEXCOORD; float4 color : COLOR; }; struct VS_M_Array_Shader_2_Output { float4 texcoord1 : TEXCOORD1; float4 color1 : COLOR1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float3 texcoord5 : TEXCOORD5; float4 texcoord3 : TEXCOORD3; float3 texcoord4 : TEXCOORD4; float4 position : POSITION; }; 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, temp4, temp6; float2 addr0; float3 temp5, temp7; // def c0, 0, -0.0015, 0, 0 // def c3, 1, -1, 0.5, 0 // defi i0, 2, 0, 0, 0 // dcl_blendindices v0 // dcl_blendweight v1 // dcl_position v2 // dcl_position1 v3 // dcl_normal v4 // dcl_normal1 v5 // dcl_texcoord v6 // dcl_color v7 // frc r0.xy, v0 temp0.xy = frac(i.blendindices.xy); // slt r0.zw, -r0.xyxy, r0.xyxy temp0.zw = (-temp0.xy < temp0.xy) ? 1 : 0; // add r0.xy, -r0, v0 temp0.xy = -temp0.xy + i.blendindices.xy; // slt r1.xy, v0, -v0 temp1.xy = (i.blendindices.xy < -i.blendindices.xy) ? 1 : 0; // mad r0.xy, r1, r0.zwzw, r0 temp0.xy = temp1.xy * temp0.zw + temp0.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, v7.w temp0.x = temp0.x * i.color.w; // mul oT1.w, r0.x, c1.x o.texcoord1.w = temp0.x * OpacityOverride.x; // mov oD1.w, c3.x o.color1.w = float1(1); // mov oT0.xy, v6 o.texcoord = i.texcoord; // mul r0, v2.zxyy, c128[a0.x].yzxy temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r0, c128[a0.x].wwwx, v2.xyzx, r0 temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0; // mul r1, v2.yzxz, c128[a0.x].zxyz temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz; // mad r0, r0, c3.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; // mul r1, v4.zxyy, c128[a0.x].yzxy temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r1, c128[a0.x].wwwx, v4.xyzx, r1 temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1; // mul r2, v4.yzxz, c128[a0.x].zxyz temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz; // mad r1, r1, c3.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 r2, v3.zxyy, c128[a0.y].yzxy temp2 = i.position1.zxyy * WorldBones[0 + addr0.y].yzxy; // mad r2, c128[a0.y].wwwx, v3.xyzx, r2 temp2 = WorldBones[0 + addr0.y].wwwx * i.position1.xyzx + temp2; // mul r3, v3.yzxz, c128[a0.y].zxyz temp3 = i.position1.yzxz * WorldBones[0 + addr0.y].zxyz; // mad r2, r2, c3.xxxy, -r3 temp2 = temp2 * float4(1, 1, 1, -1) + -temp3; // mul r3.xyz, r2.w, c128[a0.y] temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz; // mad r3.xyz, c128[a0.y].w, r2, -r3 temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz; // mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3 temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz; // mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3 temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz; // add r2.xyz, r2, c129[a0.y] temp2.xyz = temp2.xyz + WorldBones[1 + addr0.y].xyz; // mul r2.xyz, r2, v1.y temp2.xyz = temp2.xyz * i.blendweight.yyy; // mad r0.xyz, r0, v1.x, r2 temp0.xyz = temp0.xyz * i.blendweight.xxx + temp2.xyz; // mul r2, v5.zxyy, c128[a0.y].yzxy temp2 = i.normal1.zxyy * WorldBones[0 + addr0.y].yzxy; // mad r2, c128[a0.y].wwwx, v5.xyzx, r2 temp2 = WorldBones[0 + addr0.y].wwwx * i.normal1.xyzx + temp2; // mul