string DefaultParameterScopeBlock = "material"; // 1 float3 AmbientLightColor = { 0.3, 0.3, 0.3 }; struct { float3 Color; float3 Direction; } DirectionalLight[3] = { 1.625198, 1.512711, 1.097048, 0.62914, -0.34874, 0.69465, 0.5232916, 0.6654605, 0.7815244, -0.32877, 0.90329, 0.27563, 0.4420466, 0.4102767, 0.4420466, -0.80704, -0.58635, 0.06975 }; struct { float3 Color; float3 Position; float2 Range_Inner_Outer; } PointLight[8] ; struct { float4 WorldPositionMultiplier_XYZZ; float2 CurrentOffsetUV; } Cloud ; float3 NoCloudMultiplier = { 1, 1, 1 }; float3 RecolorColorDummy ; row_major float4x4 ShadowMapWorldToShadow ; float OpacityOverride = { 1 }; float3 TintColor = { 1, 1, 1 }; float3 EyePosition ; row_major float4x4 ViewProjection ; float4 WorldBones[128] ; texture BaseTexture ; // 2 sampler2D BaseTextureSampler : register(ps_2_0, s0) = sampler_state { Texture = ; // 4 AddressU = 3; AddressV = 3; MinFilter = 2; MagFilter = 2; MipFilter = 2; }; // Blit_PixelShader1 Pixel_2_0 Has PRES False struct Blit_PixelShader1_Input { float2 texcoord : TEXCOORD; float4 color : COLOR; }; float4 Blit_PixelShader1(Blit_PixelShader1_Input i) : COLOR { float4 out_color; float4 temp0; // dcl t0.xy // dcl v0 // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(BaseTextureSampler, i.texcoord.xy); // mul r0, r0, v0 temp0 = temp0 * i.color; // mov oC0, r0 out_color = temp0; // return out_color; } // Blit_VertexShader2 Vertex_2_0 Has PRES False struct Blit_VertexShader2_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct Blit_VertexShader2_Output { float4 position : POSITION; float2 texcoord : TEXCOORD; float4 color : COLOR; }; Blit_VertexShader2_Output Blit_VertexShader2(Blit_VertexShader2_Input i) { Blit_VertexShader2_Output o; // def c0, 0, 1, 0, 0 // dcl_position v0 // dcl_texcoord v1 // dcl_color v2 // mov oPos.xy, v0 o.position.xy = i.position.xy; // mov oPos.zw, c0.xyxy o.position.zw = float2(0, 1); // mov oT0.xy, v1 o.texcoord = i.texcoord; // mov oD0, v2 o.color = i.color; // return o; } technique Blit { pass P0 { VertexShader = compile vs_2_0 Blit_VertexShader2(); // 7 PixelShader = compile ps_2_0 Blit_PixelShader1(); // 8 ZEnable = 0; ZWriteEnable = 0; CullMode = 1; SrcBlend = 5; DestBlend = 6; AlphaBlendEnable = 1; AlphaTestEnable = 0; } }