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] ; column_major float4x4 WorldViewProjection : WorldViewProjection : register(vs_2_0, c11); // Default_PixelShader1 Pixel_2_0 Has PRES False float4 Default_PixelShader1() : COLOR { float4 out_color; // def c0, 1, 0, 1, 1 // mov oC0, c0 out_color = float4(1, 0, 1, 1); // return out_color; } // Default_VertexShader2 Vertex_2_0 Has PRES False float4 Default_VertexShader2(float4 position : POSITION) : POSITION { float4 out_position; float4 temp0; // def c0, 1, 0, 0, 0 // dcl_position v0 // mad r0, v0.xyzx, c0.xxxy, c0.yyyx temp0 = position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 oPos.x, r0, c11 out_position.x = dot(temp0, (WorldViewProjection._m00_m10_m20_m30)); // dp4 oPos.y, r0, c12 out_position.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31)); // dp4 oPos.z, r0, c13 out_position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32)); // dp4 oPos.w, r0, c14 out_position.w = dot(temp0, (WorldViewProjection._m03_m13_m23_m33)); // return out_position; } technique Default { pass P0 { VertexShader = compile vs_2_0 Default_VertexShader2(); // 2 PixelShader = compile ps_2_0 Default_PixelShader1(); // 3 ZEnable = 0; ZWriteEnable = 1; CullMode = 1; AlphaBlendEnable = 0; ColorWriteEnable = 15; AlphaTestEnable = 0; } }