r3, v5.yzxz, c128[a0.y].zxyz temp3 = i.normal1.yzxz * WorldBones[0 + addr0.y].zxyz; // mad r2, r2, c3.xxxy, -r3 temp2 = temp2 * float4(1, 1, 1, -1) + -temp3; // mul r3.xyz, r2.w, c128[a0.y] temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz; // mad r3.xyz, c128[a0.y].w, r2, -r3 temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz; // mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3 temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz; // mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3 temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz; // mul r2.xyz, r2, v1.y temp2.xyz = temp2.xyz * i.blendweight.yyy; // mad r1.xyz, r1, v1.x, r2 temp1.xyz = temp1.xyz * i.blendweight.xxx + temp2.xyz; // add r2.xy, r0.yxzw, c17.wzzw temp2.xy = temp0.yx + Shroud.ScaleUV_OffsetUV.wz; // mul oT2.zw, r2.xyxy, c17.xyyx o.texcoord2.zw = temp2.xy * Shroud.ScaleUV_OffsetUV.yx; // mul r2.xy, r0.z, c117.zwzw temp2.xy = temp0.zz * Cloud.WorldPositionMultiplier_XYZZ.zw; // mad r2.xy, r0, c117, -r2 temp2.xy = temp0.xy * Cloud.WorldPositionMultiplier_XYZZ.xy + -temp2.xy; // add oT2.xy, r2, c118 o.texcoord2.xy = temp2.xy + Cloud.CurrentOffsetUV.xy; // add r2.xyz, -r0, c123 temp2.xyz = -temp0.xyz + EyePosition.xyz; // dp3 r1.w, r2, r2 temp1.w = dot(temp2.xyz, temp2.xyz); // rsq r1.w, r1.w temp1.w = 1 / sqrt(temp1.w); // mov r3.zw, c14.x temp3.zw = Shininess.x; // mov r4.xyz, c0.x temp4.xyz = float3(0, 0, 0); // mov r5.xyz, c0.x temp5.xyz = float3(0, 0, 0); // mov r2.w, c3.x temp2.w = float1(1); // rep i0 for (int it0 = 0; it0 < int1(2); ++it0) { // add r4.w, r2.w, r2.w temp4.w = temp2.w + temp2.w; // mova a0.x, r4.w addr0.x = temp4.w; // mad r6.xyz, r2, r1.w, c6[a0.x] temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz; // nrm r7.xyz, r6 temp7.xyz = normalize(temp6.xyz).xyz; // dp3 r3.y, r1, r7 temp3.y = dot(temp1.xyz, temp7.xyz); // dp3 r3.x, r1, c6[a0.x] temp3.x = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz); // lit r6, r3 temp6 = lit(temp3.x, temp3.y, temp3.w); // mad r5.xyz, c5[a0.x], r6.z, r5 temp5.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.zzz + temp5.xyz; // mad r4.xyz, c5[a0.x], r6.y, r4 temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.yyy + temp4.xyz; // add r2.w, r2.w, c3.x temp2.w = temp2.w + float1(1); // endrep } // mul r3.xyz, r5, c13 temp3.xyz = temp5.xyz * ColorSpecular.xyz; // mul oD1.xyz, r3, c3.z o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5); // mov r3.xyz, c4 temp3.xyz = AmbientLightColor.xyz; // mov r5.xyz, c11 temp5.xyz = ColorAmbient.xyz; // mad r3.xyz, r3, r5, c15 temp3.xyz = temp3.xyz * temp5.xyz + ColorEmissive.xyz; // mad r3.xyz, r4, c12, r3 temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz; // mul r4.xyz, v7, c2 temp4.xyz = i.color.xyz * TintColor.xyz; // mul r3.xyz, r3, r4 temp3.xyz = temp3.xyz * temp4.xyz; // mul r3.xyz, r3, c16.x temp3.xyz = temp3.xyz * HDRMultiplier.xxx; // mul oT1.xyz, r3, c3.z o.texcoord1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5); // dp3 r3.x, r1, c6 temp3.x = dot(temp1.xyz, DirectionalLight[0].Direction.xyz); // mad r2.xyz, r2, r1.w, c6 temp2.