string DefaultParameterScopeBlock = "material"; // 1 float3 AmbientLightColor = { 0.3, 0.3, 0.3 }; struct { float3 Color; float3 Direction; } DirectionalLight[3] = { 1.625198, 1.512711, 1.097048, 0.62914, -0.34874, 0.69465, 0.5232916, 0.6654605, 0.7815244, -0.32877, 0.90329, 0.27563, 0.4420466, 0.4102767, 0.4420466, -0.80704, -0.58635, 0.06975 }; struct { float3 Color; float3 Position; float2 Range_Inner_Outer; } PointLight[8] ; struct { float4 WorldPositionMultiplier_XYZZ; float2 CurrentOffsetUV; } Cloud ; float3 NoCloudMultiplier = { 1, 1, 1 }; float3 RecolorColorDummy ; row_major float4x4 ShadowMapWorldToShadow ; float OpacityOverride = { 1 }; float3 TintColor = { 1, 1, 1 }; float3 EyePosition ; row_major float4x4 ViewProjection ; float4 WorldBones[128] ; column_major float4x4 Projection : Projection : register(vs_2_0, c11); float Time : Time; texture Texture0 ; // 2 sampler2D Texture0Sampler : register(ps_2_0, s0) = sampler_state { Texture = ; // 5 MinFilter = 2; MagFilter = 2; MipFilter = 2; AddressU = 1; AddressV = 1; }; texture Texture1 ; // 9 sampler2D Texture1Sampler : register(ps_2_0, s1) = sampler_state { Texture = ; // 12 MinFilter = 2; MagFilter = 2; MipFilter = 2; AddressU = 1; AddressV = 1; }; int BlendMode ; // PSCreateShadowMap_Array_Shader_0 Pixel_2_0 Has PRES False struct PSCreateShadowMap_Array_Shader_0_Input { float4 color : COLOR; float2 texcoord : TEXCOORD; float texcoord1 : TEXCOORD1; }; float4 PSCreateShadowMap_Array_Shader_0(PSCreateShadowMap_Array_Shader_0_Input i) : COLOR { float4 out_color; float4 temp0; // def c0, -0.3529412, 0, 0, 0 // dcl v0 // dcl t0.xy // dcl t1.x // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(Texture0Sampler, i.texcoord.xy); // mad r0, v0.w, r0.w, c0.x temp0 = i.color.w * temp0.w + float4(-0.3529412, -0.3529412, -0.3529412, -0.3529412); // texkill r0 clip(temp0); // mov r0, t1.x temp0 = i.texcoord1.x; // mov oC0, r0 out_color = temp0; // return out_color; } // PSCreateShadowMap_Array_Shader_1 Pixel_2_0 Has PRES False struct PSCreateShadowMap_Array_Shader_1_Input { float3 color : COLOR; float2 texcoord : TEXCOORD; float texcoord1 : TEXCOORD1; }; float4 PSCreateShadowMap_Array_Shader_1(PSCreateShadowMap_Array_Shader_1_Input i) : COLOR { float4 out_color; float4 temp0; // def c0, 1, -2.352941, 0, 0 // dcl v0.xyz // dcl t0.xy // dcl t1.x // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(Texture0Sampler, 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(-2.3529413, -2.3529413, -2.3529413, -2.3529413); // texkill r0 clip(temp0); // mov r0, t1.x temp0 = i.texcoord1.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 { float4 color : COLOR; float2 texcoord : TEXCOORD; float texcoord1 : TEXCOORD1; }; float4 PSCreateShadowMap_Array_Shader_2(PSCreateShadowMap_Array_Shader_2_Input i) : COLOR { float4 out_color; float4 temp0; // def c0, -0.3529412, 0, 0, 0 // dcl v0 // dcl t0.xy // dcl t1.x // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(Texture0Sampler, i.texcoord.xy); // mad r0, v0.w, r0.w, c0.x temp0 = i.color.w * temp0.w + float4(-0.3529412, -0.3529412, -0.3529412, -0.3529412); // texkill r0 clip(temp0); // mov r0, t1.x temp0 = i.texcoord1.