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] ; struct { float4 VideoTex_NumPerRow_LastFrame_SingleRow_isRand; float4 ColorAnimationFunctions[6]; float4 TimeKeys; int ShaderType; float SpeedMultiplier; float2 ColorScaleRange; } Draw : register(vs_2_0, c54) : register(vs_3_0, c57) = { 4, 15, -1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 1, -0.1, 0.2 }; struct { float3 Gravity; float3 DriftVelocity; float2 VelocityDampingRange; } Physics : register(vs_2_0, c75) : register(vs_3_0, c82) = { 0, 0, 0, 0, 0, 0, 1, 0 }; struct { float3 Size_Rate_Damping__Min; float3 Size_Rate_Damping__Spread; float3 XYRotation_Rate_Damping__Min; float3 XYRotation_Rate_Damping__Spread; float3 ZRotation_Rate_Damping__Min; float3 ZRotation_Rate_Damping__Spread; } Update : register(vs_2_0, c65) : register(vs_3_0, c68) = { 0, 0, 1, 10, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0 }; texture DepthLutSampler ; // 8 sampler2D DepthLutSamplerSampler : register(ps_2_0, s0) : register(ps_3_0, s0) = sampler_state { Texture = ; // 11 MinFilter = 2; MagFilter = 2; MipFilter = 2; AddressU = 3; AddressV = 3; }; texture CausticSampler ; // 15 sampler2D CausticSamplerSampler = sampler_state { Texture = ; // 18 MinFilter = 2; MagFilter = 2; MipFilter = 2; AddressU = 1; AddressV = 1; }; int _SasGlobal : SasGlobal ; texture ParticleTextureSampler ; // 24 sampler2D ParticleTextureSamplerSampler : register(ps_3_0, s1) = sampler_state { Texture = ; // 27 MinFilter = 2; MagFilter = 2; MipFilter = 2; AddressU = 3; AddressV = 3; }; texture NextFrameTextureSampler ; // 31 sampler2D NextFrameTextureSamplerSampler : register(ps_2_0, s2) : register(ps_3_0, s2) = sampler_state { Texture = ; // 34 MinFilter = 2; MagFilter = 2; MipFilter = 2; AddressU = 3; AddressV = 3; }; texture DepthTexture ; // 38 sampler2D DepthTextureSampler : register(ps_3_0, s3) = sampler_state { Texture = ; // 40 MinFilter = 2; MagFilter = 2; MipFilter = 1; AddressU = 3; AddressV = 3; }; bool ShouldDrawParticleSoft ; column_major float4x4 WorldView : WorldView : register(vs_3_0, c74); column_major float4x4 Projection : Projection : register(vs_3_0, c78); column_major float4x4 WorldViewProjection : WorldViewProjection : register(vs_2_0, c71); column_major float4x3 View : View : register(vs_2_0, c78) : register(vs_3_0, c85); row_major float4x4 ProjectionI : ProjectionInverse; float Time : Time; // PS_Array_H_Shader_0 Pixel_3_0 Has PRES False struct PS_Array_H_Shader_0_Input { float2 texcoord : TEXCOORD; float4 color : COLOR; float3 texcoord3 : TEXCOORD3; float4 texcoord4 : TEXCOORD4; float2 texcoord5 : TEXCOORD5; float3 texcoord6 : TEXCOORD6; }; float4 PS_Array_H_Shader_0(PS_Array_H_Shader_0_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2, temp3; // def c0, 0.5, -0.5, 2.2, 0 // def c1, -0.005, 0, 1.005, 0 // dcl_texcoord v0.xy // dcl_color v1 // dcl_texcoord3 v2.xyz // dcl_texcoord4 v3.xyw // dcl_texcoord5 v4.xy // dcl_texcoord6 v5.z // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // dcl_2d s3 // rcp r0.x, v3.w temp0.x = 1.0f / i.texcoord4.w; // mul r0.xy, r0.x, v3 temp0.xy = temp0.xx * i.texcoord4.xy; // mad r0.xy, r0, c0, c0.x temp0.xy = temp0.xy * float2(0.5, -0.5) + float2(0.5, 0.5); // texld r0, r0, s3 temp0 = tex2D(DepthTextureSampler, temp0.xy); // mad_sat r0.x, r0.x, -v4.y, v4.x temp0.x = saturate(temp0.x * -i.texcoord5.y + i.texcoord5.x); // texld r1, v0, s1 temp1 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy); // texld r2, v2, s2 temp2 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy); // lrp r3, v2.z, r2, r1 temp3 = lerp(temp1, temp2, i.texcoord3.z); // mul r1, r3, v1 temp1 = temp3 * i.color; // 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); // mov oC0.w, r1.w out_color.w = temp1.w; // mul r0.yzw, r0, c0.z 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; // mad r1, v5.z, c1.xxyy, c1.zzyy temp1 = i.texcoord6.z * float4(-0.005, -0.005, 0, 0) + float4(1.005, 1.005, 0, 0); // texldl r1, r1, s0 temp1 = tex2Dlod(DepthLutSamplerSampler, temp1); // 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 r1.xyz, r2, c0.z temp1.xyz = temp2.xyz * float3(2.2, 2.2, 2.2); // exp r2.x, r1.x temp2.x = exp2(temp1.x); // exp r2.y, r1.y temp2.y = exp2(temp1.y); // exp r2.z, r1.z temp2.z = exp2(temp1.z); // mul oC0.xyz, r0, r2 out_color.xyz = temp0.xyz * temp2.xyz; // return out_color; } // PS_Array_H_Shader_1 Pixel_3_0 Has PRES False struct PS_Array_H_Shader_1_Input { float2 texcoord : TEXCOORD; float4 color : COLOR; float3 texcoord1 : TEXCOORD1; float3 texcoord3 : TEXCOORD3; float4 texcoord4 : TEXCOORD4; float2 texcoord5 : TEXCOORD5; float3 texcoord6 : TEXCOORD6; }; float4 PS_Array_H_Shader_1(PS_Array_H_Shader_1_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2, temp3; // def c0, 0.5, -0.5, 2.2, -1 // def c1, -0.005, 0, 1.005, 0 // dcl_texcoord v0.xy // dcl_color v1 // dcl_texcoord1 v2.xyz // dcl_texcoord3 v3.xyz // dcl_texcoord4 v4.xyw // dcl_texcoord5 v5.xy // dcl_texcoord6 v6.z // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // dcl_2d s3 // rcp r0.x, v4.w temp0.x = 1.0f / i.texcoord4.w; // mul r0.xy, r0.x, v4 temp0.xy = temp0.xx * i.texcoord4.xy; // mad r0.xy, r0, c0, c0.x temp0.xy = temp0.xy * float2(0.5, -0.5) + float2(0.5, 0.5); // texld r0, r0, s3 temp0 = tex2D(DepthTextureSampler, temp0.xy); // mad_sat r0.x, r0.x, -v5.y, v5.x temp0.x = saturate(temp0.x * -i.texcoord5.y + i.texcoord5.x); // texld r1, v0, s1 temp1 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy); // texld r2, v3, s2 temp2 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy); // lrp r3, v3.z, r2, r1 temp3 = lerp(temp1, temp2, i.texcoord3.z); // mul r1, r3, v1 temp1 = temp3 * i.color; // 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); // mov oC0.w, r1.w out_color.w = temp1.w; // mul r0.yzw, r0, c0.z 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; // mad r1, v6.z, c1.xxyy, c1.zzyy temp1 = i.texcoord6.z * float4(-0.005, -0.005, 0, 0) + float4(1.005, 1.005, 0, 0); // texldl r1, r1, s0 temp1 = tex2Dlod(DepthLutSamplerSampler, temp1); // 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 r1.xyz, r2, c0.z temp1.xyz = temp2.xyz * float3(2.2, 2.2, 2.2); // exp r2.x, r1.x temp2.x = exp2(temp1.x); // exp r2.y, r1.y temp2.y = exp2(temp1.y); // exp r2.z, r1.z temp2.z = exp2(temp1.z); // mad r0.xyz, r0, r2, c0.w temp0.xyz = temp0.xyz * temp2.xyz + float3(-1, -1, -1); // mov_sat r1.xyz, v2 temp1.xyz = saturate(i.texcoord1.xyz); // mad oC0.xyz, r1, r0, -c0.w out_color.xyz = temp1.xyz * temp0.xyz + float3(1, 1, 1); // return out_color; } // PS_Array_H_Shader_2 Pixel_3_0 Has PRES False struct PS_Array_H_Shader_2_Input { float2 texcoord : TEXCOORD; float4 color : COLOR; float3 texcoord1 : TEXCOORD1; float3 texcoord3 : TEXCOORD3; float4 texcoord4 : TEXCOORD4; float2 texcoord5 : TEXCOORD5; float3 texcoord6 : TEXCOORD6; }; float4 PS_Array_H_Shader_2(PS_Array_H_Shader_2_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2, temp3; // def c0, 0.5, -0.5, 2.2, 0 // def c1, -0.005, 0, 1.005, 0 // dcl_texcoord v0.xy // dcl_color v1 // dcl_texcoord1 v2.xyz // dcl_texcoord3 v3.xyz // dcl_texcoord4 v4.xyw // dcl_texcoord5 v5.xy // dcl_texcoord6 v6.z // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // dcl_2d s3 // rcp r0.x, v4.w temp0.x = 1.0f / i.texcoord4.w; // mul r0.xy, r0.x, v4 temp0.xy = temp0.xx * i.texcoord4.xy; // mad r0.xy, r0, c0, c0.x temp0.xy = temp0.xy * float2(0.5, -0.5) + float2(0.5, 0.5); // texld r0, r0, s3 temp0 = tex2D(DepthTextureSampler, temp0.xy); // mad_sat r0.x, r0.x, -v5.y, v5.x temp0.x = saturate(temp0.x * -i.texcoord5.y + i.texcoord5.x); // texld r1, v0, s1 temp1 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy); // texld r2, v3, s2 temp2 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy); // lrp r3, v3.z, r2, r1 temp3 = lerp(temp1, temp2, i.texcoord3.z); // mul r1, r3, v1 temp1 = temp3 * i.color; // 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); // mov oC0.w, r1.w out_color.w = temp1.w; // mul r0.yzw, r0, c0.z 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; // mad r1, v6.z, c1.xxyy, c1.zzyy temp1 = i.texcoord6.z * float4(-0.005, -0.005, 0, 0) + float4(1.005, 1.005, 0, 0); // texldl r1, r1, s0 temp1 = tex2Dlod(DepthLutSamplerSampler, temp1); // 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 r1.xyz, r2, c0.z temp1.xyz = temp2.xyz * float3(2.2, 2.2, 2.2); // exp r2.x, r1.x temp2.x = exp2(temp1.x); // exp r2.y, r1.y temp2.y = exp2(temp1.y); // exp r2.z, r1.z temp2.z = exp2(temp1.z); // mul r0.xyz, r0, r2 temp0.xyz = temp0.xyz * temp2.xyz; // mov_sat r1.xyz, v2 temp1.xyz = saturate(i.texcoord1.xyz); // mul oC0.xyz, r0, r1 out_color.xyz = temp0.xyz * temp1.xyz; // return out_color; } // PS_Array_H_Shader_3 Pixel_3_0 Has PRES False struct PS_Array_H_Shader_3_Input { float2 texcoord : TEXCOORD; float4 color : COLOR; float3 texcoord3 : TEXCOORD3; float4 texcoord4 : TEXCOORD4; float2 texcoord5 : TEXCOORD5; float3 texcoord6 : TEXCOORD6; }; float4 PS_Array_H_Shader_3(PS_Array_H_Shader_3_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2, temp3; // def c0, 0.5, -0.5, 2.2, 0 // def c1, -0.005, 0, 1.005, 0 // dcl_texcoord v0.xy // dcl_color v1 // dcl_texcoord3 v2.xyz // dcl_texcoord4 v3.xyw // dcl_texcoord5 v4.xy // dcl_texcoord6 v5.z // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // dcl_2d s3 // rcp r0.x, v3.w temp0.x = 1.0f / i.texcoord4.w; // mul r0.xy, r0.x, v3 temp0.xy = temp0.xx * i.texcoord4.xy; // mad r0.xy, r0, c0, c0.x temp0.xy = temp0.xy * float2(0.5, -0.5) + float2(0.5, 0.5); // texld r0, r0, s3 temp0 = tex2D(DepthTextureSampler, temp0.xy); // mad_sat r0.x, r0.x, -v4.y, v4.x temp0.x = saturate(temp0.x * -i.texcoord5.y + i.texcoord5.x); // texld r1, v0, s1 temp1 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy); // texld r2, v2, s2 temp2 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy); // lrp r3, v2.z, r2, r1 temp3 = lerp(temp1, temp2, i.texcoord3.z); // mul r1, r3, v1 temp1 = temp3 * i.color; // mul oC0.w, r0.x, r1.w out_color.w = temp0.x * temp1.w; // log r0.x, r1.x temp0.x = log2(temp1.x); // log r0.y, r1.y temp0.y = log2(temp1.y); // log r0.z, r1.z temp0.z = log2(temp1.z); // mul r0.xyz, r0, c0.z temp0.xyz = temp0.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); // mad r0, v5.z, c1.xxyy, c1.zzyy temp0 = i.texcoord6.z * float4(-0.005, -0.005, 0, 0) + float4(1.005, 1.005, 0, 0); // texldl r0, r0, s0 temp0 = tex2Dlod(DepthLutSamplerSampler, temp0); // log r2.x, r0.x temp2.x = log2(temp0.x); // log r2.y, r0.y temp2.y = log2(temp0.y); // log r2.z, r0.z temp2.z = log2(temp0.z); // mul r0.xyz, r2, c0.z temp0.xyz = temp2.xyz * float3(2.2, 2.2, 2.2); // exp r2.x, r0.x temp2.x = exp2(temp0.x); // exp r2.y, r0.y temp2.y = exp2(temp0.y); // exp r2.z, r0.z temp2.z = exp2(temp0.z); // mul oC0.xyz, r1, r2 out_color.xyz = temp1.xyz * temp2.xyz; // return out_color; } // PS_Array_H_Shader_4 Pixel_3_0 Has PRES False struct PS_Array_H_Shader_4_Input { float2 texcoord : TEXCOORD; float4 color : COLOR; float3 texcoord1 : TEXCOORD1; float3 texcoord3 : TEXCOORD3; float4 texcoord4 : TEXCOORD4; float2 texcoord5 : TEXCOORD5; float3 texcoord6 : TEXCOORD6; }; float4 PS_Array_H_Shader_4(PS_Array_H_Shader_4_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2, temp3; // def c0, 0.5, -0.5, 2.2, -1 // def c1, -0.005, 0, 1.005, 0 // dcl_texcoord v0.xy // dcl_color v1 // dcl_texcoord1 v2.xyz // dcl_texcoord3 v3.xyz // dcl_texcoord4 v4.xyw // dcl_texcoord5 v5.xy // dcl_texcoord6 v6.z // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // dcl_2d s3 // rcp r0.x, v4.w temp0.x = 1.0f / i.texcoord4.w; // mul r0.xy, r0.x, v4 temp0.xy = temp0.xx * i.texcoord4.xy; // mad r0.xy, r0, c0, c0.x temp0.xy = temp0.xy * float2(0.5, -0.5) + float2(0.5, 0.5); // texld r0, r0, s3 temp0 = tex2D(DepthTextureSampler, temp0.xy); // mad_sat r0.x, r0.x, -v5.y, v5.x temp0.x = saturate(temp0.x * -i.texcoord5.y + i.texcoord5.x); // texld r1, v0, s1 temp1 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy); // texld r2, v3, s2 temp2 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy); // lrp r3, v3.z, r2, r1 temp3 = lerp(temp1, temp2, i.texcoord3.z); // mul r1, r3, v1 temp1 = temp3 * i.color; // mul oC0.w, r0.x, r1.w out_color.w = temp0.x * temp1.w; // log r0.x, r1.x temp0.x = log2(temp1.x); // log r0.y, r1.y temp0.y = log2(temp1.y); // log r0.z, r1.z temp0.z = log2(temp1.z); // mul r0.xyz, r0, c0.z temp0.xyz = temp0.