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 }; bool HasRecolorColors ; float3 RecolorColor : register(ps_2_0, c0) ; row_major float4x4 ShadowMapWorldToShadow ; float OpacityOverride : register(vs_2_0, c1) = { 1 }; float3 TintColor = { 1, 1, 1 }; float3 EyePosition ; column_major float4x4 ViewProjection : register(vs_2_0, c119) ; float4 WorldBones[128] ; int NumJointsPerVertex ; column_major float4x3 World : World : register(vs_2_0, c124); float Time : Time; texture Texture_0 ; // 6 sampler2D Texture_0Sampler : register(ps_2_0, s0) = sampler_state { Texture = ; // 8 MinFilter = 3; MagFilter = 2; MipFilter = 2; AddressU = 1; AddressV = 1; }; float3 ColorDiffuse : register(vs_2_0, c18) = { 1, 1, 1 }; float EmissiveHDRMultipler : register(ps_2_0, c11) = { 1 }; bool MultiTextureEnable : register(ps_2_0, c12) ; float4 DiffuseCoordOffset : register(vs_2_0, c19) = { 0, 0, 1, 1 }; texture Texture_1 ; // 18 sampler2D Texture_1Sampler : register(ps_2_0, s1) = sampler_state { Texture = ; // 20 MinFilter = 3; MagFilter = 2; MipFilter = 2; AddressU = 1; AddressV = 1; }; bool UniqueWorldCoordEnable ; float UniqueWorldCoordScalar : register(vs_2_0, c20) = { 0.01 }; float UniqueWorldCoordStrength : register(vs_2_0, c21) = { 1 }; float DisplaceScalar : register(vs_2_0, c22) = { 1 }; float DisplaceAmp : register(ps_2_0, c13) = { 1 }; float DisplaceDivergenceAngle ; float DisplaceSpeed = { 1 }; texture Texture_2 ; // 36 sampler2D Texture_2Sampler : register(ps_2_0, s2) = sampler_state { Texture = ; // 38 MinFilter = 3; MagFilter = 2; MipFilter = 2; AddressU = 3; AddressV = 3; }; bool UseRecolorColors : register(ps_2_0, c14) ; bool CullingEnable = { 1 }; // Default_Expression1 Expression_2_0 Has PRES False float Default_Expression1() { float1 expr0; // add c0.x, c0.x, (1) expr0.x = CullingEnable.x + (1); return expr0; } // Default_PixelShader2 Pixel_2_0 Has PRES False struct Default_PixelShader2_Input { float4 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float texcoord3 : TEXCOORD3; float texcoord4 : TEXCOORD4; }; float4 Default_PixelShader2(Default_PixelShader2_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2; float3 temp3; // def c1, -1, 2.2, 1, 0.35 // dcl t0 // dcl t1 // dcl t2 // dcl t3.x // dcl t4.x // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // mov r0.x, t2.z temp0.x = i.texcoord2.z; // mov r0.y, t2.w temp0.y = i.texcoord2.w; // texld r0, r0, s1 temp0 = tex2D(Texture_1Sampler, temp0.xy); // texld r1, t2, s1 temp1 = tex2D(Texture_1Sampler, i.texcoord2.xy); // add r2.yw, r0.y, r1.y temp2.yw = temp0.y + temp1.y; // add r2.xz, r0.x, r1.x temp2.xz = temp0.x + temp1.x; // add r0, r2, c1.x temp0 = temp2 + float4(-1, -1, -1, -1); // mad r0, r0, c13.x, t1 temp0 = temp0 * DisplaceAmp.x + i.texcoord1; // mov r1.x, r0.z temp1.x = temp0.z; // mov r1.y, r0.w temp1.y = temp0.w; // mov r2.xy, t1 temp2.xy = i.texcoord1.xy; // add r2.xy, r2, -t3.x temp2.xy = temp2.xy + -i.texcoord3.xx; // texld r0, r0, s0 temp0 = tex2D(Texture_0Sampler, temp0.xy); // texld r1, r1, s0 temp1 = tex2D(Texture_0Sampler, temp1.xy); // texld r2, r2, s2 temp2 = tex2D(Texture_2Sampler, temp2.xy); // mul r1.xyz, r0, r1 temp1.xyz = temp0.xyz * temp1.xyz; // cmp r0.xyz, -c12.x, r0, r1 temp0.xyz = (-MultiTextureEnable.xxx >= 0) ? temp0.xyz : temp1.xyz; // 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, c1.y 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); // mul r0.xyz, t0, c11.x temp0.xyz = i.texcoord.xyz * EmissiveHDRMultipler.xxx; // mul r0.xyz, r0, t0.w temp0.xyz = temp0.xyz * i.texcoord.www; // mul r0.xyz, r1, r0 temp0.xyz = temp1.xyz * temp0.xyz; // mov r1.zw, c1 temp1.zw = float2(1, 0.35); // lrp r3.xyz, r1.w, r1.z, c0 temp3.xyz = lerp(RecolorColor.xyz, temp1.zzz, temp1.www); // mul r1.xyz, r0, r3 temp1.xyz = temp0.xyz * temp3.xyz; // cmp r0.xyz, -c14.x, r0, r1 temp0.xyz = (-UseRecolorColors.xxx >= 0) ? temp0.xyz : temp1.xyz; // mul r0.xyz, r2, r0 temp0.xyz = temp2.xyz * temp0.xyz; // add r0.xyz, r0, r0 temp0.xyz = temp0.xyz + temp0.xyz; // mul r0.xyz, r0, t4.x temp0.xyz = temp0.xyz * i.texcoord4.xxx; // mov r0.w, c1.z temp0.w = float1(1); // mov oC0, r0 out_color = temp0; // return out_color; } // Default_VertexShader3 Vertex_2_0 Has PRES True struct Default_VertexShader3_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct Default_VertexShader3_Output { float4 texcoord2 : TEXCOORD2; float4 position : POSITION; float4 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; float texcoord3 : TEXCOORD3; float texcoord4 : TEXCOORD4; }; Default_VertexShader3_Output Default_VertexShader3(Default_VertexShader3_Input i) { /* PRSI OutputRegisterOffset: 11 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 7 Unknown3: 0 Unknown4: 0 Unknown5: 11 Unknown6: 5 Mappings: 2 0 - ConstOutput: 17 ConstInput 1 1 - ConstOutput: 0 ConstInput 0 */ float4 expr11; float4 expr12; float4 expr13; float4 expr14; float4 expr15; float4 expr16; float4 expr17; { float4 temp0; float4 temp1; // Expression_2_1 // mul r0.x, c0.x, c5.x temp0.x = Time.x * DisplaceSpeed.x; // mul c14.x, r0.x, (0.01) expr14.x = temp0.x * (0.01); // add r0.x, c3.x, (-1) temp0.x = UniqueWorldCoordEnable.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 c11.x, r0.x, r1.x expr11.x = temp0.x >= temp1.x; // mul r0.xy, c0.x, c2.xy temp0.xy = Time.x * DiffuseCoordOffset.xy; // frc c15.xy, r0.xy expr15.xy = frac(temp0.xy); // add r0.x, c1.x, (-1) temp0.x = MultiTextureEnable.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 c17.x, r0.x, r1.x expr17.x = temp0.x >= temp1.x; // mul r0.x, c4.x, (0.0027777312217828493) temp0.x = DisplaceDivergenceAngle.x * (0.0027777312217828493); // add r1.x, r0.x, (0.5) temp1.x = temp0.x + (0.5); // frc r0.x, r1.x temp0.x = frac(temp1.x); // mul r1.x, r0.x, (6.283185307179586) temp1.x = temp0.x * (6.283185307179586); // add r0.x, r1.x, (-3.141592653589793) temp0.x = temp1.x + (-3.141592653589793); // cos r1.x, r0.x temp1.x = cos(temp0.x); // sin r1.y, r0.x