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 { float4 color : COLOR; float2 texcoord : TEXCOORD; float texcoord1 : TEXCOORD1; }; float4 PSCreateShadowMap_Array_Shader_3(PSCreateShadowMap_Array_Shader_3_Input i) : COLOR { float4 out_color; float4 temp0; // def c0, -0.3529412, 0, 0, 0 // dcl v0 // dcl t0.xy // dcl t1.x // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(Texture0Sampler, i.texcoord.xy); // mad r0, v0.w, r0.w, c0.x temp0 = i.color.w * temp0.w + float4(-0.3529412, -0.3529412, -0.3529412, -0.3529412); // texkill r0 clip(temp0); // mov r0, t1.x temp0 = i.texcoord1.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 { float3 color : COLOR; float2 texcoord : TEXCOORD; float texcoord1 : TEXCOORD1; }; float4 PSCreateShadowMap_Array_Shader_4(PSCreateShadowMap_Array_Shader_4_Input i) : COLOR { float4 out_color; float4 temp0; // def c0, 1, -2.352941, 0, 0 // dcl v0.xyz // dcl t0.xy // dcl t1.x // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(Texture0Sampler, 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(-2.3529413, -2.3529413, -2.3529413, -2.3529413); // texkill r0 clip(temp0); // mov r0, t1.x temp0 = i.texcoord1.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 { float3 color : COLOR; float2 texcoord : TEXCOORD; float texcoord1 : TEXCOORD1; }; float4 PSCreateShadowMap_Array_Shader_5(PSCreateShadowMap_Array_Shader_5_Input i) : COLOR { float4 out_color; float4 temp0; // def c0, 1, -2.352941, 0, 0 // dcl v0.xyz // dcl t0.xy // dcl t1.x // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(Texture0Sampler, 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(-2.3529413, -2.3529413, -2.3529413, -2.3529413); // texkill r0 clip(temp0); // mov r0, t1.x temp0 = i.texcoord1.x; // mov oC0, r0 out_color = temp0; // return out_color; } // PSCreateShadowMap_Array_Shader_6 Pixel_2_0 Has PRES False struct PSCreateShadowMap_Array_Shader_6_Input { float4 color : COLOR; float2 texcoord : TEXCOORD; float texcoord1 : TEXCOORD1; }; float4 PSCreateShadowMap_Array_Shader_6(PSCreateShadowMap_Array_Shader_6_Input i) : COLOR { float4 out_color; float4 temp0; // def c0, -0.3529412, 0, 0, 0 // dcl v0 // dcl t0.xy // dcl t1.x // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(Texture0Sampler, i.texcoord.xy); // mad r0, v0.w, r0.w, c0.x temp0 = i.color.w * temp0.w + float4(-0.3529412, -0.3529412, -0.3529412, -0.3529412); // texkill r0 clip(temp0); // mov r0, t1.x temp0 = i.texcoord1.x; // mov oC0, r0 out_color = temp0; // return out_color; } PixelShader PSCreateShadowMap_Array[7] = { compile ps_2_0 PSCreateShadowMap_Array_Shader_0(), // 45 compile ps_2_0 PSCreateShadowMap_Array_Shader_1(), // 46 compile ps_2_0 PSCreateShadowMap_Array_Shader_2(), // 47 compile ps_2_0 PSCreateShadowMap_Array_Shader_3(), // 48 compile ps_2_0 PSCreateShadowMap_Array_Shader_4(), // 49 compile ps_2_0 PSCreateShadowMap_Array_Shader_5(), // 50 compile ps_2_0 PSCreateShadowMap_Array_Shader_6(), // 51 }; // _CreateShadowMap_Expression8 Expression_2_0 Has PRES False float _CreateShadowMap_Expression8() { float1 expr0; // mov c0.x, c0.x expr0.x = BlendMode.x; return expr0; } // _CreateShadowMap_VertexShader9 Vertex_2_0 Has PRES False struct _CreateShadowMap_VertexShader9_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct _CreateShadowMap_VertexShader9_Output { float4 position : POSITION; float texcoord1 : TEXCOORD1; float4 color : COLOR; float2 texcoord : TEXCOORD; }; _CreateShadowMap_VertexShader9_Output _CreateShadowMap_VertexShader9(_CreateShadowMap_VertexShader9_Input i) { _CreateShadowMap_VertexShader9_Output o; float4 temp0; float2 temp1; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_texcoord v1 // dcl_color v2 // mad r0, v0.xyzx, c0.xxxy, c0.yyyx temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 oPos.x, r0, c11 o.position.x = dot(temp0, (Projection._m00_m10_m20_m30)); // dp4 oPos.y, r0, c12 o.position.y = dot(temp0, (Projection._m01_m11_m21_m31)); // dp4 r1.y, r0, c14 temp1.y = dot(temp0, (Projection._m03_m13_m23_m33)); // dp4 r1.x, r0, c13 temp1.x = dot(temp0, (Projection._m02_m12_m22_m32)); // rcp r0.x, r1.y temp0.x = 1.0f / temp1.y; // mov oPos.zw, r1.xyxy o.position.zw = temp1.xy; // mul oT1.x, r1.x, r0.x o.texcoord1 = temp1.x * temp0.x; // mov oD0, v2 o.color = i.color; // mov oT0.xy, v1 o.texcoord = i.texcoord; // return o; } // AlphaNoDepthTest_M_PixelShader10 Pixel_2_0 Has PRES False struct AlphaNoDepthTest_M_PixelShader10_Input { float2 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; }; float4 AlphaNoDepthTest_M_PixelShader10(AlphaNoDepthTest_M_PixelShader10_Input i) : COLOR { float4 out_color; float4 temp0; // dcl t0.xy // dcl t1 // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(Texture0Sampler, i.texcoord.xy); // mul r0, r0, t1 temp0 = temp0 * i.texcoord1; // mov oC0, r0 out_color = temp0; // return out_color; } // AlphaNoDepthTest_M_VertexShader11 Vertex_2_0 Has PRES False struct AlphaNoDepthTest_M_VertexShader11_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct AlphaNoDepthTest_M_VertexShader11_Output { float4 position : POSITION; float2 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; }; AlphaNoDepthTest_M_VertexShader11_Output AlphaNoDepthTest_M_VertexShader11(AlphaNoDepthTest_M_VertexShader11_Input i) { AlphaNoDepthTest_M_VertexShader11_Output o; float4 temp0; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_texcoord v1 // dcl_color v2 // mad r0, v0.xyzx, c0.xxxy, c0.yyyx temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 oPos.x, r0, c11 o.position.x = dot(temp0, (Projection._m00_m10_m20_m30)); // dp4 oPos.y, r0, c12 o.position.y = dot(temp0, (Projection._m01_m11_m21_m31)); // dp4 oPos.z, r0, c13 o.position.z = dot(temp0, (Projection._m02_m12_m22_m32)); // dp4 oPos.w, r0, c14 o.position.w = dot(temp0, (Projection._m03_m13_m23_m33)); // mov oT0.xy, v1 o.texcoord = i.texcoord; // mov oT1, v2 o.texcoord1 = i.color; // return o; } // AdditiveNoDepthTest_M_PixelShader12 Pixel_2_0 Has PRES False struct AdditiveNoDepthTest_M_PixelShader12_Input { float2 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; }; float4 AdditiveNoDepthTest_M_PixelShader12(AdditiveNoDepthTest_M_PixelShader12_Input i) : COLOR { float4 out_color; float4 temp0; // dcl t0.xy // dcl t1 // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(Texture0Sampler, i.texcoord.xy); // mul r0, r0, t1 temp0 = temp0 * i.texcoord1; // mov oC0, r0 out_color = temp0; // return out_color; } // AdditiveNoDepthTest_M_VertexShader13 Vertex_2_0 Has PRES False struct AdditiveNoDepthTest_M_VertexShader13_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct AdditiveNoDepthTest_M_VertexShader13_Output { float4 position : POSITION; float2 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; }; AdditiveNoDepthTest_M_VertexShader13_Output