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); // mad r0, v6.z, c1.xxyy, c1.zzyy temp0 = i.texcoord6.z * float4(-0.005, -0.005, 0, 0) + float4(1.005, 1.005, 0, 0); // texldl r0, r0, s0 temp0 = tex2Dlod(DepthLutSamplerSampler, temp0); // log r2.x, r0.x temp2.x = log2(temp0.x); // log r2.y, r0.y temp2.y = log2(temp0.y); // log r2.z, r0.z temp2.z = log2(temp0.z); // mul r0.xyz, r2, c0.z temp0.xyz = temp2.xyz * float3(2.2, 2.2, 2.2); // exp r2.x, r0.x temp2.x = exp2(temp0.x); // exp r2.y, r0.y temp2.y = exp2(temp0.y); // exp r2.z, r0.z temp2.z = exp2(temp0.z); // mad r0.xyz, r1, r2, c0.w temp0.xyz = temp1.xyz * temp2.xyz + float3(-1, -1, -1); // mov_sat r1.xyz, v2 temp1.xyz = saturate(i.texcoord1.xyz); // mad oC0.xyz, r1, r0, -c0.w out_color.xyz = temp1.xyz * temp0.xyz + float3(1, 1, 1); // return out_color; } // PS_Array_H_Shader_5 Pixel_3_0 Has PRES False struct PS_Array_H_Shader_5_Input { float2 texcoord : TEXCOORD; float4 color : COLOR; float3 texcoord1 : TEXCOORD1; float3 texcoord3 : TEXCOORD3; float4 texcoord4 : TEXCOORD4; float2 texcoord5 : TEXCOORD5; float3 texcoord6 : TEXCOORD6; }; float4 PS_Array_H_Shader_5(PS_Array_H_Shader_5_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2, temp3; // def c0, 0.5, -0.5, 2.2, 0 // def c1, -0.005, 0, 1.005, 0 // dcl_texcoord v0.xy // dcl_color v1 // dcl_texcoord1 v2.xyz // dcl_texcoord3 v3.xyz // dcl_texcoord4 v4.xyw // dcl_texcoord5 v5.xy // dcl_texcoord6 v6.z // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // dcl_2d s3 // rcp r0.x, v4.w temp0.x = 1.0f / i.texcoord4.w; // mul r0.xy, r0.x, v4 temp0.xy = temp0.xx * i.texcoord4.xy; // mad r0.xy, r0, c0, c0.x temp0.xy = temp0.xy * float2(0.5, -0.5) + float2(0.5, 0.5); // texld r0, r0, s3 temp0 = tex2D(DepthTextureSampler, temp0.xy); // mad_sat r0.x, r0.x, -v5.y, v5.x temp0.x = saturate(temp0.x * -i.texcoord5.y + i.texcoord5.x); // texld r1, v0, s1 temp1 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy); // texld r2, v3, s2 temp2 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy); // lrp r3, v3.z, r2, r1 temp3 = lerp(temp1, temp2, i.texcoord3.z); // mul r1, r3, v1 temp1 = temp3 * i.color; // mul oC0.w, r0.x, r1.w out_color.w = temp0.x * temp1.w; // log r0.x, r1.x temp0.x = log2(temp1.x); // log r0.y, r1.y temp0.y = log2(temp1.y); // log r0.z, r1.z temp0.z = log2(temp1.z); // mul r0.xyz, r0, c0.z temp0.xyz = temp0.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); // mad r0, v6.z, c1.xxyy, c1.zzyy temp0 = i.texcoord6.z * float4(-0.005, -0.005, 0, 0) + float4(1.005, 1.005, 0, 0); // texldl r0, r0, s0 temp0 = tex2Dlod(DepthLutSamplerSampler, temp0); // log r2.x, r0.x temp2.x = log2(temp0.x); // log r2.y, r0.y temp2.y = log2(temp0.y); // log r2.z, r0.z temp2.z = log2(temp0.z); // mul r0.xyz, r2, c0.z temp0.xyz = temp2.xyz * float3(2.2, 2.2, 2.2); // exp r2.x, r0.x temp2.x = exp2(temp0.x); // exp r2.y, r0.y temp2.y = exp2(temp0.y); // exp r2.z, r0.z temp2.z = exp2(temp0.z); // mul r0.xyz, r1, r2 temp0.xyz = temp1.xyz * temp2.xyz; // mov_sat r1.xyz, v2 temp1.xyz = saturate(i.texcoord1.xyz); // mul oC0.xyz, r0, r1 out_color.xyz = temp0.xyz * temp1.xyz; // return out_color; } // PS_Array_H_Shader_6 Pixel_3_0 Has PRES False struct PS_Array_H_Shader_6_Input { float2 texcoord : TEXCOORD; float4 color : COLOR; float3 texcoord3 : TEXCOORD3; float3 texcoord6 : TEXCOORD6; }; float4 PS_Array_H_Shader_6(PS_Array_H_Shader_6_Input i) : COLOR { float4 out_color; float4 temp0, temp2, temp3; float3 temp1; // def c0, 2.2, -0.005, 0, 1.005 // dcl_texcoord v0.xy // dcl_color v1 // dcl_texcoord3 v2.xyz // dcl_texcoord6 v3.z // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // mad r0, v3.z, c0.yyzz, c0.wwzz temp0 = i.texcoord6.z * float4(-0.005, -0.005, 0, 0) + float4(1.005, 1.005, 0, 0); // texldl r0, r0, s0 temp0 = tex2Dlod(DepthLutSamplerSampler, temp0); // 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); // texld r0, v0, s1 temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy); // texld r2, v2, s2 temp2 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy); // lrp r3, v2.z, r2, r0 temp3 = lerp(temp0, temp2, i.texcoord3.z); // mul r0, r3, v1 temp0 = temp3 * i.color; // log r2.x, r0.x temp2.x = log2(temp0.x); // log r2.y, r0.y temp2.y = log2(temp0.y); // log r2.z, r0.z temp2.z = log2(temp0.z); // mov oC0.w, r0.w out_color.w = temp0.w; // mul r0.xyz, r2, c0.x temp0.xyz = temp2.xyz * float3(2.2, 2.2, 2.2); // exp r2.x, r0.x temp2.x = exp2(temp0.x); // exp r2.y, r0.y temp2.y = exp2(temp0.y); // exp r2.z, r0.z temp2.z = exp2(temp0.z); // mul oC0.xyz, r1, r2 out_color.xyz = temp1.xyz * temp2.xyz; // return out_color; } // PS_Array_H_Shader_7 Pixel_3_0 Has PRES False struct PS_Array_H_Shader_7_Input { float2 texcoord : TEXCOORD; float4 color : COLOR; float3 texcoord1 : TEXCOORD1; float3 texcoord3 : TEXCOORD3; float3 texcoord6 : TEXCOORD6; }; float4 PS_Array_H_Shader_7(PS_Array_H_Shader_7_Input i) : COLOR { float4 out_color; float4 temp0, temp2, temp3; float3 temp1; // def c0, -1, 1, 0, 0 // def c1, 2.2, -0.005, 0, 1.005 // dcl_texcoord v0.xy // dcl_color v1 // dcl_texcoord1 v2.xyz // dcl_texcoord3 v3.xyz // dcl_texcoord6 v4.z // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // mad r0, v4.z, c1.yyzz, c1.wwzz temp0 = i.texcoord6.z * float4(-0.005, -0.005, 0, 0) + float4(1.005, 1.005, 0, 0); // texldl r0, r0, s0 temp0 = tex2Dlod(DepthLutSamplerSampler, temp0); // 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.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); // texld r0, v0, s1 temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy); // texld r2, v3, s2 temp2 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy); // lrp r3, v3.z, r2, r0 temp3 = lerp(temp0, temp2, i.texcoord3.z); // mul r0, r3, v1 temp0 = temp3 * i.color; // log r2.x, r0.x temp2.x = log2(temp0.x); // log r2.y, r0.y temp2.y = log2(temp0.y); // log r2.z, r0.z temp2.z = log2(temp0.z); // mov oC0.w, r0.w out_color.w = temp0.w; // mul r0.xyz, r2, c1.x temp0.xyz = temp2.xyz * float3(2.2, 2.2, 2.2); // exp r2.x, r0.x temp2.x = exp2(temp0.x); // exp r2.y, r0.y temp2.y = exp2(temp0.y); // exp r2.z, r0.z temp2.z = exp2(temp0.z); // mad r0.xyz, r2, r1, c0.x temp0.xyz = temp2.xyz * temp1.xyz + float3(-1, -1, -1); // mov_sat r1.xyz, v2 temp1.xyz = saturate(i.texcoord1.xyz); // mad oC0.xyz, r1, r0, c0.y out_color.xyz = temp1.xyz * temp0.xyz + float3(1, 1, 1); // return out_color; } // PS_Array_H_Shader_8 Pixel_3_0 Has PRES False struct PS_Array_H_Shader_8_Input { float2 texcoord : TEXCOORD; float4 color : COLOR; float3 texcoord1 : TEXCOORD1; float3 texcoord3 : TEXCOORD3; float3 texcoord6 : TEXCOORD6; }; float4 PS_Array_H_Shader_8(PS_Array_H_Shader_8_Input i) : COLOR { float4 out_color; float4 temp0, temp2, temp3; float3 temp1; // def c0, 2.2, -0.005, 0, 1.005 // dcl_texcoord v0.xy // dcl_color v1 // dcl_texcoord1 v2.xyz // dcl_texcoord3 v3.xyz // dcl_texcoord6 v4.z // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // mad r0, v4.z, c0.yyzz, c0.wwzz temp0 = i.texcoord6.z * float4(-0.005, -0.005, 0, 0) + float4(1.005, 1.005, 0, 0); // texldl r0, r0, s0 temp0 = tex2Dlod(DepthLutSamplerSampler, temp0); // 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); // texld r0, v0, s1 temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy); // texld r2, v3, s2 temp2 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy); // lrp r3, v3.z, r2, r0 temp3 = lerp(temp0, temp2, i.texcoord3.z); // mul r0, r3, v1 temp0 = temp3 * i.color; // log r2.x, r0.x temp2.x = log2(temp0.x); // log r2.y, r0.y temp2.y = log2(temp0.y); // log r2.z, r0.z temp2.z = log2(temp0.z); // mov oC0.w, r0.w out_color.w = temp0.w; // mul r0.xyz, r2, c0.x temp0.xyz = temp2.xyz * float3(2.2, 2.2, 2.2); // exp r2.x, r0.x temp2.x = exp2(temp0.x); // exp r2.y, r0.y temp2.y = exp2(temp0.y); // exp r2.z, r0.z temp2.z = exp2(temp0.z); // mul r0.xyz, r1, r2 temp0.xyz = temp1.xyz * temp2.xyz; // mov_sat r1.xyz, v2 temp1.xyz = saturate(i.texcoord1.xyz); // mul oC0.xyz, r0, r1 out_color.xyz = temp0.xyz * temp1.xyz; // return out_color; } PixelShader PS_Array_H[9] = { compile ps_3_0 PS_Array_H_Shader_0(), // 45 compile ps_3_0 PS_Array_H_Shader_1(), // 46 compile ps_3_0 PS_Array_H_Shader_2(), // 47 compile ps_3_0 PS_Array_H_Shader_3(), // 48 compile ps_3_0 PS_Array_H_Shader_4(), // 49 compile ps_3_0 PS_Array_H_Shader_5(), // 50 compile ps_3_0 PS_Array_H_Shader_6(), // 51 compile ps_3_0 PS_Array_H_Shader_7(), // 52 compile ps_3_0 PS_Array_H_Shader_8(), // 53 }; // PS_Array_M_Shader_0 Pixel_2_0 Has PRES False struct PS_Array_M_Shader_0_Input { float2 texcoord : TEXCOORD; float4 color : COLOR; float3 texcoord3 : TEXCOORD3; float3 texcoord4 : TEXCOORD4; }; float4 PS_Array_M_Shader_0(PS_Array_M_Shader_0_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2, temp3; // def c0, 201, 0.005, 0, 0 // dcl t0.xy // dcl v0 // dcl t3.xyz // dcl t4.xyz // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // add r0.w, -t4.z, c0.x temp0.w = -i.texcoord4.z + float1(201); // mul r0.xy, r0.w, c0.y temp0.xy = temp0.ww * float2(0.005, 0.005); // texld r0, r0, s0 temp0 = tex2D(DepthLutSamplerSampler, temp0.xy); // texld r1, t0, s1 temp1 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy); // texld r2, t3, s2 temp2 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy); // lrp r3, t3.z, r2, r1 temp3 = lerp(temp1, temp2, i.texcoord3.z); // mul r1, r3, v0 temp1 = temp3 * i.color; // mul r1.xyz, r0, r1 temp1.xyz = temp0.xyz * temp1.xyz; // mov oC0, r1 out_color = temp1; // return out_color; } // PS_Array_M_Shader_1 Pixel_2_0 Has PRES False struct PS_Array_M_Shader_1_Input { float2 texcoord : TEXCOORD; float4 color : COLOR; float3 texcoord1 : TEXCOORD1; float3 texcoord3 : TEXCOORD3; float3 texcoord4 : TEXCOORD4; }; float4 PS_Array_M_Shader_1(PS_Array_M_Shader_1_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2, temp3; // def c0, 201, 0.005, -1, 1 // dcl t0.xy // dcl v0 // dcl t1.xyz // dcl t3.xyz // dcl t4.xyz // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // add r0.w, -t4.z, c0.x temp0.w = -i.texcoord4.z + float1(201); // mul r0.xy, r0.w, c0.y temp0.xy = temp0.ww * float2(0.005, 0.005); // texld r0, r0, s0 temp0 = tex2D(DepthLutSamplerSampler, temp0.xy); // texld r1, t0, s1 temp1 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy); // texld r2, t3, s2 temp2 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy); // lrp r3, t3.z, r2, r1 temp3 = lerp(temp1, temp2, i.texcoord3.z); // mul r1, r3, v0 temp1 = temp3 * i.color; // mad r0.xyz, r1, r0, c0.z temp0.xyz = temp1.xyz * temp0.xyz + float3(-1, -1, -1); // mov_sat r2.xyz, t1 temp2.xyz = saturate(i.texcoord1.xyz); // mad r1.xyz, r2, r0, c0.w temp1.xyz = temp2.xyz * temp0.xyz + float3(1, 1, 1); // mov oC0, r1 out_color = temp1; // return out_color; } // PS_Array_M_Shader_2 Pixel_2_0 Has PRES False struct PS_Array_M_Shader_2_Input { float2 texcoord : TEXCOORD; float4 color : COLOR; float3 texcoord1 : TEXCOORD1; float3 texcoord3 : TEXCOORD3; float3 texcoord4 : TEXCOORD4; }; float4 PS_Array_M_Shader_2(PS_Array_M_Shader_2_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2, temp3; // def c0, 201, 0.005, 0, 0 // dcl t0.xy // dcl v0 // dcl t1.xyz // dcl t3.xyz // dcl t4.xyz // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // add r0.w, -t4.z, c0.x temp0.w = -i.texcoord4.z + float1(201); // mul r0.xy, r0.w, c0.y temp0.xy = temp0.ww * float2(0.005, 0.005); // texld r0, r0, s0 temp0 = tex2D(DepthLutSamplerSampler, temp0.xy); // texld r1, t0, s1 temp1 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy); // texld r2, t3, s2 temp2 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy); // lrp r3, t3.z, r2, r1 temp3 = lerp(temp1, temp2, i.texcoord3.z); // mul r1, r3, v0 temp1 = temp3 * i.color; // mul r0.xyz, r0, r1 temp0.xyz = temp0.xyz * temp1.xyz; // mov_sat r2.xyz, t1 temp2.xyz = saturate(i.texcoord1.xyz); // mul r1.xyz, r0, r2 temp1.xyz = temp0.xyz * temp2.xyz; // mov oC0, r1 out_color = temp1; // return out_color; } PixelShader PS_Array_M[3] = { compile ps_2_0 PS_Array_M_Shader_0(), // 57 compile ps_2_0 PS_Array_M_Shader_1(), // 58 compile ps_2_0 PS_Array_M_Shader_2(), // 59 }; // PSCreateShadowMap_Array_Shader_0 Pixel_2_0 Has PRES False float4 PSCreateShadowMap_Array_Shader_0(float texcoord2 : TEXCOORD2) : COLOR { float4 out_color; float4 temp0; // dcl t2.x // mov r0, t2.x temp0 = texcoord2.