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz; // nrm r5.xyz, r2 temp5.xyz = normalize(temp2.xyz).xyz; // dp3 r3.y, r1, r5 temp3.y = dot(temp1.xyz, temp5.xyz); // mov r3.zw, c14.x temp3.zw = Shininess.x; // lit r1, r3 temp1 = lit(temp3.x, temp3.y, temp3.w); // mul r1.xzw, r1.z, c5.xyyz temp1.xzw = temp1.zzz * DirectionalLight[0].Color.xyz; // mul r1.xzw, r1, c13.xyyz temp1.xzw = temp1.xzw * ColorSpecular.xyz; // mul oT5.xyz, r1.xzww, c3.z o.texcoord5 = temp1.xzww * float4(0.5, 0.5, 0.5, 0.5); // mov r0.w, c3.x temp0.w = float1(1); // dp4 r1.x, r0, c116 temp1.x = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33)); // dp4 r2.x, r0, c113 temp2.x = dot(temp0, (ShadowMapWorldToShadow._m00_m10_m20_m30)); // dp4 r2.y, r0, c114 temp2.y = dot(temp0, (ShadowMapWorldToShadow._m01_m11_m21_m31)); // dp4 r2.z, r0, c115 temp2.z = dot(temp0, (ShadowMapWorldToShadow._m02_m12_m22_m32)); // rcp r1.z, r1.x temp1.z = 1.0f / temp1.x; // mad oT3.xyz, r2, r1.z, c0.xxyw o.texcoord3.xyz = temp2.xyz * temp1.zzz + float3(0, 0, -0.0015); // mul r1.yzw, r1.y, c5.xxyz temp1.yzw = temp1.yyy * DirectionalLight[0].Color.xyz; // mul r1.yzw, r1, c12.xxyz temp1.yzw = temp1.yzw * ColorDiffuse.xyz; // mul r1.yzw, r4.xxyz, r1 temp1.yzw = temp4.xyz * temp1.yzw; // mul oT4.xyz, r1.yzww, c3.z o.texcoord4 = temp1.yzww * float4(0.5, 0.5, 0.5, 0.5); // mov oT3.w, r1.x o.texcoord3.w = temp1.x; // 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)); // return o; } VertexShader VS_M_Array[3] = { compile vs_2_0 VS_M_Array_Shader_0(), // 69 compile vs_2_0 VS_M_Array_Shader_1(), // 70 compile vs_2_0 VS_M_Array_Shader_2(), // 71 }; // PS_M_Array_Shader_0 Pixel_2_0 Has PRES False struct PS_M_Array_Shader_0_Input { float4 texcoord1 : TEXCOORD1; float3 color1 : COLOR1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float3 texcoord4 : TEXCOORD4; float3 texcoord5 : TEXCOORD5; }; float4 PS_M_Array_Shader_0(PS_M_Array_Shader_0_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2; float3 temp3; // dcl t1 // dcl v1.xyz // dcl t0.xy // dcl t2 // dcl t4.xyz // dcl t5.xyz // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // texld r0, t2, s2 temp0 = tex2D(CloudTextureSampler, i.texcoord2.xy); // texld r1, t0, s0 temp1 = tex2D(Texture_0Sampler, i.texcoord.xy); // mov r2.xyz, t1 temp2.xyz = i.texcoord1.xyz; // mad r2.xyz, t4, r0, r2 temp2.xyz = i.texcoord4.xyz * temp0.xyz + temp2.xyz; // mov r3.xyz, t5 temp3.xyz = i.texcoord5.xyz; // mad r0.xyz, r3, r0, v1 temp0.xyz = temp3.xyz * temp0.xyz + i.color1.xyz; // add r0.xyz, r2, r0 temp0.xyz = temp2.xyz + temp0.xyz; // mov r0.w, t1.w temp0.w = i.texcoord1.w; // mul r0, r1, r0 temp0 = temp1 * temp0; // add r1.xyz, r0, r0 temp1.xyz = temp0.xyz + temp0.xyz; // mov r2.xy, t2.wzyx temp2.xy = i.texcoord2.wz; // texld r2, r2, s1 temp2 = tex2D(ShroudTextureSampler, temp2.xy); // mul r0.xyz, r1, r2 temp0.xyz = temp1.xyz * temp2.xyz; // 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 color1 : COLOR1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float3 texcoord4 : TEXCOORD4; float3 texcoord5 : TEXCOORD5; }; float4 PS_M_Array_Shader_1(PS_M_Array_Shader_1_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2; float3 temp3; // def