AdditiveNoDepthTest_M_VertexShader13(AdditiveNoDepthTest_M_VertexShader13_Input i) { AdditiveNoDepthTest_M_VertexShader13_Output o; float4 temp0; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_texcoord v1 // dcl_color v2 // mad r0, v0.xyzx, c0.xxxy, c0.yyyx temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 oPos.x, r0, c11 o.position.x = dot(temp0, (Projection._m00_m10_m20_m30)); // dp4 oPos.y, r0, c12 o.position.y = dot(temp0, (Projection._m01_m11_m21_m31)); // dp4 oPos.z, r0, c13 o.position.z = dot(temp0, (Projection._m02_m12_m22_m32)); // dp4 oPos.w, r0, c14 o.position.w = dot(temp0, (Projection._m03_m13_m23_m33)); // mov oT0.xy, v1 o.texcoord = i.texcoord; // mov oT1, v2 o.texcoord1 = i.color; // return o; } // Multiplicative_M_PixelShader14 Pixel_2_0 Has PRES False struct Multiplicative_M_PixelShader14_Input { float2 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; }; float4 Multiplicative_M_PixelShader14(Multiplicative_M_PixelShader14_Input i) : COLOR { float4 out_color; float4 temp0; // dcl t0.xy // dcl t1 // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(Texture0Sampler, i.texcoord.xy); // mul r0, r0, t1 temp0 = temp0 * i.texcoord1; // mov oC0, r0 out_color = temp0; // return out_color; } // Multiplicative_M_VertexShader15 Vertex_2_0 Has PRES False struct Multiplicative_M_VertexShader15_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct Multiplicative_M_VertexShader15_Output { float4 position : POSITION; float2 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; }; Multiplicative_M_VertexShader15_Output Multiplicative_M_VertexShader15(Multiplicative_M_VertexShader15_Input i) { Multiplicative_M_VertexShader15_Output o; float4 temp0; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_texcoord v1 // dcl_color v2 // mad r0, v0.xyzx, c0.xxxy, c0.yyyx temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 oPos.x, r0, c11 o.position.x = dot(temp0, (Projection._m00_m10_m20_m30)); // dp4 oPos.y, r0, c12 o.position.y = dot(temp0, (Projection._m01_m11_m21_m31)); // dp4 oPos.z, r0, c13 o.position.z = dot(temp0, (Projection._m02_m12_m22_m32)); // dp4 oPos.w, r0, c14 o.position.w = dot(temp0, (Projection._m03_m13_m23_m33)); // mov oT0.xy, v1 o.texcoord = i.texcoord; // mov oT1, v2 o.texcoord1 = i.color; // return o; } // AlphaTest_M_PixelShader16 Pixel_2_0 Has PRES False struct AlphaTest_M_PixelShader16_Input { float2 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; }; float4 AlphaTest_M_PixelShader16(AlphaTest_M_PixelShader16_Input i) : COLOR { float4 out_color; float4 temp0; // dcl t0.xy // dcl t1 // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(Texture0Sampler, i.texcoord.xy); // mul r0, r0, t1 temp0 = temp0 * i.texcoord1; // mov oC0, r0 out_color = temp0; // return out_color; } // AlphaTest_M_VertexShader17 Vertex_2_0 Has PRES False struct AlphaTest_M_VertexShader17_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct AlphaTest_M_VertexShader17_Output { float4 position : POSITION; float2 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; }; AlphaTest_M_VertexShader17_Output AlphaTest_M_VertexShader17(AlphaTest_M_VertexShader17_Input i) { AlphaTest_M_VertexShader17_Output o; float4 temp0; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_texcoord v1 // dcl_color v2 // mad r0, v0.xyzx, c0.xxxy, c0.yyyx temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 