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 { float2 texcoord : TEXCOORD; float3 color : COLOR; float texcoord2 : TEXCOORD2; }; float4 PSCreateShadowMap_Array_Shader_1(PSCreateShadowMap_Array_Shader_1_Input i) : COLOR { float4 out_color; float4 temp0; // def c0, 1, -0.3, 0, 0 // dcl t0.xy // dcl v0.xyz // dcl t2.x // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy); // mul r0.xyz, r0, v0 temp0.xyz = temp0.xyz * i.color.xyz; // dp3 r0.x, r0, c0.x temp0.x = dot(temp0.xyz, float3(1, 1, 1)); // add r0, r0.x, c0.y temp0 = temp0.x + float4(-0.3, -0.3, -0.3, -0.3); // texkill r0 clip(temp0); // mov r0, t2.x temp0 = i.texcoord2.x; // mov oC0, r0 out_color = temp0; // return out_color; } // PSCreateShadowMap_Array_Shader_2 Pixel_2_0 Has PRES False struct PSCreateShadowMap_Array_Shader_2_Input { float2 texcoord : TEXCOORD; float4 color : COLOR; float texcoord2 : TEXCOORD2; }; float4 PSCreateShadowMap_Array_Shader_2(PSCreateShadowMap_Array_Shader_2_Input i) : COLOR { float4 out_color; float4 temp0; // def c0, -0.1, 0, 0, 0 // dcl t0.xy // dcl v0 // dcl t2.x // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy); // mad r0, r0.w, v0.w, c0.x temp0 = temp0.w * i.color.w + float4(-0.1, -0.1, -0.1, -0.1); // texkill r0 clip(temp0); // mov r0, t2.x temp0 = i.texcoord2.x; // mov oC0, r0 out_color = temp0; // return out_color; } // PSCreateShadowMap_Array_Shader_3 Pixel_2_0 Has PRES False struct PSCreateShadowMap_Array_Shader_3_Input { float2 texcoord : TEXCOORD; float4 color : COLOR; float texcoord2 : TEXCOORD2; }; float4 PSCreateShadowMap_Array_Shader_3(PSCreateShadowMap_Array_Shader_3_Input i) : COLOR { float4 out_color; float4 temp0; // def c0, -0.1, 0, 0, 0 // dcl t0.xy // dcl v0 // dcl t2.x // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy); // mad r0, r0.w, v0.w, c0.x temp0 = temp0.w * i.color.w + float4(-0.1, -0.1, -0.1, -0.1); // texkill r0 clip(temp0); // mov r0, t2.x temp0 = i.texcoord2.x; // mov oC0, r0 out_color = temp0; // return out_color; } // PSCreateShadowMap_Array_Shader_4 Pixel_2_0 Has PRES False struct PSCreateShadowMap_Array_Shader_4_Input { float2 texcoord : TEXCOORD; float4 color : COLOR; float texcoord2 : TEXCOORD2; }; float4 PSCreateShadowMap_Array_Shader_4(PSCreateShadowMap_Array_Shader_4_Input i) : COLOR { float4 out_color; float4 temp0; // def c0, -0.1, 0, 0, 0 // dcl t0.xy // dcl v0 // dcl t2.x // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy); // mad r0, r0.w, v0.w, c0.x temp0 = temp0.w * i.color.w + float4(-0.1, -0.1, -0.1, -0.1); // texkill r0 clip(temp0); // mov r0, t2.x temp0 = i.texcoord2.x; // mov oC0, r0 out_color = temp0; // return out_color; } // PSCreateShadowMap_Array_Shader_5 Pixel_2_0 Has PRES False struct PSCreateShadowMap_Array_Shader_5_Input { float2 texcoord : TEXCOORD; float3 color : COLOR; float texcoord2 : TEXCOORD2; }; float4 PSCreateShadowMap_Array_Shader_5(PSCreateShadowMap_Array_Shader_5_Input i) : COLOR { float4 out_color; float4 temp0; // def c0, 1, 0.3, 0, 0 // dcl t0.xy // dcl v0.xyz // dcl t2.x // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy); // mul r0.xyz, r0, v0 temp0.xyz = temp0.xyz * i.color.xyz; // dp3 r0.x, r0, c0.x temp0.x = dot(temp0.xyz, float3(1, 1, 1)); // add r0, -r0.x, c0.y temp0 = -temp0.x + float4(0.3, 0.3, 0.3, 0.3); // texkill r0 clip(temp0); // mov r0, t2.x temp0 = i.texcoord2.x; // mov oC0, r0 out_color = temp0; // return out_color; } PixelShader PSCreateShadowMap_Array[6] = { compile ps_2_0 PSCreateShadowMap_Array_Shader_0(), // 66 compile ps_2_0 PSCreateShadowMap_Array_Shader_1(), // 67 compile ps_2_0 PSCreateShadowMap_Array_Shader_2(), // 68 compile ps_2_0 PSCreateShadowMap_Array_Shader_3(), // 69 compile ps_2_0 PSCreateShadowMap_Array_Shader_4(), // 70 compile ps_2_0 PSCreateShadowMap_Array_Shader_5(), // 71 }; // _CreateShadowMap_Expression19 Expression_2_0 Has PRES False float _CreateShadowMap_Expression19() { float1 expr0; // min c0.x, c8.x, (5) expr0.x = min(Draw.ShaderType.x, (5)); return expr0; } // _CreateShadowMap_VertexShader20 Vertex_2_0 Has PRES True struct _CreateShadowMap_VertexShader20_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; }; struct _CreateShadowMap_VertexShader20_Output { float4 position : POSITION; float3 texcoord4 : TEXCOORD4; float texcoord2 : TEXCOORD2; float3 texcoord3 : TEXCOORD3; float2 texcoord : TEXCOORD; float4 color : COLOR; float3 texcoord1 : TEXCOORD1; }; _CreateShadowMap_VertexShader20_Output _CreateShadowMap_VertexShader20(_CreateShadowMap_VertexShader20_Input i) { /* PRSI OutputRegisterOffset: 39 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 15 Unknown3: 0 Unknown4: 0 Unknown5: 39 Unknown6: 2 Mappings: 4 0 - ConstOutput: 45 ConstInput 2 1 - ConstOutput: 48 ConstInput 1 2 - ConstOutput: 50 ConstInput 4 3 - ConstOutput: 0 ConstInput 0 */ float4 expr39; float4 expr40; float4 expr41; float4 expr42; float4 expr43; float4 expr44; float4 expr45; float4 expr46; float4 expr47; float4 expr48; float4 expr49; float4 expr50; float4 expr51; float4 expr52; float4 expr53; { float4 temp0; float4 temp1; float4 temp2; // Expression_2_1 // mul c39.x, c1.x, (30) expr39.x = Time.x * (30); // add c40.x, c0.x, (-1) expr40.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x + (-1); // lt r0.x, (0), c0.z temp0.x = (0) < Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z; // mul r0.y, c0.w, c0.w temp0.y = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.w * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.w; // neg r1.x, r0.y temp1.x = -temp0.y; // ge r2.x, r1.x, r0.y temp2.x = temp1.x >= temp0.y; // lt c52.x, r1.x, r0.y expr52.x = temp1.x < temp0.y; // mul c53.x, r0.x, r2.x expr53.x = temp0.x * temp2.x; // rcp c46.x, c0.x expr46.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x); // add r0.x, c0.z, (1) temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z + (1); // mul r1.x, r0.x, r0.x temp1.x = temp0.x * temp0.x; // neg r0.x, r1.x temp0.x = -temp1.x; // ge c51.x, r0.x, r1.x expr51.x = temp0.x >= temp1.x; // rcp c50.x, c0.y expr50.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y); // add r0.x, c0.z, (-1) temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z + (-1); // neg r1.x, r0.x temp1.x = -temp0.x; // lt r2.x, r0.x, r1.x temp2.x = temp0.x < temp1.x; // frc r0.y, c0.z temp0.y = frac(Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z); // neg r1.x, r0.y temp1.x = -temp0.y; // lt r2.y, r1.x, r0.y temp2.y = temp1.x < temp0.y; // add r2.z, r0.x, r1.x temp2.z = temp0.x + temp1.x; // mul r0.x, r2.x, r2.y temp0.x = temp2.x * temp2.y; // add r1.x, r2.z, r0.x temp1.x = temp2.z + temp0.x; // mov c45.x, r1.x expr45.x = temp1.x; // mov c48.x, r1.x expr48.x = temp1.x; } _CreateShadowMap_VertexShader20_Output o; float4 temp0, temp1, addr0, temp2, temp3, temp4; float3 temp5, temp6, temp7; // def c36, 2.0625, 8.9375, 6.1875, 1.375 // def c28, 0.5, -0.5, 16, -1 // def c30, -0.5, 0.5, 0.1591549, 0 // def c31, 0, 0, 6.283185, -3.141593 // def c38, 0.1875, 4.8125, 2.75, 0 // def c37, 1, -1, 0.5, 0 // def c29, 0.5, 0.5, 1.0001, 0.6931472 // def c27, -0.5, -0.5, 0, 0.1875 // def c11, 0.957897, 0.3788705, 0.3635719, 0.3287609 // def c12, 0.1762373, 0.9145751, 0.4360935, 0.3476284 // def c13, 0.743219, 0.4425611, 0.9974546, 0.3622138 // def c14, 0.4896626, 0.6664233, 0.8305699, 0.9742577 // def c15, 0.8947675, 0.8236215, 0.9309705, 0.05219847 // def c16, 0.1411007, 0.6527002, 0.008452523, 0.6430574 // def c17, 0.229799, 0.897999, 0.753822, 0.1316504 // def c18, 0.5815384, 0.2836916, 0.09156471, 0.407481 // def c19, 0.2706044, 0.7228181, 0.1694367, 0.1469052 // def c20, 0.5995556, 0.0964533, 0.8763983, 0.1172229 // def c21, 0.5101711, 0.9421572, 0.1957888, 0.9167565 // def c22, 0.03546793, 0.5340094, 0.1673218, 0.5576764 // def c23, 0.861564, 0.2251601, 0.082332, 0.8790039 // def c24, 0.1730866, 0.8935188, 0.01392406, 0.1787381 // def c25, 0.8269383, 0.7718143, 0.4395359, 0.493963 // def c26, 0.5423613, 0.7218617, 0.7697314, 0.5878567 // def c32, -0.25, -0.25, 0, 0 // def c33, 0.25, -0.25, 0, 0 // def c34, 0.25, 0.25, 0, 0 // def c35, -0.25, 0.25, 0, 0 // def c0, -1.550099E-06, -2.170139E-05, 0.002604167, 0.0002604167 // def c1, -0.02083333, -0.125, 1, 0.5 // dcl_position v0 // dcl_texcoord v1 // dcl_texcoord1 v2 // mov r0.w, c27.w temp0.w = float1(0.1875); // mad r0, v2.x, r0.w, c36 temp0 = i.texcoord1.x * temp0.w + float4(2.0625, 8.9375, 6.1875, 1.375); // frc r0, r0 temp0 = frac(temp0); // mul r0, r0, c28.z temp0 = temp0 * float4(16, 16, 16, 16); // frc r1, r0 temp1 = frac(temp0); // add r0, r0, -r1 temp0 = temp0 + -temp1; // mova a0, r0 addr0 = temp0; // mov r0.xy, c77 temp0.xy = Physics.VelocityDampingRange.xy; // mad r0.x, c11[a0.y].x, r0.y, r0.x temp0.x = float1(0.957897) * temp0.y + temp0.x; // add r0.y, r0.x, c28.w temp0.y = temp0.x + float1(-1); // mul r0.y, r0.y, r0.y temp0.y = temp0.y * temp0.y; // sge r0.y, -r0.y, r0.y temp0.y = (-temp0.y >= temp0.y) ? 1 : 0; // lrp r1.x, r0.y, c29.z, r0.x temp1.x = lerp(temp0.x, float1(1.0001), temp0.y); // log r0.x, r1.x temp0.x = log2(temp1.x); // mul r0.y, r0.x, c29.w temp0.y = temp0.x * float1(0.6931472); // rcp r0.y, r0.y temp0.y = 1.0f / temp0.y; // add r0.z, -v1.w, c39.x temp0.z = -i.texcoord.w + expr39.x; // mul r0.x, r0.x, r0.z temp0.x = temp0.x * temp0.z; // exp r0.x, r0.x temp0.x = exp2(temp0.x); // add r0.x, r0.x, c28.w temp0.x = temp0.x + float1(-1); // mul r0.x, r0.y, r0.x temp0.x = temp0.y * temp0.x; // mov r1.xyz, v0 temp1.xyz = i.position.xyz; // mad r0.xyw, v1.xyzz, r0.x, r1.xyzz temp0.xyw = i.texcoord.xyz * temp0.xxx + temp1.xyz; // mul r1.x, r0.z, -c27.x temp1.x = temp0.z * float1(0.5); // mov r2.xyz, c75 temp2.xyz = Physics.Gravity.xyz; // mad r1.xyz, r1.x, r2, c76 temp1.xyz = temp1.xxx * temp2.xyz + Physics.DriftVelocity.xyz; // mad r0.xyw, r1.xyzz, r0.z, r0 temp0.xyw = temp1.xyz * temp0.zzz + temp0.xyw; // add r1.xyz, r0.xyyw, -v0.xyyw temp1.xyz = temp0.xyy + -i.position.xyy; // mov r2.xyz, c11[a0.z] temp2.xyz = float3(0.957897, 0.37887052, 0.36357188); // mov r3.xyz, c68 temp3.xyz = Update.XYRotation_Rate_Damping__Spread.xyz; // mad r2.xyz, r2, r3, c67 temp2.xyz = temp2.xyz * temp3.xyz + Update.XYRotation_Rate_Damping__Min.xyz; // add r1.w, r2.z, c28.w temp1.w = temp2.z + float1(-1); // mul r1.w, r1.w, r1.w temp1.w = temp1.w * temp1.w; // sge r1.w, -r1.w, r1.w temp1.w = (-temp1.w >= temp1.w) ? 1 : 0; // lrp r3.x, r1.w, c29.z, r2.z temp3.x = lerp(temp2.z, float1(1.0001), temp1.w); // log r1.w, r3.x temp1.w = log2(temp3.x); // mul r2.z, r1.w, c29.w temp2.z = temp1.w * float1(0.6931472); // mul r1.w, r0.z, r1.w temp1.w = temp0.z * temp1.w; // rcp r2.z, r2.z temp2.z = 1.0f / temp2.z; // exp r1.w, r1.w temp1.w = exp2(temp1.w); // add r1.w, r1.w, c28.w temp1.w = temp1.w + float1(-1); // mul r1.w, r2.z, r1.w temp1.w = temp2.z * temp1.w; // mad r1.w, r2.y, r1.w, r2.x temp1.w = temp2.y * temp1.w + temp2.x; // mad r1.w, r1.w, c30.z, c30.y temp1.w = temp1.w * float1(0.15915494) + float1(0.5); // frc r1.w, r1.w temp1.w = frac(temp1.w); // mad r1.w, r1.w, c31.z, c31.w temp1.w = temp1.w * float1(6.2831855) + float1(-3.1415927); // sincos r2.xy, r1.w, c0, c1 temp2.xy = float2(cos(temp1.w), sin(temp1.w)); // mul r1.yzw, r1.xxyz, r2.xxyx temp1.yzw = temp1.xyz * temp2.xyx; // mad r1.w, r1.x, -r2.y, r1.w temp1.w = temp1.x * -temp2.y + temp1.w; // add r1.x, r1.z, r1.y temp1.x = temp1.z + temp1.y; // add r0.xy, r1.xwzw, v0 temp0.xy = temp1.xw + i.position.xy; // mov r1.xyz, c11[a0.w] temp1.xyz = float3(0.957897, 0.37887052, 0.36357188); // mov r2.xyz, c70 temp2.xyz = Update.ZRotation_Rate_Damping__Spread.xyz; // mad r1.yzw, r1.xxyz, r2.xxyz, c69.xxyz temp1.yzw = temp1.xyz * temp2.xyz + Update.ZRotation_Rate_Damping__Min.xyz; // add r2.x, r1.w, c28.w temp2.x = temp1.w + float1(-1); // mul r2.x, r2.x, r2.x temp2.x = temp2.x * temp2.x; // sge r2.x, -r2.x, r2.x temp2.x = (-temp2.x >= temp2.x) ? 