c0, 2, -1, 1, 0 // dcl t1 // dcl v1 // dcl t0.xy // dcl t2 // dcl t4.xyz // dcl t5.xyz // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // texld r0, t2, s2 temp0 = tex2D(CloudTextureSampler, i.texcoord2.xy); // texld r1, t0, s0 temp1 = tex2D(Texture_0Sampler, i.texcoord.xy); // mov r2.xyz, t1 temp2.xyz = i.texcoord1.xyz; // mad r2.xyz, t4, r0, r2 temp2.xyz = i.texcoord4.xyz * temp0.xyz + temp2.xyz; // mov r3.xyz, v1 temp3.xyz = i.color1.xyz; // mad r0.xyz, t5, r0, r3 temp0.xyz = i.texcoord5.xyz * temp0.xyz + temp3.xyz; // add r0.xyz, r2, r0 temp0.xyz = temp2.xyz + temp0.xyz; // mov r0.w, t1.w temp0.w = i.texcoord1.w; // mul r0, r1, r0 temp0 = temp1 * temp0; // mad r1.xyz, r0, c0.x, c0.y temp1.xyz = temp0.xyz * float3(2, 2, 2) + float3(-1, -1, -1); // mad r1.xyz, v1.w, r1, c0.z temp1.xyz = i.color1.www * temp1.xyz + float3(1, 1, 1); // mov r2.xy, t2.wzyx temp2.xy = i.texcoord2.wz; // texld r2, r2, s1 temp2 = tex2D(ShroudTextureSampler, temp2.xy); // mul r0.xyz, r1, r2 temp0.xyz = temp1.xyz * temp2.xyz; // 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 color1 : COLOR1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float3 texcoord4 : TEXCOORD4; float3 texcoord5 : TEXCOORD5; }; float4 PS_M_Array_Shader_2(PS_M_Array_Shader_2_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2; float3 temp3; // dcl t1 // dcl v1 // dcl t0.xy // dcl t2 // dcl t4.xyz // dcl t5.xyz // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // texld r0, t2, s2 temp0 = tex2D(CloudTextureSampler, i.texcoord2.xy); // texld r1, t0, s0 temp1 = tex2D(Texture_0Sampler, i.texcoord.xy); // mov r2.xyz, t1 temp2.xyz = i.texcoord1.xyz; // mad r2.xyz, t4, r0, r2 temp2.xyz = i.texcoord4.xyz * temp0.xyz + temp2.xyz; // mov r3.xyz, v1 temp3.xyz = i.color1.xyz; // mad r0.xyz, t5, r0, r3 temp0.xyz = i.texcoord5.xyz * temp0.xyz + temp3.xyz; // add r0.xyz, r2, r0 temp0.xyz = temp2.xyz + temp0.xyz; // mov r0.w, t1.w temp0.w = i.texcoord1.w; // mul r0, r1, r0 temp0 = temp1 * temp0; // add r1.xyz, r0, r0 temp1.xyz = temp0.xyz + temp0.xyz; // mul r1.xyz, r1, v1.w temp1.xyz = temp1.xyz * i.color1.www; // mov r2.xy, t2.wzyx temp2.xy = i.texcoord2.wz; // texld r2, r2, s1 temp2 = tex2D(ShroudTextureSampler, temp2.xy); // mul r0.xyz, r1, r2 temp0.xyz = temp1.xyz * temp2.xyz; // 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; float3 color1 : COLOR1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float3 texcoord3 : TEXCOORD3; float3 texcoord4 : TEXCOORD4; float3 texcoord5 : TEXCOORD5; }; float4 PS_M_Array_Shader_3(PS_M_Array_Shader_3_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6; // def c0, 1, 0, 0.25, 0 // dcl t1 // dcl v1.xyz // dcl t0.xy // dcl t2 // dcl t3.xyz // dcl t4.xyz // dcl t5.xyz // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // dcl_2d s3 // add r0.xy, t3, c11.zxyw temp0.xy = i.texcoord3.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx; // add r1.xy, t3, c11.yzxw temp1.xy = i.texcoord3.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz; // add r2.xy, t3, c11.wzyx temp2.xy = i.texcoord3.