temp1.y = sin(temp0.x); // mov c12.x, r1.y expr12.x = temp1.y; // mov c13.x, r1.x expr13.x = temp1.x; } Default_VertexShader3_Output o; float4 temp0, temp1, temp2; // def c0, 1, 0, 0.01, -3 // dcl_position v0 // dcl_texcoord v1 // dcl_color v2 // mul r0.xy, v1, c22.x temp0.xy = i.texcoord.xy * DisplaceScalar.xx; // mad r1, v0.xyzx, c0.xxxy, c0.yyyx temp1 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 r2.x, r1, c124 temp2.x = dot(temp1, (World._m00_m10_m20_m30)); // dp4 r2.y, r1, c125 temp2.y = dot(temp1, (World._m01_m11_m21_m31)); // dp4 r2.z, r1, c126 temp2.z = dot(temp1, (World._m02_m12_m22_m32)); // mul r0.zw, r2.xyxy, c20.x temp0.zw = temp2.xy * UniqueWorldCoordScalar.xx; // mul r0.zw, r0, c21.x temp0.zw = temp0.zw * UniqueWorldCoordStrength.xx; // mad r0.zw, r0, c0.z, -r0.xyxy temp0.zw = temp0.zw * float2(0.01, 0.01) + -temp0.xy; // mad r0.xy, c11.x, r0.zwzw, r0 temp0.xy = expr11.xx * temp0.zw + temp0.xy; // mul r0.zw, r0.xyxy, c13.x temp0.zw = temp0.xy * expr13.xx; // mad oT2.y, r0.x, -c12.x, r0.w o.texcoord2.y = temp0.x * -expr12.x + temp0.w; // mul r1.x, r0.y, c12.x temp1.x = temp0.y * expr12.x; // mad r1.x, r0.x, c13.x, r1.x temp1.x = temp0.x * expr13.x + temp1.x; // add oT2.x, r1.x, c14.x o.texcoord2.x = temp1.x + expr14.x; // mad oT2.w, r0.x, c12.x, r0.w o.texcoord2.w = temp0.x * expr12.x + temp0.w; // mad r0.x, r0.y, -c12.x, r0.z temp0.x = temp0.y * -expr12.x + temp0.z; // add oT2.z, r0.x, c14.x o.texcoord2.z = temp0.x + expr14.x; // mov r2.w, c0.x temp2.w = float1(1); // dp4 oPos.x, r2, c119 o.position.x = dot(temp2, (ViewProjection._m00_m10_m20_m30)); // dp4 oPos.y, r2, c120 o.position.y = dot(temp2, (ViewProjection._m01_m11_m21_m31)); // dp4 oPos.z, r2, c121 o.position.z = dot(temp2, (ViewProjection._m02_m12_m22_m32)); // dp4 oPos.w, r2, c122 o.position.w = dot(temp2, (ViewProjection._m03_m13_m23_m33)); // mov r0.xyw, c0 temp0.xyw = float3(1, 0, -3); // mad r1, c18.xyzx, r0.xxxy, r0.yyyx temp1 = ColorDiffuse.xyzx * temp0.xxxy + temp0.yyyx; // mul oT0, r1, v2 o.texcoord = temp1 * i.color; // mul r0.yz, v1.xxyw, c19.xzww temp0.yz = i.texcoord.xy * DiffuseCoordOffset.zw; // mov r1.zw, c19 temp1.zw = DiffuseCoordOffset.zw; // mad r0.yz, r0, r1.xzww, -c15.xxyw temp0.yz = temp0.yz * temp1.zw + -expr15.xy; // mad r1.xy, v1, r1.zwzw, c15 temp1.xy = i.texcoord.xy * temp1.zw + expr15.xy; // add r0.yz, r0, -r1.xxyw temp0.yz = temp0.yz + -temp1.xy; // mad oT1.zw, c17.x, r0.xyyz, r1.xyxy o.texcoord1.zw = expr17.xx * temp0.yz + temp1.xy; // mov oT1.xy, r1 o.texcoord1.xy = temp1.xy; // mad oT3.x, c1.x, -r0.w, -r0.x o.texcoord3 = OpacityOverride.x * -temp0.w + -temp0.x; // mov oT4.x, c0.x o.texcoord4 = float4(1, 1, 1, 1); // return o; } technique Default { pass P0 { VertexShader = compile vs_2_0 Default_VertexShader3(); // 43 PixelShader = compile ps_2_0 Default_PixelShader2(); // 44 ZEnable = 1; ZFunc = 4; ZWriteEnable = 0; AlphaBlendEnable = 1; CullMode = Default_Expression1(); // 0 SrcBlend = 2; DestBlend = 2; } }