1 : 0; // lrp r3.x, r2.x, c29.z, r1.w temp3.x = lerp(temp1.w, float1(1.0001), temp2.x); // log r1.w, r3.x temp1.w = log2(temp3.x); // mul r2.x, r1.w, c29.w temp2.x = temp1.w * float1(0.6931472); // mul r1.w, r0.z, r1.w temp1.w = temp0.z * temp1.w; // rcp r2.x, r2.x temp2.x = 1.0f / temp2.x; // exp r1.w, r1.w temp1.w = exp2(temp1.w); // add r1.w, r1.w, c28.w temp1.w = temp1.w + float1(-1); // mul r1.w, r2.x, r1.w temp1.w = temp2.x * temp1.w; // mad r1.y, r1.z, r1.w, r1.y temp1.y = temp1.z * temp1.w + temp1.y; // mad r1.y, r1.y, c30.z, c30.y temp1.y = temp1.y * float1(0.15915494) + float1(0.5); // frc r1.y, r1.y temp1.y = frac(temp1.y); // mad r1.y, r1.y, c31.z, c31.w temp1.y = temp1.y * float1(6.2831855) + float1(-3.1415927); // sincos r2.xy, r1.y, c0, c1 temp2.xy = float2(cos(temp1.y), sin(temp1.y)); // slt r1.y, v0.w, r0.z temp1.y = (i.position.w < temp0.z) ? 1 : 0; // mad r1.y, r1.y, -v2.y, v2.y temp1.y = temp1.y * -i.texcoord1.y + i.texcoord1.y; // frc r1.z, r1.y temp1.z = frac(temp1.y); // add r1.y, r1.y, -r1.z temp1.y = temp1.y + -temp1.z; // mova a0.y, r1.y addr0.y = temp1.y; // mul r1.yzw, r2.xxyx, c27[a0.y].xxyy temp1.yzw = temp2.xyx * float3(-0.5, -0.5, -0.5); // mad r1.w, c27[a0.y].x, -r2.y, r1.w temp1.w = float1(-0.5) * -temp2.y + temp1.w; // mov r2.xy, c27[a0.y] temp2.xy = float2(-0.5, -0.5); // mad r2.xy, r2, c37, c37.z temp2.xy = temp2.xy * float2(1, -1) + float2(0.5, 0.5); // add r1.y, r1.z, r1.y temp1.y = temp1.z + temp1.y; // mul r3.xyz, r1.w, c79 temp3.xyz = temp1.www * (View._m01_m11_m21_m31).xyz; // mad r1.yzw, r1.y, c78.xxyz, r3.xxyz temp1.yzw = temp1.yyy * (View._m00_m10_m20_m30).xyz + temp3.xyz; // mov r3.xyz, c11[a0.x] temp3.xyz = float3(0.957897, 0.37887052, 0.36357188); // mov r4.xyz, c66 temp4.xyz = Update.Size_Rate_Damping__Spread.xyz; // mad r3.xyz, r3, r4, c65 temp3.xyz = temp3.xyz * temp4.xyz + Update.Size_Rate_Damping__Min.xyz; // mul r1.x, r1.x, c54.x temp1.x = temp1.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x; // add r2.z, r3.z, c28.w temp2.z = temp3.z + float1(-1); // mul r2.z, r2.z, r2.z temp2.z = temp2.z * temp2.z; // sge r2.z, -r2.z, r2.z temp2.z = (-temp2.z >= temp2.z) ? 1 : 0; // lrp r4.x, r2.z, c29.z, r3.z temp4.x = lerp(temp3.z, float1(1.0001), temp2.z); // log r2.z, r4.x temp2.z = log2(temp4.x); // mul r2.w, r2.z, c29.w temp2.w = temp2.z * float1(0.6931472); // mul r2.z, r0.z, r2.z temp2.z = temp0.z * temp2.z; // rcp r2.w, r2.w temp2.w = 1.0f / temp2.w; // exp r2.z, r2.z temp2.z = exp2(temp2.z); // add r2.z, r2.z, c28.w temp2.z = temp2.z + float1(-1); // mul r2.z, r2.w, r2.z temp2.z = temp2.w * temp2.z; // mad r2.z, r3.y, r2.z, r3.x temp2.z = temp3.y * temp2.z + temp3.x; // mad r3.xyz, r2.z, r1.yzww, r0.xyww temp3.xyz = temp2.zzz * temp1.yzw + temp0.xyw; // mov r3.w, -c28.w temp3.w = float1(1); // dp4 oPos.x, r3, c71 o.position.x = dot(temp3, (WorldViewProjection._m00_m10_m20_m30)); // dp4 oPos.y, r3, c72 o.position.y = dot(temp3, (WorldViewProjection._m01_m11_m21_m31)); // dp4 r0.y, r3, c74 temp0.y = dot(temp3, (WorldViewProjection._m03_m13_m23_m33)); // dp4 r0.x, r3, c73 temp0.x = dot(temp3, (WorldViewProjection._m02_m12_m22_m32)); // mov oT4.xyz, r3 o.texcoord4 = temp3; // rcp r0.w, r0.y temp0.w = 1.0f / temp0.y; // mov oPos.zw, r0.xyxy o.position.zw = temp0.xy; // mul oT2.x, r0.x, r0.w o.texcoord2 = temp0.x * temp0.w; // mov r0.w, c28.w temp0.w = float1(-1); // mad r0.x, r0.z, c63.x, -r0.w temp0.x = temp0.z * Draw.SpeedMultiplier.x + -temp0.w; // mul r0.y, r0.x, c50.x temp0.y = temp0.x * expr50.x; // min r3.x, r0.x, c40.x temp3.x = min(temp0.x, expr40.x); // abs r0.x, r0.y temp0.x = abs(temp0.y); // sge r0.y, r0.y, -r0.y temp0.y = (temp0.y >= -temp0.y) ? 1 : 0; // frc r0.x, r0.x temp0.x = frac(temp0.x); // lrp r1.y, r0.y, r0.x, -r0.x temp1.y = lerp(-temp0.x, temp0.x, temp0.y); // mul r0.x, r1.y, c54.y temp0.x = temp1.y * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y; // mul r0.y, r0.x, c46.x temp0.y = temp0.x * expr46.x; // abs r0.w, r0.y temp0.w = abs(temp0.y); // frc r0.w, r0.w temp0.w = frac(temp0.w); // sge r1.y, r0.y, -r0.y temp1.y = (temp0.y >= -temp0.y) ? 1 : 0; // lrp r2.z, r1.y, r0.w, -r0.w temp2.z = lerp(-temp0.w, temp0.w, temp1.y); // mul r0.x, r2.z, c54.x temp0.x = temp2.z * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x; // frc r1.yz, r0.xxyw temp1.yz = frac(temp0.xy); // add r0.xy, r0, -r1.yzzw temp0.xy = temp0.xy + -temp1.yz; // add r0.xy, r2, r0 temp0.xy = temp2.xy + temp0.xy; // mul r0.xy, r0, c46.x temp0.xy = temp0.xy * expr46.xx; // frc r1.y, r1.x temp1.y = frac(temp1.x); // add r1.z, r1.x, -r1.y temp1.z = temp1.x + -temp1.y; // slt r1.y, -r1.y, r1.y temp1.y = (-temp1.y < temp1.y) ? 1 : 0; // slt r1.x, r1.x, -r1.x temp1.x = (temp1.x < -temp1.x) ? 1 : 0; // mad r3.w, r1.x, r1.y, r1.z temp3.w = temp1.x * temp1.y + temp1.z; // mov r1.w, c27.z temp1.w = float1(0); // mul r2.z, r0.z, c63.x temp2.z = temp0.z * Draw.SpeedMultiplier.x; // min r3.y, r2.z, c40.x temp3.y = min(temp2.z, expr40.x); // frc r1.xyz, r3.yxxw temp1.xyz = frac(temp3.yxx); // add r1.zw, r3.xyxw, -r1 temp1.zw = temp3.xw + -temp1.zw; // add r4.xz, r3.yyxw, -r1.xyyw temp4.xz = temp3.yx + -temp1.xy; // add r1.xy, r2, r1.zwzw temp1.xy = temp2.xy + temp1.zw; // mul r1.xy, r1, c46.x temp1.xy = temp1.xy * expr46.xx; // frc r0.w, r2.z temp0.w = frac(temp2.z); // mul r2.z, r2.z, c50.x temp2.z = temp2.z * expr50.x; // frc r1.z, r3.y temp1.z = frac(temp3.y); // lrp r5.xyz, c51.x, r1, r0.xyww temp5.xyz = lerp(temp0.xyw, temp1.xyz, expr51.xxx); // mad r0.xy, v2.x, c38.x, c38.yzzw temp0.xy = i.texcoord1.xx * float2(0.1875, 0.1875) + float2(4.8125, 2.75); // frc r0.xy, r0 temp0.xy = frac(temp0.xy); // mul r0.xy, r0, c28.z temp0.xy = temp0.xy * float2(16, 16); // frc r1.xy, r0 temp1.xy = frac(temp0.xy); // add r0.xy, r0, -r1 temp0.xy = temp0.xy + -temp1.xy; // mova a0.xy, r0 addr0.xy = temp0.xy; // mov r0.x, c54.x temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x; // mul r0.x, r0.x, c11[a0.x].x temp0.x = temp0.x * float1(0.957897); // mov r1.xy, c64 temp1.xy = Draw.ColorScaleRange.xy; // mad r0.y, c11[a0.y].x, r1.y, r1.x temp0.y = float1(0.957897) * temp1.y + temp1.x; // frc r0.w, r0.x temp0.w = frac(temp0.x); // add r1.x, r0.x, -r0.w temp1.x = temp0.x + -temp0.w; // slt r0.x, r0.x, -r0.x temp0.x = (temp0.x < -temp0.x) ? 1 : 0; // slt r0.w, -r0.w, r0.w temp0.w = (-temp0.w < temp0.w) ? 1 : 0; // mad r3.z, r0.x, r0.w, r1.x temp3.z = temp0.x * temp0.w + temp1.x; // add r0.xw, r2.xyzy, r3.zyzw temp0.xw = temp2.xy + temp3.zw; // mul r6.xy, r0.xwzw, c46.x temp6.xy = temp0.xw * expr46.xx; // mov r6.z, c27.z temp6.z = float1(0); // lrp r7.xyz, c52.x, r6, r5 temp7.xyz = lerp(temp5.xyz, temp6.xyz, expr52.xxx); // mov r4.w, c48.x temp4.w = expr48.x; // add r1.xy, r2, r4.zwzw temp1.xy = temp2.xy + temp4.zw; // mul r5.xy, r1, c46.x temp5.xy = temp1.xy * expr46.xx; // mov r5.z, r1.z temp5.z = temp1.z; // add r5.xyz, -r7, r5 temp5.xyz = -temp7.xyz + temp5.xyz; // mad oT3.xyz, c53.x, r5, r7 o.texcoord3 = expr53.x * temp5 + temp7; // mov r1.w, c27.z temp1.w = float1(0); // add r1.xy, r3.ywzw, -r1.zwzw temp1.xy = temp3.yw + -temp1.zw; // add r1.xy, r2, r1 temp1.xy = temp2.xy + temp1.xy; // abs r1.z, r2.z temp1.z = abs(temp2.z); // sge r1.w, r2.z, -r2.z temp1.w = (temp2.z >= -temp2.z) ? 1 : 0; // frc r1.z, r1.z temp1.z = frac(temp1.z); // lrp r2.z, r1.w, r1.z, -r1.z temp2.z = lerp(-temp1.z, temp1.z, temp1.w); // mul r1.z, r2.z, c54.y temp1.z = temp2.z * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y; // mul r1.w, r1.z, c46.x temp1.w = temp1.z * expr46.x; // abs r2.z, r1.w temp2.z = abs(temp1.w); // frc r2.z, r2.z temp2.z = frac(temp2.z); // sge r2.w, r1.w, -r1.w temp2.w = (temp1.w >= -temp1.w) ? 1 : 0; // lrp r3.x, r2.w, r2.z, -r2.z temp3.x = lerp(-temp2.z, temp2.z, temp2.w); // mul r1.z, r3.x, c54.x temp1.z = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x; // frc r2.zw, r1 temp2.zw = frac(temp1.zw); // add r1.zw, r1, -r2 temp1.zw = temp1.zw + -temp2.zw; // add r1.zw, r2.xyxy, r1 temp1.zw = temp2.xy + temp1.zw; // mul r1.zw, r1, c46.x temp1.zw = temp1.zw * expr46.xx; // mad r1.xy, r1, c46.x, -r1.zwzw temp1.xy = temp1.xy * expr46.xx + -temp1.zw; // mad r1.xy, c51.x, r1, r1.zwzw temp1.xy = expr51.xx * temp1.xy + temp1.zw; // mad r0.xw, r0, c46.x, -r1.xyzy temp0.xw = temp0.xw * expr46.xx + -temp1.xy; // mad r0.xw, c52.x, r0, r1.xyzy temp0.xw = expr52.xx * temp0.xw + temp1.xy; // mov r4.y, c45.x temp4.y = expr45.x; // add r1.xy, r2, r4 temp1.xy = temp2.xy + temp4.xy; // mad r1.xy, r1, c46.x, -r0.xwzw temp1.xy = temp1.xy * expr46.xx + -temp0.xw; // mad oT0.xy, c53.x, r1, r0.xwzw o.texcoord = expr53.x * temp1 + temp0.xwzw; // rcp r0.x, v0.w temp0.x = 1.0f / i.position.w; // mul r0.x, r0.z, r0.x temp0.x = temp0.z * temp0.x; // mov r1, c57 temp1 = Draw.ColorAnimationFunctions[2]; // mad r1, r1, r0.x, c58 temp1 = temp1 * temp0.x + Draw.ColorAnimationFunctions[3]; // mov r2, c59 temp2 = Draw.ColorAnimationFunctions[4]; // mad r2, r2, r0.x, c60 temp2 = temp2 * temp0.x + Draw.ColorAnimationFunctions[5]; // slt r0.zw, r0.x, c61.xyyz temp0.zw = (temp0.xx < Draw.TimeKeys.yz) ? 1 : 0; // mov r3, c55 temp3 = Draw.ColorAnimationFunctions[0]; // mad r3, r3, r0.x, c56 temp3 = temp3 * temp0.x + Draw.ColorAnimationFunctions[1]; // lrp r4, r0.w, r1, r2 temp4 = lerp(temp2, temp1, temp0.w); // lrp r1, r0.z, r3, r4 temp1 = lerp(temp4, temp3, temp0.z); // mul oD0, r0.y, r1 o.color = temp0.y * temp1; // mov oT1.xyz, c27.z o.texcoord1 = float4(0, 0, 0, 0); // return o; } // Default_L_PixelShader21 Pixel_2_0 Has PRES False struct Default_L_PixelShader21_Input { float2 texcoord : TEXCOORD; float4 color : COLOR; }; float4 Default_L_PixelShader21(Default_L_PixelShader21_Input i) : COLOR { float4 out_color; float4 temp0; // dcl t0.xy // dcl v0 // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy); // mul r0, r0, v0 temp0 = temp0 * i.color; // mov oC0, r0 out_color = temp0; // return out_color; } // Default_L_VertexShader22 Vertex_2_0 Has PRES True struct Default_L_VertexShader22_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; }; struct Default_L_VertexShader22_Output { float4 position : POSITION; float2 texcoord : TEXCOORD; float4 color : COLOR; }; Default_L_VertexShader22_Output Default_L_VertexShader22(Default_L_VertexShader22_Input i) { /* PRSI OutputRegisterOffset: 38 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 13 Unknown3: 0 Unknown4: 0 Unknown5: 38 Unknown6: 2 Mappings: 3 0 - ConstOutput: 44 ConstInput 2 1 - ConstOutput: 47 ConstInput 4 2 - ConstOutput: 0 ConstInput 0 */ float4 expr38; float4 expr39; float4 expr40; float4 expr41; float4 expr42; float4 expr43; float4 expr44; float4 expr45; float4 expr46; float4 expr47; float4 expr48; float4 expr49; float4 expr50; { float4 temp0; float4 temp1; float4 temp2; // Expression_2_1 // mul c38.x, c1.x, (30) expr38.x = Time.x * (30); // add c39.x, c0.x, (-1) expr39.