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz; // mov r3.xy, t2.wzyx temp3.xy = i.texcoord2.wz; // texld r0, r0, s0 temp0 = tex2D(ShadowMapSampler, temp0.xy); // texld r1, r1, s0 temp1 = tex2D(ShadowMapSampler, temp1.xy); // texld r2, r2, s0 temp2 = tex2D(ShadowMapSampler, temp2.xy); // texld r4, t3, s0 temp4 = tex2D(ShadowMapSampler, i.texcoord3.xy); // texld r5, t2, s3 temp5 = tex2D(CloudTextureSampler, i.texcoord2.xy); // texld r6, t0, s1 temp6 = tex2D(Texture_0Sampler, i.texcoord.xy); // texld r3, r3, s2 temp3 = tex2D(ShroudTextureSampler, temp3.xy); // mov r4.y, r0.x temp4.y = temp0.x; // mov r4.z, r1.x temp4.z = temp1.x; // mov r4.w, r2.x temp4.w = temp2.x; // add r0, r4, -t3.z temp0 = temp4 + -i.texcoord3.z; // cmp r0, r0, c0.x, c0.y temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0); // dp4 r3.w, c0.x, r0 temp3.w = dot(float4(1, 1, 1, 1), temp0); // mul r3.w, r3.w, c0.z temp3.w = temp3.w * float1(0.25); // mul r0.xyz, r5, r3.w temp0.xyz = temp5.xyz * temp3.www; // mov r1.xyz, t1 temp1.xyz = i.texcoord1.xyz; // mad r1.xyz, t4, r0, r1 temp1.xyz = i.texcoord4.xyz * temp0.xyz + temp1.xyz; // mov r2.xyz, t5 temp2.xyz = i.texcoord5.xyz; // mad r0.xyz, r2, r0, v1 temp0.xyz = temp2.xyz * temp0.xyz + i.color1.xyz; // add r0.xyz, r1, r0 temp0.xyz = temp1.xyz + temp0.xyz; // mov r0.w, t1.w temp0.w = i.texcoord1.w; // mul r0, r6, r0 temp0 = temp6 * temp0; // add r1.xyz, r0, r0 temp1.xyz = temp0.xyz + temp0.xyz; // mul r0.xyz, r3, r1 temp0.xyz = temp3.xyz * temp1.xyz; // 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 color1 : COLOR1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float3 texcoord3 : TEXCOORD3; float3 texcoord4 : TEXCOORD4; float3 texcoord5 : TEXCOORD5; }; float4 PS_M_Array_Shader_4(PS_M_Array_Shader_4_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6; // def c0, 1, 0, 0.25, -2 // dcl t1 // dcl v1 // dcl t0.xy // dcl t2 // dcl t3.xyz // dcl t4.xyz // dcl t5.xyz // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // dcl_2d s3 // add r0.xy, t3, c11.zxyw temp0.xy = i.texcoord3.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx; // add r1.xy, t3, c11.yzxw temp1.xy = i.texcoord3.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz; // add r2.xy, t3, c11.wzyx temp2.xy = i.texcoord3.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz; // mov r3.xy, t2.wzyx temp3.xy = i.texcoord2.wz; // texld r0, r0, s0 temp0 = tex2D(ShadowMapSampler, temp0.xy); // texld r1, r1, s0 temp1 = tex2D(ShadowMapSampler, temp1.xy); // texld r2, r2, s0 temp2 = tex2D(ShadowMapSampler, temp2.xy); // texld r4, t3, s0 temp4 = tex2D(ShadowMapSampler, i.texcoord3.xy); // texld r5, t2, s3 temp5 = tex2D(CloudTextureSampler, i.texcoord2.xy); // texld r6, t0, s1 temp6 = tex2D(Texture_0Sampler, i.texcoord.xy); // texld r3, r3, s2 temp3 = tex2D(ShroudTextureSampler, temp3.xy); // mov r4.y, r0.x temp4.y = temp0.x; // mov r4.z, r1.x temp4.z = temp1.x; // mov r4.w, r2.x temp4.w = temp2.x; // add r0, r4, -t3.z temp0 = temp4 + -i.texcoord3.z; // cmp r0, r0, c0.x, c0.y temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0); // dp4 r3.w, c0.x, r0 temp3.w = dot(float4(1, 1, 1, 1), temp0); // mul r3.w, r3.w, c0.z temp3.w = temp3.w * float1(0.25); // mul r0.xyz, r5, r3.w temp0.xyz = temp5.xyz * temp3.www; // mov r1.xyz, t1 temp1.xyz = i.texcoord1.xyz; // mad r1.xyz, t4, r0, r1 temp1.xyz = i.texcoord4.xyz * temp0.xyz + temp1.xyz; // mov r2.xyz, v1 temp2.xyz = i.color1.xyz; // mad r0.xyz, t5, r0, r2 temp0.xyz = i.texcoord5.xyz * temp0.xyz + temp2.xyz; // add r0.xyz, r1, r0 temp0.xyz = temp1.xyz + temp0.xyz; // mov r0.w, t1.w temp0.w = i.texcoord1.w; // mul r0, r6, r0 temp0 = temp6 * temp0; // mad r1.xyz, r0, -c0.w, -c0.x temp1.xyz = temp0.xyz * float3(2, 2, 2) + float3(-1, -1, -1); // mad r1.xyz, v1.w, r1, c0.x temp1.xyz = i.color1.www * temp1.xyz + float3(1, 1, 1); // mul r0.xyz, r3, r1 temp0.xyz = temp3.xyz * temp1.xyz; // 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 color1 : COLOR1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float3 texcoord3 : TEXCOORD3; float3 texcoord4 : TEXCOORD4; float3 texcoord5 : TEXCOORD5; }; float4 PS_M_Array_Shader_5(PS_M_Array_Shader_5_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6; // def c0, 1, 0, 0.25, 0 // dcl t1 // dcl v1 // dcl t0.xy // dcl t2 // dcl t3.xyz // dcl t4.xyz // dcl t5.xyz // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // dcl_2d s3 // add r0.xy, t3, c11.zxyw temp0.xy = i.texcoord3.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx; // add r1.xy, t3, c11.yzxw temp1.xy = i.texcoord3.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz; // add r2.xy, t3, c11.wzyx temp2.xy = i.texcoord3.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz; // mov r3.xy, t2.wzyx temp3.xy = i.texcoord2.wz; // texld r0, r0, s0 temp0 = tex2D(ShadowMapSampler, temp0.xy); // texld r1, r1, s0 temp1 = tex2D(ShadowMapSampler, temp1.xy); // texld r2, r2, s0 temp2 = tex2D(ShadowMapSampler, temp2.xy); // texld r4, t3, s0 temp4 = tex2D(ShadowMapSampler, i.texcoord3.xy); // texld r5, t2, s3 temp5 = tex2D(CloudTextureSampler, i.texcoord2.xy); // texld r6, t0, s1 temp6 = tex2D(Texture_0Sampler, i.texcoord.xy); // texld r3, r3, s2 temp3 = tex2D(ShroudTextureSampler, temp3.xy); // mov r4.y, r0.x temp4.y = temp0.x; // mov r4.z, r1.x temp4.z = temp1.x; // mov r4.w, r2.x temp4.w = temp2.x; // add r0, r4, -t3.z temp0 = temp4 + -i.texcoord3.z; // cmp r0, r0, c0.x, c0.y temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0); // dp4 r3.w, c0.x, r0 temp3.w = dot(float4(1, 1, 1, 1), temp0); // mul r3.w, r3.w, c0.z temp3.w = temp3.w * float1(0.25); // mul r0.xyz, r5, r3.w temp0.xyz = temp5.xyz * temp3.www; // mov r1.xyz, t1 temp1.xyz = i.texcoord1.xyz; // mad r1.xyz, t4, r0, r1 temp1.xyz = i.texcoord4.xyz * temp0.xyz + temp1.xyz; // mov r2.xyz, v1 temp2.xyz = i.color1.xyz; // mad r0.xyz, t5, r0, r2 temp0.xyz = i.texcoord5.xyz * temp0.xyz + temp2.xyz; // add r0.xyz, r1, r0 temp0.xyz = temp1.xyz + temp0.xyz; // mov r0.w, t1.w temp0.w = i.texcoord1.w; // mul r0, r6, r0 temp0 = temp6 * temp0; // add r1.xyz, r0, r0 temp1.xyz = temp0.xyz + temp0.xyz; // mul r1.xyz, r1, v1.w temp1.xyz = temp1.xyz * i.color1.www; // mul r0.xyz, r3, r1 temp0.xyz = temp3.xyz * temp1.xyz; // mov oC0, r0 out_color = temp0; // return out_color; } PixelShader PS_M_Array[6] = { compile ps_2_0 PS_M_Array_Shader_0(), // 72 compile ps_2_0 PS_M_Array_Shader_1(), // 73 compile