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x + (-1); // lt r0.x, (0), c0.z temp0.x = (0) < Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z; // mul r0.y, c0.w, c0.w temp0.y = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.w * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.w; // neg r1.x, r0.y temp1.x = -temp0.y; // ge r2.x, r1.x, r0.y temp2.x = temp1.x >= temp0.y; // lt c49.x, r1.x, r0.y expr49.x = temp1.x < temp0.y; // mul c50.x, r0.x, r2.x expr50.x = temp0.x * temp2.x; // add r0.x, c0.z, (-1) temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z + (-1); // neg r1.x, r0.x temp1.x = -temp0.x; // lt r2.x, r0.x, r1.x temp2.x = temp0.x < temp1.x; // frc r0.y, c0.z temp0.y = frac(Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z); // neg r1.x, r0.y temp1.x = -temp0.y; // lt r2.y, r1.x, r0.y temp2.y = temp1.x < temp0.y; // add r2.z, r0.x, r1.x temp2.z = temp0.x + temp1.x; // mul r0.x, r2.x, r2.y temp0.x = temp2.x * temp2.y; // add c44.x, r2.z, r0.x expr44.x = temp2.z + temp0.x; // rcp c45.x, c0.x expr45.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x); // add r0.x, c0.z, (1) temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z + (1); // mul r1.x, r0.x, r0.x temp1.x = temp0.x * temp0.x; // neg r0.x, r1.x temp0.x = -temp1.x; // ge c48.x, r0.x, r1.x expr48.x = temp0.x >= temp1.x; // rcp c47.x, c0.y expr47.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y); } Default_L_VertexShader22_Output o; float4 temp0, temp1, temp2, temp3, addr0, temp4; float2 temp5; // def c36, 2.0625, 6.1875, 1.375, 4.8125 // def c28, 0.5, -0.5, 16, -1 // def c30, -0.5, 0.5, 0.1591549, 0 // def c37, 1, -1, 0.5, 0 // def c31, 0, 0, 6.283185, -3.141593 // def c29, 0.5, 0.5, 1.0001, 0.6931472 // def c27, -0.5, -0.5, 0, 0.1875 // def c11, 0.957897, 0.3788705, 0.3635719, 0.3287609 // def c12, 0.1762373, 0.9145751, 0.4360935, 0.3476284 // def c13, 0.743219, 0.4425611, 0.9974546, 0.3622138 // def c14, 0.4896626, 0.6664233, 0.8305699, 0.9742577 // def c15, 0.8947675, 0.8236215, 0.9309705, 0.05219847 // def c16, 0.1411007, 0.6527002, 0.008452523, 0.6430574 // def c17, 0.229799, 0.897999, 0.753822, 0.1316504 // def c18, 0.5815384, 0.2836916, 0.09156471, 0.407481 // def c19, 0.2706044, 0.7228181, 0.1694367, 0.1469052 // def c20, 0.5995556, 0.0964533, 0.8763983, 0.1172229 // def c21, 0.5101711, 0.9421572, 0.1957888, 0.9167565 // def c22, 0.03546793, 0.5340094, 0.1673218, 0.5576764 // def c23, 0.861564, 0.2251601, 0.082332, 0.8790039 // def c24, 0.1730866, 0.8935188, 0.01392406, 0.1787381 // def c25, 0.8269383, 0.7718143, 0.4395359, 0.493963 // def c26, 0.5423613, 0.7218617, 0.7697314, 0.5878567 // def c32, -0.25, -0.25, 0, 0 // def c33, 0.25, -0.25, 0, 0 // def c34, 0.25, 0.25, 0, 0 // def c35, -0.25, 0.25, 0, 0 // def c0, -1.550099E-06, -2.170139E-05, 0.002604167, 0.0002604167 // def c1, -0.02083333, -0.125, 1, 0.5 // dcl_position v0 // dcl_texcoord v1 // dcl_texcoord1 v2 // mov r0.xyz, c62 temp0.xyz = Update.Size_Rate_Damping__Spread.xyz; // mov r0.w, c73.y temp0.w = Physics.VelocityDampingRange.y; // mov r1.xyz, c61 temp1.xyz = Update.Size_Rate_Damping__Min.xyz; // mov r1.w, c73.x temp1.w = Physics.VelocityDampingRange.x; // mov r2.w, c27.w temp2.w = float1(0.1875); // mad r2, v2.x, r2.w, c36 temp2 = i.texcoord1.x * temp2.w + float4(2.0625, 6.1875, 1.375, 4.8125); // frc r2, r2 temp2 = frac(temp2); // mul r2, r2, c28.z temp2 = temp2 * float4(16, 16, 16, 16); // frc r3, r2 temp3 = frac(temp2); // add r2, r2, -r3 temp2 = temp2 + -temp3; // mova a0, r2 addr0 = temp2; // mad r0, c11[a0.x], r0, r1 temp0 = float4(0.957897, 0.37887052, 0.36357188, 0.32876092) * temp0 + temp1; // add r1.xy, r0.zwzw, c28.w temp1.xy = temp0.zw + float2(-1, -1); // mul r1.xy, r1, r1 temp1.xy = temp1.xy * temp1.xy; // sge r1.xy, -r1, r1 temp1.xy = (-temp1.xy >= temp1.xy) ? 1 : 0; // lrp r2.xy, r1, c29.z, r0.zwzw temp2.xy = lerp(temp0.zw, float2(1.0001, 1.0001), temp1.xy); // log r0.z, r2.y temp0.z = log2(temp2.y); // log r0.w, r2.x temp0.w = log2(temp2.x); // mul r1.x, r0.z, c29.w temp1.x = temp0.z * float1(0.6931472); // rcp r1.x, r1.x temp1.x = 1.0f / temp1.x; // add r1.y, -v1.w, c38.x temp1.y = -i.texcoord.w + expr38.x; // mul r0.z, r0.z, r1.y temp0.z = temp0.z * temp1.y; // exp r0.z, r0.z temp0.z = exp2(temp0.z); // add r0.z, r0.z, c28.w temp0.z = temp0.z + float1(-1); // mul r0.z, r1.x, r0.z temp0.z = temp1.x * temp0.z; // mov r2.xyz, v0 temp2.xyz = i.position.xyz; // mad r1.xzw, v1.xyyz, r0.z, r2.xyyz temp1.xzw = i.texcoord.xyz * temp0.zzz + temp2.xyz; // mul r0.z, r1.y, -c27.x temp0.z = temp1.y * float1(0.5); // mov r2.xyz, c71 temp2.xyz = Physics.Gravity.xyz; // mad r2.xyz, r0.z, r2, c72 temp2.xyz = temp0.zzz * temp2.xyz + Physics.DriftVelocity.xyz; // mad r1.xzw, r2.xyyz, r1.y, r1 temp1.xzw = temp2.xyz * temp1.yyy + temp1.xzw; // add r2.xyz, r1.xzzw, -v0.xyyw temp2.xyz = temp1.xzz + -i.position.xyy; // mov r3.xy, c64 temp3.xy = Update.XYRotation_Rate_Damping__Spread.xy; // mov r3.zw, c66.xyxy temp3.zw = Update.ZRotation_Rate_Damping__Spread.xy; // mov r4.xy, c63 temp4.xy = Update.XYRotation_Rate_Damping__Min.xy; // mov r4.zw, c65.xyxy temp4.zw = Update.ZRotation_Rate_Damping__Min.xy; // mad r3, c11[a0.y], r3, r4 temp3 = float4(0.957897, 0.37887052, 0.36357188, 0.32876092) * temp3 + temp4; // mad r3.xy, r3.ywzw, r1.y, r3.xzzw temp3.xy = temp3.yw * temp1.yy + temp3.xz; // mad r3.xy, r3, c30.z, c30.y temp3.xy = temp3.xy * float2(0.15915494, 0.15915494) + float2(0.5, 0.5); // frc r3.xy, r3 temp3.xy = frac(temp3.xy); // mad r3.xy, r3, c31.z, c31.w temp3.xy = temp3.xy * float2(6.2831855, 6.2831855) + float2(-3.1415927, -3.1415927); // sincos r4.xy, r3.x, c0, c1 temp4.xy = float2(cos(temp3.x), sin(temp3.x)); // sincos r5.xy, r3.y, c0, c1 temp5.xy = float2(cos(temp3.y), sin(temp3.y)); // mul r2.yzw, r2.xxyz, r4.xxyx temp2.yzw = temp2.xyz * temp4.xyx; // mad r2.w, r2.x, -r4.y, r2.w temp2.w = temp2.x * -temp4.y + temp2.w; // add r2.x, r2.z, r2.y temp2.x = temp2.z + temp2.y; // add r1.xz, r2.xyww, v0.xyyw temp1.xz = temp2.xw + i.position.xy; // slt r0.z, v0.w, r1.y temp0.z = (i.position.w < temp1.y) ? 1 : 0; // mad r0.z, r0.z, -v2.y, v2.y temp0.z = temp0.z * -i.texcoord1.y + i.texcoord1.y; // frc r2.x, r0.z temp2.x = frac(temp0.z); // add r0.z, r0.z, -r2.x temp0.z = temp0.z + -temp2.x; // mova a0.x, r0.z addr0.x = temp0.z; // mul r2.xyz, r5.xyxw, c27[a0.x].xyyw temp2.xyz = temp5.xyx * float3(-0.5, -0.5, -0.5); // mad r0.z, c27[a0.x].x, -r5.y, r2.z temp0.z = float1(-0.5) * -temp5.y + temp2.z; // mov r3.xy, c27[a0.x] temp3.xy = float2(-0.5, -0.5); // mad r2.zw, r3.xyxy, c37.xyxy, c37.z temp2.zw = temp3.xy * float2(1, -1) + float2(0.5, 0.5); // add r2.x, r2.y, r2.x temp2.x = temp2.y + temp2.x; // mul r3.xyz, r0.z, c75 temp3.xyz = temp0.zzz * (View._m01_m11_m21_m31).xyz; // mad r3.xyz, r2.x, c74, r3 temp3.xyz = temp2.xxx * (View._m00_m10_m20_m30).xyz + temp3.xyz; // mul r0.z, r0.w, c29.w temp0.z = temp0.w * float1(0.6931472); // mul r0.w, r0.w, r1.y temp0.w = temp0.w * temp1.y; // rcp r0.z, r0.z temp0.z = 1.0f / temp0.z; // exp r0.w, r0.w temp0.w = exp2(temp0.w); // add r0.w, r0.w, c28.w temp0.w = temp0.w + float1(-1); // mul r0.z, r0.z, r0.w temp0.z = temp0.z * temp0.w; // mad r0.x, r0.y, r0.z, r0.x temp0.x = temp0.y * temp0.z + temp0.x; // mad r0.xyz, r0.x, r3, r1.xzww temp0.xyz = temp0.xxx * temp3.xyz + temp1.xzw; // mov r0.w, -c28.w temp0.w = float1(1); // dp4 oPos.x, r0, c67 o.position.x = dot(temp0, (WorldViewProjection._m00_m10_m20_m30)); // dp4 oPos.y, r0, c68 o.position.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31)); // dp4 oPos.z, r0, c69 o.position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32)); // dp4 oPos.w, r0, c70 o.position.w = dot(temp0, (WorldViewProjection._m03_m13_m23_m33)); // mul r0.x, r1.y, c60.x temp0.x = temp1.y * Draw.SpeedMultiplier.x; // mul r0.y, r0.x, c47.x temp0.y = temp0.x * expr47.x; // min r0.x, r0.x, c39.x temp0.x = min(temp0.x, expr39.x); // abs r1.x, r0.y temp1.x = abs(temp0.y); // sge r0.y, r0.y, -r0.y temp0.y = (temp0.y >= -temp0.y) ? 1 : 0; // frc r1.x, r1.x temp1.x = frac(temp1.x); // lrp r2.x, r0.y, r1.x, -r1.x temp2.x = lerp(-temp1.x, temp1.x, temp0.y); // mul r0.y, r2.x, c51.y temp0.y = temp2.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y; // mul r1.z, r0.y, c45.x temp1.z = temp0.y * expr45.x; // abs r0.y, r1.z temp0.y = abs(temp1.z); // frc r0.y, r0.y temp0.y = frac(temp0.y); // sge r1.w, r1.z, -r1.z temp1.w = (temp1.z >= -temp1.z) ? 1 : 0; // lrp r2.x, r1.w, r0.y, -r0.y temp2.x = lerp(-temp0.y, temp0.y, temp1.w); // mul r1.x, r2.x, c51.x temp1.x = temp2.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x; // frc r2.xy, r1.xzzw temp2.xy = frac(temp1.xz); // add r1.xz, r1, -r2.xyyw temp1.xz = temp1.xz + -temp2.xy; // add r1.xz, r2.zyww, r1 temp1.xz = temp2.zw + temp1.xz; // mul r1.xz, r1, c45.x temp1.xz = temp1.xz * expr45.xx; // mov r2.x, c51.x temp2.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x; // mul r0.y, r2.x, c11[a0.z].x temp0.y = temp2.x * float1(0.957897); // mul r1.w, r2.x, c11[a0.w].x temp1.w = temp2.x * float1(0.957897); // frc r2.x, r0.y temp2.x = frac(temp0.y); // add r2.y, r0.y, -r2.x temp2.y = temp0.y + -temp2.x; // slt r0.y, r0.y, -r0.y temp0.y = (temp0.y < -temp0.y) ? 1 : 0; // slt r2.x, -r2.x, r2.x temp2.x = (-temp2.x < temp2.x) ? 1 : 0; // mad r0.w, r0.y, r2.x, r2.y temp0.w = temp0.y * temp2.x + temp2.y; // mov r3.z, c27.z temp3.z = float1(0); // frc r3.xy, r0.x temp3.xy = frac(temp0.x); // add r2.xy, r0.xwzw, -r3.yzzw temp2.xy = temp0.xw + -temp3.yz; // add r0.x, r0.x, -r3.x temp0.x = temp0.x + -temp3.x; // add r2.xy, r2.zwzw, r2 temp2.xy = temp2.zw + temp2.xy; // mad r2.xy, r2, c45.x, -r1.xzzw temp2.xy = temp2.xy * expr45.xx + -temp1.xz; // mad r1.xz, c48.x, r2.xyyw, r1 temp1.xz = expr48.xx * temp2.xy + temp1.xz; // frc r2.x, r1.w temp2.x = frac(temp1.w); // add r2.y, r1.w, -r2.x temp2.y = temp1.w + -temp2.x; // slt r2.x, -r2.x, r2.x temp2.x = (-temp2.x < temp2.x) ? 1 : 0; // slt r1.w, r1.w, -r1.w temp1.w = (temp1.w < -temp1.w) ? 1 : 0; // mad r0.z, r1.w, r2.x, r2.y temp0.z = temp1.w * temp2.x + temp2.y; // add r0.zw, r2, r0 temp0.zw = temp2.zw + temp0.zw; // mad r0.zw, r0, c45.x, -r1.xyxz temp0.zw = temp0.zw * expr45.xx + -temp1.xz; // mad r0.zw, c49.x, r0, r1.xyxz temp0.zw = expr49.xx * temp0.zw + temp1.xz; // mov r0.y, c44.x temp0.y = expr44.x; // add r0.xy, r2.zwzw, r0 temp0.xy = temp2.zw + temp0.xy; // mad r0.xy, r0, c45.x, -r0.zwzw temp0.xy = temp0.xy * expr45.xx + -temp0.zw; // mad oT0.xy, c50.x, r0, r0.zwzw o.texcoord = expr50.x * temp0 + temp0.zwzw; // rcp r0.x, v0.w temp0.x = 1.0f / i.position.w; // mul r0.x, r1.y, r0.x temp0.x = temp1.y * temp0.x; // mov r1, c54 temp1 = Draw.ColorAnimationFunctions[2]; // mad r1, r1, r0.x, c55 temp1 = temp1 * temp0.x + Draw.ColorAnimationFunctions[3]; // mov r2, c56 temp2 = Draw.ColorAnimationFunctions[4]; // mad r2, r2, r0.x, c57 temp2 = temp2 * temp0.x + Draw.ColorAnimationFunctions[5]; // slt r0.yz, r0.x, c58 temp0.yz = (temp0.xx < Draw.TimeKeys.yz) ? 1 : 0; // mov r3, c52 temp3 = Draw.ColorAnimationFunctions[0]; // mad r3, r3, r0.x, c53 temp3 = temp3 * temp0.x + Draw.ColorAnimationFunctions[1]; // lrp r4, r0.z, r1, r2 temp4 = lerp(temp2, temp1, temp0.z); // add r1, r3, -r4 temp1 = temp3 + -temp4; // mad oD0, r0.y, r1, r4 o.color = temp0.y * temp1 + temp4; // return o; } // Default_M_Expression23 Expression_2_0 Has PRES False float Default_M_Expression23() { float1 expr0; // mov c0.x, (0) expr0.x = (0); return expr0; } // Default_M_VertexShader24 Vertex_2_0 Has PRES True struct Default_M_VertexShader24_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; }; struct Default_M_VertexShader24_Output { float4 position : POSITION; float3 texcoord4 : TEXCOORD4; float texcoord2 : TEXCOORD2; float3 texcoord3 : TEXCOORD3; float2 texcoord : TEXCOORD; float4 color : COLOR; float3 texcoord1 : TEXCOORD1; }; Default_M_VertexShader24_Output Default_M_VertexShader24(Default_M_VertexShader24_Input i) { /* PRSI OutputRegisterOffset: 39 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 15 Unknown3: 0 Unknown4: 0 Unknown5: 39 Unknown6: 2 Mappings: 4 0 - ConstOutput: 45 ConstInput 2 1 - ConstOutput: 48 ConstInput 1 2 - ConstOutput: 50 ConstInput 4 3 - ConstOutput: 0 ConstInput 0 */ float4 expr39; float4 expr40; float4 expr41; float4 expr42; float4 expr43; float4 expr44; float4 expr45; float4 expr46; float4 expr47; float4 expr48; float4 expr49; float4 expr50; float4 expr51; float4 expr52; float4 expr53; { float4 temp0; float4 temp1; float4 temp2; // Expression_2_1 // mul c39.x, c1.x, (30) expr39.x = Time.x * (30); // add c40.x, c0.x, (-1) expr40.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x + (-1); // lt r0.x, (0), c0.z temp0.x = (0) < Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z; // mul r0.y, c0.w, c0.w temp0.y = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.w * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.w; // neg r1.x, r0.y temp1.x = -temp0.y; // ge r2.x, r1.x, r0.y temp2.x = temp1.x >= temp0.y; // lt c52.x, r1.x, r0.y expr52.x = temp1.x < temp0.y; // mul c53.x, r0.x, r2.x expr53.x = temp0.x * temp2.x; // rcp c46.x, c0.x expr46.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x); // add r0.x, c0.z, (1) temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z + (1); // mul r1.x, r0.x, r0.x temp1.x = temp0.x * temp0.x; // neg r0.x, r1.x temp0.x = -temp1.x; // ge c51.x, r0.x, r1.x expr51.x = temp0.x >= temp1.x; // rcp c50.x, c0.y expr50.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y); // add r0.x, c0.z, (-1) temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z + (-1); // neg r1.x, r0.x temp1.x = -temp0.x; // lt r2.x, r0.x, r1.x temp2.x = temp0.x < temp1.x; // frc r0.y, c0.z temp0.y = frac(Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z); // neg r1.x, r0.y temp1.x = -temp0.y; // lt r2.y, r1.x, r0.y temp2.y = temp1.x < temp0.y; // add r2.z, r0.x, r1.x temp2.z = temp0.x + temp1.x; // mul r0.x, r2.x, r2.y temp0.x = temp2.x * temp2.y; // add r1.x, r2.z, r0.x temp1.x = temp2.z + temp0.x; // mov c45.x, r1.x expr45.x = temp1.x; // mov c48.x, r1.x expr48.x = temp1.x; } Default_M_VertexShader24_Output o; float4 temp0, temp1, addr0, temp2, temp3, temp4; float3 temp5, temp6, temp7; // def c36, 2.0625, 8.9375, 6.1875, 1.375 // def c28, 0.5, -0.5, 16, -1 // def c37, 1, -1, 0.5, 0 // def c30, -0.5, 0.5, 0.1591549, 0 // def c31, 0, 0, 6.283185, -3.141593 // def c38, 0.1875, 4.8125, 2.75, 0 // def c29, 0.5, 0.5, 1.0001, 0.6931472 // def c27, -0.5, -0.5, 0, 0.1875 // def c11, 0.957897, 0.3788705, 0.3635719, 0.3287609 // def c12, 0.1762373, 0.9145751, 0.4360935, 0.3476284 // def c13, 0.743219, 0.4425611, 0.9974546, 0.3622138 // def c14, 0.4896626, 0.6664233, 0.8305699, 0.9742577 // def c15, 0.8947675, 0.8236215, 0.9309705, 0.05219847 // def c16, 0.1411007, 0.6527002, 0.008452523, 0.6430574 // def c17, 0.229799, 0.897999, 0.753822, 0.1316504 // def c18, 0.5815384, 0.2836916, 0.09156471, 0.407481 // def c19, 0.2706044, 0.7228181, 0.1694367, 0.1469052 // def c20, 0.5995556, 0.0964533, 0.8763983, 0.1172229 // def c21, 0.5101711, 0.9421572, 0.1957888, 0.9167565 // def c22, 0.03546793, 0.5340094, 0.1673218, 0.5576764 // def c23, 0.861564, 0.2251601, 0.082332, 0.8790039 // def c24, 0.1730866, 0.8935188, 0.01392406, 0.1787381 // def c25, 0.8269383, 0.7718143, 0.4395359, 0.493963 // def c26, 0.5423613, 0.7218617, 0.7697314, 0.5878567 // def c32, -0.25, -0.25, 0, 0 // def c33, 0.25, -0.25, 0, 0 // def c34, 0.25, 0.25, 0, 0 // def c35, -0.25, 0.25, 0, 0 // def c0, -1.550099E-06, -2.170139E-05, 0.002604167, 0.0002604167 // def c1, -0.02083333, -0.125, 1, 0.5 // dcl_position v0 // dcl_texcoord v1 // dcl_texcoord1 v2 // mov r0.w, c27.w temp0.w = float1(0.1875); // mad r0, v2.x, r0.w, c36 temp0 = i.texcoord1.x * temp0.w + float4(2.0625, 8.9375, 6.1875, 1.375); // frc r0, r0 temp0 = frac(temp0); // mul r0, r0, c28.z temp0 = temp0 * float4(16, 16, 16, 16); // frc r1, r0 temp1 = frac(temp0); // add r0, r0, -r1 temp0 = temp0 + -temp1; // mova a0, r0 addr0 = temp0; // mov r0.xy, c77 temp0.xy = Physics.VelocityDampingRange.xy; // mad r0.x, c11[a0.y].x, r0.y, r0.x temp0.x = float1(0.957897) * temp0.y + temp0.x; // add r0.y, r0.x, c28.w temp0.y = temp0.x + float1(-1); // mul r0.y, r0.y, r0.y temp0.y = temp0.y * temp0.y; // sge r0.y, -r0.y, r0.y temp0.y = (-temp0.y >= temp0.y) ? 1 : 0; // lrp r1.x, r0.y, c29.z, r0.x temp1.x = lerp(temp0.x, float1(1.0001), temp0.y); // log r0.x, r1.x temp0.x = log2(temp1.x); // mul r0.y, r0.x, c29.w temp0.y = temp0.x * float1(0.6931472); // rcp r0.y, r0.y temp0.y = 1.0f / temp0.y; // add r0.z, -v1.w, c39.x temp0.z = -i.texcoord.w + expr39.x; // mul r0.x, r0.x, r0.z temp0.x = temp0.x * temp0.z; // exp r0.x, r0.x temp0.x = exp2(temp0.x); // add r0.x, r0.x, c28.w temp0.x = temp0.x + float1(-1); // mul r0.x, r0.y, r0.x temp0.x = temp0.y * temp0.x; // mov r1.xyz, v0 temp1.xyz = i.position.xyz; // mad r0.xyw, v1.xyzz, r0.x, r1.xyzz temp0.xyw = i.texcoord.xyz * temp0.xxx + temp1.xyz; // mul r1.x, r0.z, -c27.x temp1.x = temp0.z * float1(0.5); // mov r2.xyz, c75 temp2.xyz = Physics.Gravity.xyz; // mad r1.xyz, r1.x, r2, c76 temp1.xyz = temp1.xxx * temp2.xyz + Physics.DriftVelocity.xyz; // mad r0.xyw, r1.xyzz, r0.z, r0 temp0.xyw = temp1.xyz * temp0.zzz + temp0.xyw; // add r1.xyz, r0.xyyw, -v0.xyyw temp1.xyz = temp0.xyy + -i.position.xyy; // mov r2.xyz, c11[a0.z] temp2.xyz = float3(0.957897, 0.37887052, 0.36357188); // mov r3.xyz, c68 temp3.xyz = Update.XYRotation_Rate_Damping__Spread.xyz; // mad r2.xyz, r2, r3, c67 temp2.xyz = temp2.xyz * temp3.xyz + Update.XYRotation_Rate_Damping__Min.xyz; // add r1.w, r2.z, c28.w temp1.w = temp2.z + float1(-1); // mul r1.w, r1.w, r1.w temp1.w = temp1.w * temp1.w; // sge r1.w, -r1.w, r1.w temp1.w = (-temp1.w >= temp1.w) ? 1 : 0; // lrp r3.x, r1.w, c29.z, r2.z temp3.x = lerp(temp2.z, float1(1.0001), temp1.w); // log r1.w, r3.x temp1.w = log2(temp3.x); // mul r2.z, r1.w, c29.w temp2.z = temp1.w * float1(0.6931472); // mul r1.w, r0.z, r1.w temp1.w = temp0.z * temp1.w; // rcp r2.z, r2.z temp2.z = 1.0f / temp2.z; // exp r1.w, r1.w temp1.w = exp2(temp1.w); // add r1.w, r1.w, c28.w temp1.w = temp1.w + float1(-1); // mul r1.w, r2.z, r1.w temp1.w = temp2.z * temp1.w; // mad r1.w, r2.y, r1.w, r2.x temp1.w = temp2.y * temp1.w + temp2.x; // mad r1.w, r1.w, c30.z, c30.y temp1.w = temp1.w * float1(0.15915494) + float1(0.5); // frc r1.w, r1.w temp1.w = frac(temp1.w); // mad r1.w, r1.w, c31.z, c31.w temp1.w = temp1.w * float1(6.2831855) + float1(-3.1415927); // sincos r2.xy, r1.w, c0, c1 temp2.xy = float2(cos(temp1.w), sin(temp1.w)); // mul r1.yzw, r1.xxyz, r2.xxyx temp1.yzw = temp1.xyz * temp2.xyx; // mad r1.w, r1.x, -r2.y, r1.w temp1.w = temp1.x * -temp2.y + temp1.w; // add r1.x, r1.z, r1.y temp1.x = temp1.z + temp1.y; // add r0.xy, r1.xwzw, v0 temp0.xy = temp1.xw + i.position.xy; // mov r1.xyz, c11[a0.w] temp1.xyz = float3(0.957897, 0.37887052, 0.36357188); // mov r2.xyz, c70 temp2.xyz = Update.ZRotation_Rate_Damping__Spread.xyz; // mad r1.yzw, r1.xxyz, r2.xxyz, c69.xxyz temp1.yzw = temp1.xyz * temp2.xyz + Update.ZRotation_Rate_Damping__Min.xyz; // add r2.x, r1.w, c28.w temp2.x = temp1.w + float1(-1); // mul r2.x, r2.x, r2.x temp2.x = temp2.x * temp2.x; // sge r2.x, -r2.x, r2.x temp2.x = (-temp2.x >= temp2.x) ? 1 : 0; // lrp r3.x, r2.x, c29.z, r1.w temp3.x = lerp(temp1.w, float1(1.0001), temp2.x); // log r1.w, r3.x temp1.w = log2(temp3.x); // mul r2.x, r1.w, c29.w temp2.x = temp1.w * float1(0.6931472); // mul r1.w, r0.z, r1.w temp1.w = temp0.z * temp1.w; // rcp r2.x, r2.x temp2.x = 1.0f / temp2.x; // exp r1.w, r1.w temp1.w = exp2(temp1.w); // add r1.w, r1.w, c28.w temp1.w = temp1.w + float1(-1); // mul r1.w, r2.x, r1.w temp1.w = temp2.x * temp1.w; // mad r1.y, r1.z, r1.w, r1.y temp1.y = temp1.z * temp1.w + temp1.y; // mad r1.y, r1.y, c30.z, c30.y temp1.y = temp1.y * float1(0.15915494) + float1(0.5); // frc r1.y, r1.y temp1.y = frac(temp1.y); // mad r1.y, r1.y, c31.z, c31.w temp1.y = temp1.y * float1(6.2831855) + float1(-3.1415927); // sincos r2.xy, r1.y, c0, c1 temp2.xy = float2(cos(temp1.y), sin(temp1.y)); // slt r1.y, v0.w, r0.z temp1.y = (i.position.w < temp0.z) ? 1 : 0; // mad r1.y, r1.y, -v2.y, v2.y temp1.y = temp1.y * -i.texcoord1.y + i.texcoord1.y; // frc r1.z, r1.y temp1.z = frac(temp1.y); // add r1.y, r1.y, -r1.z temp1.y = temp1.y + -temp1.z; // mova a0.y, r1.y addr0.y = temp1.y; // mul r1.yzw, r2.xxyx, c27[a0.y].xxyy temp1.yzw = temp2.xyx * float3(-0.5, -0.5, -0.5); // mad r1.w, c27[a0.y].x, -r2.y, r1.w temp1.w = float1(-0.5) * -temp2.y + temp1.w; // mov r2.xy, c27[a0.y] temp2.xy = float2(-0.5, -0.5); // mad r2.xy, r2, c37, c37.z temp2.xy = temp2.xy * float2(1, -1) + float2(0.5, 0.5); // add r1.y, r1.z, r1.y temp1.y = temp1.z + temp1.y; // mul r3.xyz, r1.w, c79 temp3.xyz = temp1.www * (View._m01_m11_m21_m31).xyz; // mad r1.yzw, r1.y, c78.xxyz, r3.xxyz temp1.yzw = temp1.yyy * (View._m00_m10_m20_m30).xyz + temp3.xyz; // mov r3.xyz, c11[a0.x] temp3.xyz = float3(0.957897, 0.37887052, 0.36357188); // mov r4.xyz, c66 temp4.xyz = Update.Size_Rate_Damping__Spread.xyz; // mad r3.xyz, r3, r4, c65 temp3.xyz = temp3.xyz * temp4.xyz + Update.Size_Rate_Damping__Min.xyz; // mul r1.x, r1.x, c54.x temp1.x = temp1.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x; // add r2.z, r3.z, c28.w temp2.z = temp3.z + float1(-1); // mul r2.z, r2.z, r2.z temp2.z = temp2.z * temp2.z; // sge r2.z, -r2.z, r2.z temp2.z = (-temp2.z >= temp2.z) ? 1 : 0; // lrp r4.x, r2.z, c29.z, r3.z temp4.x = lerp(temp3.z, float1(1.0001), temp2.z); // log r2.z, r4.x temp2.z = log2(temp4.x); // mul r2.w, r2.z, c29.w temp2.w = temp2.z * float1(0.6931472); // mul r2.z, r0.z, r2.z temp2.z = temp0.z * temp2.z; // rcp r2.w, r2.w temp2.w = 1.0f / temp2.w; // exp r2.z, r2.z temp2.z = exp2(temp2.z); // add r2.z, r2.z, c28.w temp2.z = temp2.z + float1(-1); // mul r2.z, r2.w, r2.z temp2.z = temp2.w * temp2.z; // mad r2.z, r3.y, r2.z, r3.x temp2.z = temp3.y * temp2.z + temp3.x; // mad r3.xyz, r2.z, r1.yzww, r0.xyww temp3.xyz = temp2.zzz * temp1.yzw + temp0.xyw; // mov r3.w, -c28.w temp3.w = float1(1); // dp4 oPos.x, r3, c71 o.position.x = dot(temp3, (WorldViewProjection._m00_m10_m20_m30)); // dp4 oPos.y, r3, c72 o.position.y = dot(temp3, (WorldViewProjection._m01_m11_m21_m31)); // dp4 r0.y, r3, c74 temp0.y = dot(temp3, (WorldViewProjection._m03_m13_m23_m33)); // dp4 r0.x, r3, c73 temp0.x = dot(temp3, (WorldViewProjection._m02_m12_m22_m32)); // mov oT4.xyz, r3 o.texcoord4 = temp3; // rcp r0.w, r0.y temp0.w = 1.0f / temp0.y; // mov oPos.zw, r0.xyxy o.position.zw = temp0.xy; // mul oT2.x, r0.x, r0.w o.texcoord2 = temp0.x * temp0.w; // mov r0.w, c28.w temp0.w = float1(-1); // mad r0.x, r0.z, c63.x, -r0.w temp0.x = temp0.z * Draw.SpeedMultiplier.x + -temp0.w; // mul r0.y, r0.x, c50.x temp0.y = temp0.x * expr50.x; // min r3.x, r0.x, c40.x temp3.x = min(temp0.x, expr40.x); // abs r0.x, r0.y temp0.x = abs(temp0.y); // sge r0.y, r0.y, -r0.y temp0.y = (temp0.y >= -temp0.y) ? 1 : 0; // frc r0.x, r0.x temp0.x = frac(temp0.x); // lrp r1.y, r0.y, r0.x, -r0.x temp1.y = lerp(-temp0.x, temp0.x, temp0.y); // mul r0.x, r1.y, c54.y temp0.x = temp1.y * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y; // mul r0.y, r0.x, c46.x temp0.y = temp0.x * expr46.x; // abs r0.w, r0.y temp0.w = abs(temp0.y); // frc r0.w, r0.w temp0.w = frac(temp0.w); // sge r1.y, r0.y, -r0.y temp1.y = (temp0.y >= -temp0.y) ? 1 : 0; // lrp r2.z, r1.y, r0.w, -r0.w temp2.z = lerp(-temp0.w, temp0.w, temp1.y); // mul r0.x, r2.z, c54.x temp0.x = temp2.z * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x; // frc r1.yz, r0.xxyw temp1.yz = frac(temp0.xy); // add r0.xy, r0, -r1.yzzw temp0.xy = temp0.xy + -temp1.yz; // add r0.xy, r2, r0 temp0.xy = temp2.xy + temp0.xy; // mul r0.xy, r0, c46.x temp0.xy = temp0.xy * expr46.xx; // frc r1.y, r1.x temp1.y = frac(temp1.x); // add r1.z, r1.x, -r1.y temp1.z = temp1.x + -temp1.y; // slt r1.y, -r1.y, r1.y temp1.y = (-temp1.y < temp1.y) ? 1 : 0; // slt r1.x, r1.x, -r1.x temp1.x = (temp1.x < -temp1.x) ? 