ps_2_0 PS_M_Array_Shader_2(), // 74 compile ps_2_0 PS_M_Array_Shader_3(), // 75 compile ps_2_0 PS_M_Array_Shader_4(), // 76 compile ps_2_0 PS_M_Array_Shader_5(), // 77 }; // 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(), // 84 compile vs_2_0 VSCreateShadowMap_Array_Shader_1(), // 85 compile vs_2_0 VSCreateShadowMap_Array_Shader_2(), // 86 }; // 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(), // 87 compile ps_2_0 PSCreateShadowMap_Array_Shader_1(), // 88 }; // _CreateShadowMap_Expression24 Expression_2_0 Has PRES False float _CreateShadowMap_Expression24() { float4 temp0; float4 temp1; float4 temp2; float1 expr0; // add r0.x, c1.x, (-1) temp0.x = BlendMode.x + (-1); // mul r1.x, r0.x, r0.x temp1.x = temp0.x * temp0.x; // neg r0.x, r1.x temp0.x = -temp1.x; // ge r2.x, r0.x, r1.x temp2.x = temp0.x >= temp1.x; // add r0.x, r2.x, c0.x temp0.x = temp2.x + AlphaTestEnable.x; // neg r1.x, r0.x temp1.x = -temp0.x; // lt c0.x, r1.x, r0.x expr0.x = temp1.x < temp0.x; return expr0; } // _CreateShadowMap_Expression25 Expression_2_0 Has PRES False float _CreateShadowMap_Expression25() { float1 expr0; // min c0.x, c0.x, (2) expr0.x = min(NumJointsPerVertex.x, (2)); return expr0; } // _Default_L_Expression26 Expression_2_0 Has PRES False float _Default_L_Expression26() { float1 expr0; // mul c0.x, c0.x, (3) expr0.x = HasShadow.x * (3); return expr0; } // _Default_L_Expression27 Expression_2_0 Has PRES False float _Default_L_Expression27() { float1 expr0; // min c0.x, c0.x, (2) expr0.x = min(NumJointsPerVertex.x, (2)); return expr0; } // _Default_M_Expression28 Expression_2_0 Has PRES False float _Default_M_Expression28() { float1 expr0; // mul c0.x, c0.x, (3) expr0.x = HasShadow.x * (3); return expr0; } // _Default_M_Expression29 Expression_2_0 Has PRES False float _Default_M_Expression29() { float1 expr0; // min c0.x, c0.x, (2) expr0.x = min(NumJointsPerVertex.x, (2)); return expr0; } // Default_Expression30 Expression_2_0 Has PRES False float Default_Expression30() { float1 expr0; // mul c0.x, c0.x, (3) expr0.x = HasShadow.x * (3); return expr0; } // Default_Expression31 Expression_2_0 Has PRES False float Default_Expression31() { float1 expr0; // min c0.x, c0.x, (2) expr0.x = min(NumJointsPerVertex.x, (2)); return expr0; } technique Default { pass P0 { VertexShader = VS_Array[Default_Expression31()]; // 67 PixelShader = PS_Array[Default_Expression30()]; // 68 ZEnable = 1; ZFunc = 4; AlphaFunc = 7; AlphaRef = 96; } } technique _Default_M { pass P0 { VertexShader = VS_M_Array[_Default_M_Expression29()]; // 79 PixelShader = PS_M_Array[_Default_M_Expression28()]; // 80 ZEnable = 1; ZFunc = 4; AlphaFunc = 7; AlphaRef = 96; } } technique _Default_L { pass P0 { VertexShader = VS_M_Array[_Default_L_Expression27()]; // 82 PixelShader = PS_M_Array[_Default_L_Expression26()]; // 83 ZEnable = 1; ZFunc = 4; AlphaFunc = 7; AlphaRef = 96; } } technique _CreateShadowMap { pass P0 { VertexShader = VSCreateShadowMap_Array[_CreateShadowMap_Expression25()]; // 90 PixelShader = PSCreateShadowMap_Array[_CreateShadowMap_Expression24()]; // 91 ZEnable = 1; ZFunc = 4; AlphaBlendEnable = 0; AlphaTestEnable = 0; } }