1 : 0; // mad r3.w, r1.x, r1.y, r1.z temp3.w = temp1.x * temp1.y + temp1.z; // mov r1.w, c27.z temp1.w = float1(0); // mul r2.z, r0.z, c63.x temp2.z = temp0.z * Draw.SpeedMultiplier.x; // min r3.y, r2.z, c40.x temp3.y = min(temp2.z, expr40.x); // frc r1.xyz, r3.yxxw temp1.xyz = frac(temp3.yxx); // add r1.zw, r3.xyxw, -r1 temp1.zw = temp3.xw + -temp1.zw; // add r4.xz, r3.yyxw, -r1.xyyw temp4.xz = temp3.yx + -temp1.xy; // add r1.xy, r2, r1.zwzw temp1.xy = temp2.xy + temp1.zw; // mul r1.xy, r1, c46.x temp1.xy = temp1.xy * expr46.xx; // frc r0.w, r2.z temp0.w = frac(temp2.z); // mul r2.z, r2.z, c50.x temp2.z = temp2.z * expr50.x; // frc r1.z, r3.y temp1.z = frac(temp3.y); // lrp r5.xyz, c51.x, r1, r0.xyww temp5.xyz = lerp(temp0.xyw, temp1.xyz, expr51.xxx); // mad r0.xy, v2.x, c38.x, c38.yzzw temp0.xy = i.texcoord1.xx * float2(0.1875, 0.1875) + float2(4.8125, 2.75); // frc r0.xy, r0 temp0.xy = frac(temp0.xy); // mul r0.xy, r0, c28.z temp0.xy = temp0.xy * float2(16, 16); // frc r1.xy, r0 temp1.xy = frac(temp0.xy); // add r0.xy, r0, -r1 temp0.xy = temp0.xy + -temp1.xy; // mova a0.xy, r0 addr0.xy = temp0.xy; // mov r0.x, c54.x temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x; // mul r0.x, r0.x, c11[a0.x].x temp0.x = temp0.x * float1(0.957897); // mov r1.xy, c64 temp1.xy = Draw.ColorScaleRange.xy; // mad r0.y, c11[a0.y].x, r1.y, r1.x temp0.y = float1(0.957897) * temp1.y + temp1.x; // frc r0.w, r0.x temp0.w = frac(temp0.x); // add r1.x, r0.x, -r0.w temp1.x = temp0.x + -temp0.w; // slt r0.x, r0.x, -r0.x temp0.x = (temp0.x < -temp0.x) ? 1 : 0; // slt r0.w, -r0.w, r0.w temp0.w = (-temp0.w < temp0.w) ? 1 : 0; // mad r3.z, r0.x, r0.w, r1.x temp3.z = temp0.x * temp0.w + temp1.x; // add r0.xw, r2.xyzy, r3.zyzw temp0.xw = temp2.xy + temp3.zw; // mul r6.xy, r0.xwzw, c46.x temp6.xy = temp0.xw * expr46.xx; // mov r6.z, c27.z temp6.z = float1(0); // lrp r7.xyz, c52.x, r6, r5 temp7.xyz = lerp(temp5.xyz, temp6.xyz, expr52.xxx); // mov r4.w, c48.x temp4.w = expr48.x; // add r1.xy, r2, r4.zwzw temp1.xy = temp2.xy + temp4.zw; // mul r5.xy, r1, c46.x temp5.xy = temp1.xy * expr46.xx; // mov r5.z, r1.z temp5.z = temp1.z; // add r5.xyz, -r7, r5 temp5.xyz = -temp7.xyz + temp5.xyz; // mad oT3.xyz, c53.x, r5, r7 o.texcoord3 = expr53.x * temp5 + temp7; // mov r1.w, c27.z temp1.w = float1(0); // add r1.xy, r3.ywzw, -r1.zwzw temp1.xy = temp3.yw + -temp1.zw; // add r1.xy, r2, r1 temp1.xy = temp2.xy + temp1.xy; // abs r1.z, r2.z temp1.z = abs(temp2.z); // sge r1.w, r2.z, -r2.z temp1.w = (temp2.z >= -temp2.z) ? 1 : 0; // frc r1.z, r1.z temp1.z = frac(temp1.z); // lrp r2.z, r1.w, r1.z, -r1.z temp2.z = lerp(-temp1.z, temp1.z, temp1.w); // mul r1.z, r2.z, c54.y temp1.z = temp2.z * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y; // mul r1.w, r1.z, c46.x temp1.w = temp1.z * expr46.x; // abs r2.z, r1.w temp2.z = abs(temp1.w); // frc r2.z, r2.z temp2.z = frac(temp2.z); // sge r2.w, r1.w, -r1.w temp2.w = (temp1.w >= -temp1.w) ? 1 : 0; // lrp r3.x, r2.w, r2.z, -r2.z temp3.x = lerp(-temp2.z, temp2.z, temp2.w); // mul r1.z, r3.x, c54.x temp1.z = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x; // frc r2.zw, r1 temp2.zw = frac(temp1.zw); // add r1.zw, r1, -r2 temp1.zw = temp1.zw + -temp2.zw; // add r1.zw, r2.xyxy, r1 temp1.zw = temp2.xy + temp1.zw; // mul r1.zw, r1, c46.x temp1.zw = temp1.zw * expr46.xx; // mad r1.xy, r1, c46.x, -r1.zwzw temp1.xy = temp1.xy * expr46.xx + -temp1.zw; // mad r1.xy, c51.x, r1, r1.zwzw temp1.xy = expr51.xx * temp1.xy + temp1.zw; // mad r0.xw, r0, c46.x, -r1.xyzy temp0.xw = temp0.xw * expr46.xx + -temp1.xy; // mad r0.xw, c52.x, r0, r1.xyzy temp0.xw = expr52.xx * temp0.xw + temp1.xy; // mov r4.y, c45.x temp4.y = expr45.x; // add r1.xy, r2, r4 temp1.xy = temp2.xy + temp4.xy; // mad r1.xy, r1, c46.x, -r0.xwzw temp1.xy = temp1.xy * expr46.xx + -temp0.xw; // mad oT0.xy, c53.x, r1, r0.xwzw o.texcoord = expr53.x * temp1 + temp0.xwzw; // rcp r0.x, v0.w temp0.x = 1.0f / i.position.w; // mul r0.x, r0.z, r0.x temp0.x = temp0.z * temp0.x; // mov r1, c57 temp1 = Draw.ColorAnimationFunctions[2]; // mad r1, r1, r0.x, c58 temp1 = temp1 * temp0.x + Draw.ColorAnimationFunctions[3]; // mov r2, c59 temp2 = Draw.ColorAnimationFunctions[4]; // mad r2, r2, r0.x, c60 temp2 = temp2 * temp0.x + Draw.ColorAnimationFunctions[5]; // slt r0.zw, r0.x, c61.xyyz temp0.zw = (temp0.xx < Draw.TimeKeys.yz) ? 1 : 0; // mov r3, c55 temp3 = Draw.ColorAnimationFunctions[0]; // mad r3, r3, r0.x, c56 temp3 = temp3 * temp0.x + Draw.ColorAnimationFunctions[1]; // lrp r4, r0.w, r1, r2 temp4 = lerp(temp2, temp1, temp0.w); // lrp r1, r0.z, r3, r4 temp1 = lerp(temp4, temp3, temp0.z); // mul oD0, r0.y, r1 o.color = temp0.y * temp1; // mov oT1.xyz, -c28.w o.texcoord1 = float4(1, 1, 1, 1); // return o; } // Default_Expression25 Expression_2_0 Has PRES False float Default_Expression25() { float4 temp0; float4 temp1; float4 temp2; float1 expr0; // add r0.x, c8.x, (-3) temp0.x = Draw.ShaderType.x + (-3); // 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, (-2) temp0.x = temp2.x + (-2); // mul r1.x, r0.x, c9.x temp1.x = temp0.x * ShouldDrawParticleSoft.x; // add r0.x, r1.x, (2) temp0.x = temp1.x + (2); // mul c0.x, r0.x, (3) expr0.x = temp0.x * (3); return expr0; } // Default_VertexShader26 Vertex_3_0 Has PRES True struct Default_VertexShader26_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; }; struct Default_VertexShader26_Output { float4 position : POSITION; float2 texcoord : TEXCOORD; float4 color : COLOR; float3 texcoord1 : TEXCOORD1; float texcoord2 : TEXCOORD2; float3 texcoord3 : TEXCOORD3; float4 texcoord4 : TEXCOORD4; float2 texcoord5 : TEXCOORD5; float3 texcoord6 : TEXCOORD6; }; Default_VertexShader26_Output Default_VertexShader26(Default_VertexShader26_Input i) { /* PRSI OutputRegisterOffset: 38 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 19 Unknown3: 3 Unknown4: 0 Unknown5: 38 Unknown6: 2 Mappings: 5 0 - ConstOutput: 45 ConstInput 2 1 - ConstOutput: 48 ConstInput 1 2 - ConstOutput: 50 ConstInput 1 3 - ConstOutput: 54 ConstInput 3 4 - ConstOutput: 1 ConstInput 0 */ float4 expr38; float4 expr39; float4 expr40; float4 expr41; float4 expr42; float4 expr43; float4 expr44; float4 expr45; float4 expr46; float4 expr47; float4 expr48; float4 expr49; float4 expr50; float4 expr51; float4 expr52; float4 expr53; float4 expr54; float4 expr55; float4 expr56; { float4 temp0; float4 temp1; float4 temp2; // Expression_2_1 // mul c38.x, c1.x, (30) expr38.x = Time.x * (30); // add c39.x, c0.x, (-1) expr39.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x + (-1); // lt r0.x, (0), c0.z temp0.x = (0) < Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z; // neg r0.y, c0.w temp0.y = -Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.w; // max r1.x, r0.y, c0.w temp1.x = max(temp0.y, Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.w); // neg r0.y, r1.x temp0.y = -temp1.x; // ge r2.x, r0.y, r1.x temp2.x = temp0.y >= temp1.x; // lt unknown1.x, r0.y, r1.x unknown1.x = temp0.y < temp1.x; // mul unknown0.x, r0.x, r2.x unknown0.x = temp0.x * temp2.x; // add r0.x, c0.z, (1) temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z + (1); // neg r1.x, r0.x temp1.x = -temp0.x; // max r2.x, r0.x, r1.x temp2.x = max(temp0.x, temp1.x); // neg r0.x, r2.x temp0.x = -temp2.x; // ge unknown2.x, r0.x, r2.x unknown2.x = temp0.x >= temp2.x; // rcp c55.x, c0.y expr55.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y); // add r0.x, c0.z, (-1) temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z + (-1); // neg r1.x, r0.x temp1.x = -temp0.x; // lt r2.x, r0.x, r1.x temp2.x = temp0.x < temp1.x; // frc r0.y, c0.z temp0.y = frac(Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z); // neg r1.x, r0.y temp1.x = -temp0.y; // lt r2.y, r1.x, r0.y temp2.y = temp1.x < temp0.y; // add r2.z, r0.x, r1.x temp2.z = temp0.x + temp1.x; // mul r0.x, r2.x, r2.y temp0.x = temp2.x * temp2.y; // add r1.x, r2.z, r0.x temp1.x = temp2.z + temp0.x; // mov c45.x, r1.x expr45.x = temp1.x; // mov c48.x, r1.x expr48.x = temp1.x; // rcp r0.x, c0.x temp0.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x); // mov c46.x, r0.x expr46.x = temp0.x; // mov c50.x, r0.x expr50.x = temp0.x; // mov c54.x, r0.x expr54.x = temp0.x; // mov c56.x, r0.x expr56.x = temp0.x; } Default_VertexShader26_Output o; float4 temp0, temp1, temp2, addr0, temp3, temp4, temp5, temp6; // def c36, 2.0625, 8.9375, 6.1875, 1.375 // def c28, 0.5, -0.5, 16, -1 // def c37, 1, -1, 0.5, 0 // def c30, -0.5, 0.5, 0.1591549, 0.2 // def c31, 0, 0, 6.283185, -3.141593 // def c32, -0.25, -0.25, 0.1875, 4.8125 // def c33, 0.25, -0.25, 0.1875, 2.75 // def c29, 0.5, 0.5, 1.0001, 0.6931472 // def c27, -0.5, -0.5, 0, 0.1875 // def c11, 0.957897, 0.3788705, 0.3635719, 0.3287609 // def c12, 0.1762373, 0.9145751, 0.4360935, 0.3476284 // def c13, 0.743219, 0.4425611, 0.9974546, 0.3622138 // def c14, 0.4896626, 0.6664233, 0.8305699, 0.9742577 // def c15, 0.8947675, 0.8236215, 0.9309705, 0.05219847 // def c16, 0.1411007, 0.6527002, 0.008452523, 0.6430574 // def c17, 0.229799, 0.897999, 0.753822, 0.1316504 // def c18, 0.5815384, 0.2836916, 0.09156471, 0.407481 // def c19, 0.2706044, 0.7228181, 0.1694367, 0.1469052 // def c20, 0.5995556, 0.0964533, 0.8763983, 0.1172229 // def c21, 0.5101711, 0.9421572, 0.1957888, 0.9167565 // def c22, 0.03546793, 0.5340094, 0.1673218, 0.5576764 // def c23, 0.861564, 0.2251601, 0.082332, 0.8790039 // def c24, 0.1730866, 0.8935188, 0.01392406, 0.1787381 // def c25, 0.8269383, 0.7718143, 0.4395359, 0.493963 // def c26, 0.5423613, 0.7218617, 0.7697314, 0.5878567 // def c34, 0.25, 0.25, 0, 0 // def c35, -0.25, 0.25, 0, 0 // dcl_position v0 // dcl_texcoord v1 // dcl_texcoord1 v2 // dcl_position o0 // dcl_texcoord o1.xy // dcl_color o2 // dcl_texcoord1 o3.xyz // dcl_texcoord2 o4.x // dcl_texcoord3 o5.xyz // dcl_texcoord4 o6 // dcl_texcoord5 o7.xy // dcl_texcoord6 o8.xyz // add r0.x, c38.x, -v1.w temp0.x = expr38.x + -i.texcoord.w; // slt r0.y, v0.w, r0.x temp0.y = (i.position.w < temp0.x) ? 1 : 0; // mad r0.y, r0.y, -v2.y, v2.y temp0.y = temp0.y * -i.texcoord1.y + i.texcoord1.y; // rcp r0.z, v0.w temp0.z = 1.0f / i.position.w; // mul r0.z, r0.x, r0.z temp0.z = temp0.x * temp0.z; // mov r0.w, c27.w temp0.w = float1(0.1875); // mad r1, v2.x, r0.w, c36 temp1 = i.texcoord1.x * temp0.w + float4(2.0625, 8.9375, 6.1875, 1.375); // frc r1, r1 temp1 = frac(temp1); // mul r1, r1, c28.z temp1 = temp1 * float4(16, 16, 16, 16); // frc r2, r1 temp2 = frac(temp1); // add r1, r1, -r2 temp1 = temp1 + -temp2; // mova a0, r1 addr0 = temp1; // mov r1.xyz, c11[a0.x] temp1.xyz = float3(0.957897, 0.37887052, 0.36357188); // mov r2.xyz, c69 temp2.xyz = Update.Size_Rate_Damping__Spread.xyz; // mad r1.xyz, r1, r2, c68 temp1.xyz = temp1.xyz * temp2.xyz + Update.Size_Rate_Damping__Min.xyz; // add r0.w, r1.z, c28.w temp0.w = temp1.z + float1(-1); // sge r0.w, -r0_abs.w, r0_abs.w temp0.w = (r0.w == 0) ? 1 : 0; // lrp r2.x, r0.w, c29.z, r1.z temp2.x = lerp(temp1.z, float1(1.0001), temp0.w); // log r0.w, r2.x temp0.w = log2(temp2.x); // mul r1.z, r0.x, r0.w temp1.z = temp0.x * temp0.w; // exp r1.z, r1.z temp1.z = exp2(temp1.z); // add r1.z, r1.z, c28.w temp1.z = temp1.z + float1(-1); // mul r0.w, r0.w, c29.w temp0.w = temp0.w * float1(0.6931472); // rcp r0.w, r0.w temp0.w = 1.0f / temp0.w; // mul r0.w, r1.z, r0.w temp0.w = temp1.z * temp0.w; // mad r0.w, r1.y, r0.w, r1.x temp0.w = temp1.y * temp0.w + temp1.x; // mov r1.xy, c84 temp1.xy = Physics.VelocityDampingRange.xy; // mad r1.x, c11[a0.y].x, r1.y, r1.x temp1.x = float1(0.957897) * temp1.y + temp1.x; // add r1.y, r1.x, c28.w temp1.y = temp1.x + float1(-1); // sge r1.y, -r1_abs.y, r1_abs.y temp1.y = (r1.y == 0) ? 1 : 0; // lrp r2.x, r1.y, c29.z, r1.x temp2.x = lerp(temp1.x, float1(1.0001), temp1.y); // log r1.x, r2.x temp1.x = log2(temp2.x); // mul r1.y, r0.x, r1.x temp1.y = temp0.x * temp1.x; // exp r1.y, r1.y temp1.y = exp2(temp1.y); // add r1.y, r1.y, c28.w temp1.y = temp1.y + float1(-1); // mul r1.x, r1.x, c29.w temp1.x = temp1.x * float1(0.6931472); // rcp r1.x, r1.x temp1.x = 1.0f / temp1.x; // mul r1.x, r1.y, r1.x temp1.x = temp1.y * temp1.x; // mov r2.xyz, v0 temp2.xyz = i.position.xyz; // mad r1.xyz, v1, r1.x, r2 temp1.xyz = i.texcoord.xyz * temp1.xxx + temp2.xyz; // mul r1.w, r0.x, -c27.x temp1.w = temp0.x * float1(0.5); // mov r2.xyz, c82 temp2.xyz = Physics.Gravity.xyz; // mad r2.xyz, r1.w, r2, c83 temp2.xyz = temp1.www * temp2.xyz + Physics.DriftVelocity.xyz; // mad r1.xyz, r2, r0.x, r1 temp1.xyz = temp2.xyz * temp0.xxx + temp1.xyz; // add r2.xyz, r1.xyyw, -v0.xyyw temp2.xyz = temp1.xyy + -i.position.xyy; // mov r3.xyz, c11[a0.z] temp3.xyz = float3(0.957897, 0.37887052, 0.36357188); // mov r4.xyz, c71 temp4.xyz = Update.XYRotation_Rate_Damping__Spread.xyz; // mad r3.xyz, r3, r4, c70 temp3.xyz = temp3.xyz * temp4.xyz + Update.XYRotation_Rate_Damping__Min.xyz; // add r1.w, r3.z, c28.w temp1.w = temp3.z + float1(-1); // sge r1.w, -r1_abs.w, r1_abs.w temp1.w = (r1.w == 0) ? 1 : 0; // lrp r2.w, r1.w, c29.z, r3.z temp2.w = lerp(temp3.z, float1(1.0001), temp1.w); // log r1.w, r2.w temp1.w = log2(temp2.w); // mul r2.w, r0.x, r1.w temp2.w = temp0.x * temp1.w; // exp r2.w, r2.w temp2.w = exp2(temp2.w); // add r2.w, r2.w, c28.w temp2.w = temp2.w + float1(-1); // mul r1.w, r1.w, c29.w temp1.w = temp1.w * float1(0.6931472); // rcp r1.w, r1.w temp1.w = 1.0f / temp1.w; // mul r1.w, r2.w, r1.w temp1.w = temp2.w * temp1.w; // mad r1.w, r3.y, r1.w, r3.x temp1.w = temp3.y * temp1.w + temp3.x; // mad r1.w, r1.w, c30.z, c30.y temp1.w = temp1.w * float1(0.15915494) + float1(0.5); // frc r1.w, r1.w temp1.w = frac(temp1.w); // mad r1.w, r1.w, c31.z, c31.w temp1.w = temp1.w * float1(6.2831855) + float1(-3.1415927); // sincos r3.xy, r1.w temp3.xy = float2(cos(temp1.w), sin(temp1.w)); // mul r2.yzw, r2.xxyz, r3.xxyx temp2.yzw = temp2.xyz * temp3.xyx; // add r2.y, r2.z, r2.y temp2.y = temp2.z + temp2.y; // mad r2.z, r2.x, -r3.y, r2.w temp2.z = temp2.x * -temp3.y + temp2.w; // add r1.xy, r2.yzzw, v0 temp1.xy = temp2.yz + i.position.xy; // mov r2.xyz, c11[a0.w] temp2.xyz = float3(0.957897, 0.37887052, 0.36357188); // mov r3.xyz, c73 temp3.xyz = Update.ZRotation_Rate_Damping__Spread.xyz; // mad r2.yzw, r2.xxyz, r3.xxyz, c72.xxyz temp2.yzw = temp2.xyz * temp3.xyz + Update.ZRotation_Rate_Damping__Min.xyz; // add r1.w, r2.w, c28.w temp1.w = temp2.w + float1(-1); // sge r1.w, -r1_abs.w, r1_abs.w temp1.w = (r1.w == 0) ? 1 : 0; // lrp r3.x, r1.w, c29.z, r2.w temp3.x = lerp(temp2.w, float1(1.0001), temp1.w); // log r1.w, r3.x temp1.w = log2(temp3.x); // mul r2.w, r0.x, r1.w temp2.w = temp0.x * temp1.w; // exp r2.w, r2.w temp2.w = exp2(temp2.w); // add r2.w, r2.w, c28.w temp2.w = temp2.w + float1(-1); // mul r1.w, r1.w, c29.w temp1.w = temp1.w * float1(0.6931472); // rcp r1.w, r1.w temp1.w = 1.0f / temp1.w; // mul r1.w, r2.w, r1.w temp1.w = temp2.w * temp1.w; // mad r1.w, r2.z, r1.w, r2.y temp1.w = temp2.z * temp1.w + temp2.y; // mad r1.w, r1.w, c30.z, c30.y temp1.w = temp1.w * float1(0.15915494) + float1(0.5); // frc r1.w, r1.w temp1.w = frac(temp1.w); // mad r1.w, r1.w, c31.z, c31.w temp1.w = temp1.w * float1(6.2831855) + float1(-3.1415927); // sincos r3.xy, r1.w temp3.xy = float2(cos(temp1.w), sin(temp1.w)); // frc r1.w, r0.y temp1.w = frac(temp0.y); // add r0.y, r0.y, -r1.w temp0.y = temp0.y + -temp1.w; // mova a0.x, r0.y addr0.x = temp0.y; // mul r2.yzw, r3.xxyx, c27[a0.x].xxyy temp2.yzw = temp3.xyx * float3(-0.5, -0.5, -0.5); // add r0.y, r2.z, r2.y temp0.y = temp2.z + temp2.y; // mad r1.w, c27[a0.x].x, -r3.y, r2.w temp1.w = float1(-0.5) * -temp3.y + temp2.w; // mul r2.yzw, r1.w, c86.xxyz temp2.yzw = temp1.www * (View._m01_m11_m21_m31).xyz; // mad r2.yzw, r0.y, c85.xxyz, r2 temp2.yzw = temp0.yyy * (View._m00_m10_m20_m30).xyz + temp2.yzw; // mad r1.xyz, r0.w, r2.yzww, r1 temp1.xyz = temp0.www * temp2.yzw + temp1.xyz; // mul r0.y, r0.w, c30.w temp0.y = temp0.w * float1(0.2); // mov r1.w, -c28.w temp1.w = float1(1); // dp4 r3.x, r1, c74 temp3.x = dot(temp1, (WorldView._m00_m10_m20_m30)); // dp4 r3.y, r1, c75 temp3.y = dot(temp1, (WorldView._m01_m11_m21_m31)); // dp4 r3.z, r1, c76 temp3.z = dot(temp1, (WorldView._m02_m12_m22_m32)); // dp4 r3.w, r1, c77 temp3.w = dot(temp1, (WorldView._m03_m13_m23_m33)); // rcp r0.y, r0.y temp0.y = 1.0f / temp0.y; // mul o7.x, r3.z, r0.y o.texcoord5.x = temp3.z * temp0.y; // dp4 r4.x, r3, c78 temp4.x = dot(temp3, (Projection._m00_m10_m20_m30)); // dp4 r4.y, r3, c79 temp4.y = dot(temp3, (Projection._m01_m11_m21_m31)); // dp4 r4.z, r3, c80 temp4.z = dot(temp3, (Projection._m02_m12_m22_m32)); // dp4 r4.w, r3, c81 temp4.w = dot(temp3, (Projection._m03_m13_m23_m33)); // rcp r0.w, r4.w temp0.w = 1.0f / temp4.w; // mul o4.x, r4.z, r0.w o.texcoord2 = temp4.z * temp0.w; // mov r3.xy, c27[a0.x] temp3.xy = float2(-0.5, -0.5); // mad r2.yz, r3.xxyw, c37.xxyw, c37.z temp2.yz = temp3.xy * float2(1, -1) + float2(0.5, 0.5); // mul r0.w, r0.x, c66.x temp0.w = temp0.x * Draw.SpeedMultiplier.x; // min r3.y, r0.w, c39.x temp3.y = min(temp0.w, expr39.x); // mov r1.w, c28.w temp1.w = float1(-1); // mad r0.x, r0.x, c66.x, -r1.w temp0.x = temp0.x * Draw.SpeedMultiplier.x + -temp1.w; // min r3.x, r0.x, c39.x temp3.x = min(temp0.x, expr39.x); // if b0 if (Error ConstBool0Error) { // frc r5.xy, r3.yxzw temp5.xy = frac(temp3.yx); // add r6.xz, r3.yyxw, -r5.xyyw temp6.xz = temp3.yx + -temp5.xy; // mov r6.y, c45.x temp6.y = expr45.x; // add r5.yz, r2, r6.xxyw temp5.yz = temp2.yz + temp6.xy; // mul o1.xy, r5.yzzw, c46.x o.texcoord = temp5.yzzw * expr46.x; // mov r6.w, c48.x temp6.w = expr48.x; // add r5.yz, r2, r6.xzww temp5.yz = temp2.yz + temp6.zw; // mul o5.xy, r5.yzzw, c46.x o.texcoord3.xy = temp5.yz * expr46.xx; // mov o5.z, r5.x o.texcoord3.z = temp5.x; // else } else { // mul r1.w, r2.x, c57.x temp1.w = temp2.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x; // frc r2.x, r1.w temp2.x = frac(temp1.w); // add r2.w, r1.w, -r2.x temp2.w = temp1.w + -temp2.x; // slt r1.w, r1.w, -r1.w temp1.w = (temp1.w < -temp1.w) ? 1 : 0; // slt r2.x, -r2.x, r2.x temp2.x = (-temp2.x < temp2.x) ? 1 : 0; // mad r3.w, r1.w, r2.x, r2.w temp3.w = temp1.w * temp2.x + temp2.w; // if b1 if (Error ConstBool1Error) { // mad r1.w, v2.x, c32.z, c32.w temp1.w = i.texcoord1.x * float1(0.1875) + float1(4.8125); // frc r1.w, r1.w temp1.w = frac(temp1.w); // mul r1.w, r1.w, c28.z temp1.w = temp1.w * float1(16); // frc r2.x, r1.w temp2.x = frac(temp1.w); // add r1.w, r1.w, -r2.x temp1.w = temp1.w + -temp2.x; // mova a0.x, r1.w addr0.x = temp1.w; // mov r2.x, c57.x temp2.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x; // mul r1.w, r2.x, c11[a0.x].x temp1.w = temp2.x * float1(0.957897); // frc r2.x, r1.w temp2.x = frac(temp1.w); // add r2.w, r1.w, -r2.x temp2.w = temp1.w + -temp2.x; // slt r1.w, r1.w, -r1.w temp1.w = (temp1.w < -temp1.w) ? 1 : 0; // slt r2.x, -r2.x, r2.x temp2.x = (-temp2.x < temp2.x) ? 1 : 0; // mad r3.z, r1.w, r2.x, r2.w temp3.z = temp1.w * temp2.x + temp2.w; // add r2.xw, r2.yyzz, r3.zyzw temp2.xw = temp2.yz + temp3.zw; // mul r2.xw, r2, c50.x temp2.xw = temp2.xw * expr50.xx; // mov o5.z, c27.z o.texcoord3.z = float1(0); // mov o5.xy, r2.xwzw o.texcoord3.xy = temp2.xw; // mov o1.xy, r2.xwzw o.texcoord = temp2.xwzw; // else } else { // if b2 if (Error ConstBool2Error) { // frc r5.z, r3.y temp5.z = frac(temp3.y); // mov r5.w, c27.z temp5.w = float1(0); // add r2.xw, r3.yyzw, -r5.zyzw temp2.xw = temp3.yw + -temp5.zw; // add r2.xw, r2.yyzz, r2 temp2.xw = temp2.yz + temp2.xw; // mul o1.xy, r2.xwzw, c54.x o.texcoord = temp2.xwzw * expr54.x; // frc r2.x, r3.x temp2.x = frac(temp3.x); // mov r2.w, c27.z temp2.w = float1(0); // add r2.xw, r3, -r2 temp2.xw = temp3.xw + -temp2.xw; // add r2.xw, r2.yyzz, r2 temp2.xw = temp2.yz + temp2.xw; // mul r5.xy, r2.xwzw, c54.x temp5.xy = temp2.xw * expr54.xx; // mov o5.xyz, r5 o.texcoord3 = temp5; // else } else { // mul r1.w, r0.w, c55.x temp1.w = temp0.w * expr55.x; // frc r2.x, r1_abs.w temp2.x = frac(abs(temp1).w); // sge r1.w, r1.w, -r1.w temp1.w = (temp1.w >= -temp1.w) ? 1 : 0; // lrp r3.x, r1.w, r2.x, -r2.x temp3.x = lerp(-temp2.x, temp2.x, temp1.w); // mul r1.w, r3.x, c57.y temp1.w = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y; // mul r2.w, r1.w, c56.x temp2.w = temp1.w * expr56.x; // frc r1.w, r2_abs.w temp1.w = frac(abs(temp2).w); // sge r3.x, r2.w, -r2.w temp3.x = (temp2.w >= -temp2.w) ? 1 : 0; // lrp r5.x, r3.x, r1.w, -r1.w temp5.x = lerp(-temp1.w, temp1.w, temp3.x); // mul r2.x, r5.x, c57.x temp2.x = temp5.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x; // frc r3.xy, r2.xwzw temp3.xy = frac(temp2.xw); // add r2.xw, r2, -r3.xyzy temp2.xw = temp2.xw + -temp3.xy; // add r2.xw, r2.yyzz, r2 temp2.xw = temp2.yz + temp2.xw; // mul o1.xy, r2.xwzw, c56.x o.texcoord = temp2.xwzw * expr56.x; // mul r0.x, r0.x, c55.x temp0.x = temp0.x * expr55.x; // frc r1.w, r0_abs.x temp1.w = frac(abs(temp0).x); // sge r0.x, r0.x, -r0.x temp0.x = (temp0.x >= -temp0.x) ? 1 : 0; // lrp r2.x, r0.x, r1.w, -r1.w temp2.x = lerp(-temp1.w, temp1.w, temp0.x); // mul r0.x, r2.x, c57.y temp0.x = temp2.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y; // mul r2.w, r0.x, c56.x temp2.w = temp0.x * expr56.x; // frc r0.x, r2_abs.w temp0.x = frac(abs(temp2).w); // sge r1.w, r2.w, -r2.w temp1.w = (temp2.w >= -temp2.w) ? 1 : 0; // lrp r3.x, r1.w, r0.x, -r0.x temp3.x = lerp(-temp0.x, temp0.x, temp1.w); // mul r2.x, r3.x, c57.x temp2.x = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x; // frc r3.xy, r2.xwzw temp3.xy = frac(temp2.xw); // add r2.xw, r2, -r3.xyzy temp2.xw = temp2.xw + -temp3.xy; // add r2.xy, r2.yzzw, r2.xwzw temp2.xy = temp2.yz + temp2.xw; // mul o5.xy, r2, c56.x o.texcoord3.xy = temp2.xy * expr56.xx; // frc o5.z, r0.w o.texcoord3.z = frac(temp0.w); // endif } // endif } // endif } // mov r2, c58 temp2 = Draw.ColorAnimationFunctions[0]; // mad r2, r2, r0.z, c59 temp2 = temp2 * temp0.z + Draw.ColorAnimationFunctions[1]; // slt r0.xw, r0.z, c64.yyzz temp0.xw = (temp0.zz < Draw.TimeKeys.yz) ? 1 : 0; // mov r3, c60 temp3 = Draw.ColorAnimationFunctions[2]; // mad r3, r3, r0.z, c61 temp3 = temp3 * temp0.z + Draw.ColorAnimationFunctions[3]; // mov r5, c62 temp5 = Draw.ColorAnimationFunctions[4]; // mad r5, r5, r0.z, c63 temp5 = temp5 * temp0.z + Draw.ColorAnimationFunctions[5]; // lrp r6, r0.w, r3, r5 temp6 = lerp(temp5, temp3, temp0.w); // lrp r3, r0.x, r2, r6 temp3 = lerp(temp6, temp2, temp0.x); // mad r0.x, v2.x, c33.z, c33.w temp0.x = i.texcoord1.x * float1(0.1875) + float1(2.75); // frc r0.x, r0.x temp0.x = frac(temp0.x); // mul r0.x, r0.x, c28.z temp0.x = temp0.x * float1(16); // frc r0.z, r0.x temp0.z = frac(temp0.x); // add r0.x, r0.x, -r0.z temp0.x = temp0.x + -temp0.z; // mova a0.x, r0.x addr0.x = temp0.x; // mov r2.xy, c67 temp2.xy = Draw.ColorScaleRange.xy; // mad r0.x, c11[a0.x].x, r2.y, r2.x temp0.x = float1(0.957897) * temp2.y + temp2.x; // mul o2, r3, r0.x o.color = temp3 * temp0.x; // mov o0, r4 o.position = temp4; // mov o3.xyz, -c28.w o.texcoord1 = float4(1, 1, 1, 1); // mov o6, r4 o.texcoord4 = temp4; // mov o7.y, r0.y o.texcoord5.y = temp0.y; // mov o8.xyz, r1 o.texcoord6 = temp1; // return o; } technique Default { pass P0 { VertexShader = compile vs_3_0 Default_VertexShader26(); // 55 PixelShader = PS_Array_H[Default_Expression25()]; // 56 ZEnable = 1; ZFunc = 4; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 1; AlphaFunc = 7; AlphaRef = 96; } } technique Default_M { pass P0 { VertexShader = compile vs_2_0 Default_M_VertexShader24(); // 61 PixelShader = PS_Array_M[Default_M_Expression23()]; // 62 ZEnable = 1; ZFunc = 4; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 1; AlphaFunc = 7; AlphaRef = 96; } } technique Default_L { pass P0 { VertexShader = compile vs_2_0 Default_L_VertexShader22(); // 64 PixelShader = compile ps_2_0 Default_L_PixelShader21(); // 65 ZEnable = 1; ZFunc = 4; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 1; AlphaFunc = 7; AlphaRef = 96; } } technique _CreateShadowMap { pass P0 { VertexShader = compile vs_2_0 _CreateShadowMap_VertexShader20(); // 73 PixelShader = PSCreateShadowMap_Array[_CreateShadowMap_Expression19()]; // 74 ZEnable = 1; ZFunc = 4; ZWriteEnable = 1; CullMode = 1; AlphaBlendEnable = 0; AlphaTestEnable = 0; } }