oPos.x, r0, c11 o.position.x = dot(temp0, (Projection._m00_m10_m20_m30)); // dp4 oPos.y, r0, c12 o.position.y = dot(temp0, (Projection._m01_m11_m21_m31)); // dp4 oPos.z, r0, c13 o.position.z = dot(temp0, (Projection._m02_m12_m22_m32)); // dp4 oPos.w, r0, c14 o.position.w = dot(temp0, (Projection._m03_m13_m23_m33)); // mov oT0.xy, v1 o.texcoord = i.texcoord; // mov oT1, v2 o.texcoord1 = i.color; // return o; } // AdditiveAlphaTest_M_PixelShader18 Pixel_2_0 Has PRES False struct AdditiveAlphaTest_M_PixelShader18_Input { float2 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; }; float4 AdditiveAlphaTest_M_PixelShader18(AdditiveAlphaTest_M_PixelShader18_Input i) : COLOR { float4 out_color; float4 temp0, temp1; // def c0, -1, 0.01, 0, 0 // dcl t0.xy // dcl t1 // dcl t2 // dcl_2d s0 // dcl_2d s1 // mov r0.x, t1.z temp0.x = i.texcoord1.z; // mov r0.y, t1.w temp0.y = i.texcoord1.w; // texld r0, r0, s1 temp0 = tex2D(Texture1Sampler, temp0.xy); // texld r1, t1, s1 temp1 = tex2D(Texture1Sampler, i.texcoord1.xy); // add r0.xy, r0, r1 temp0.xy = temp0.xy + temp1.xy; // add r0.xy, r0, c0.x temp0.xy = temp0.xy + float2(-1, -1); // mad r0.xy, r0, c0.y, t0 temp0.xy = temp0.xy * float2(0.01, 0.01) + i.texcoord.xy; // texld r0, r0, s0 temp0 = tex2D(Texture0Sampler, temp0.xy); // mul r0, r0, t2 temp0 = temp0 * i.texcoord2; // mov oC0, r0 out_color = temp0; // return out_color; } // AdditiveAlphaTest_M_VertexShader19 Vertex_2_0 Has PRES True struct AdditiveAlphaTest_M_VertexShader19_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct AdditiveAlphaTest_M_VertexShader19_Output { float4 texcoord1 : TEXCOORD1; float4 position : POSITION; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; }; AdditiveAlphaTest_M_VertexShader19_Output AdditiveAlphaTest_M_VertexShader19(AdditiveAlphaTest_M_VertexShader19_Input i) { /* PRSI OutputRegisterOffset: 15 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 2 Unknown3: 0 Unknown4: 0 Unknown5: 15 Unknown6: 2 Mappings: 1 0 - ConstOutput: 0 ConstInput 0 */ float4 expr15; float4 expr16; { // Expression_2_1 // mul c15.x, c0.x, (0.03) expr15.x = Time.x * (0.03); // mul c16.x, c0.x, (0.06) expr16.x = Time.x * (0.06); } AdditiveAlphaTest_M_VertexShader19_Output o; float4 temp0; // def c0, 0.07071161, 0.001325808, -0.07070975, 0.0006629213 // def c1, 0.001325843, 0.0353558, -0.0006629039, 0.03535488 // def c2, 1, 0, 0.00625, 0 // dcl_position v0 // dcl_texcoord v1 // dcl_color v2 // mul r0.xy, v1, c0 temp0.xy = i.texcoord.xy * float2(0.070711605, 0.0013258078); // add r0.x, r0.y, r0.x temp0.x = temp0.y + temp0.x; // add oT1.x, r0.x, c15.x o.texcoord1.x = temp0.x + expr15.x; // mul r0, v1.yxyx, c1 temp0 = i.texcoord.yxyx * float4(0.0013258426, 0.035355803, -0.0006629039, 0.035354875); // mad oT1.yw, v1.xxzy, c0.xzzw, r0.xxzw o.texcoord1.yw = i.texcoord.xy * float2(-0.07070975, 0.0006629213) + temp0.xw; // add r0.x, r0.z, r0.y temp0.x = temp0.z + temp0.y; // add oT1.z, r0.x, c16.x o.texcoord1.z = temp0.x + expr16.x; // mad r0, v0.xyzx, c2.xxxy, c2.yyyx temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 oPos.x, r0, c11 o.position.x = dot(temp0, (Projection._m00_m10_m20_m30)); // dp4 oPos.y, r0, c12 o.position.y = dot(temp0, (Projection._m01_m11_m21_m31)); // dp4 oPos.z, r0, c13 o.position.z = dot(temp0, (Projection._m02_m12_m22_m32)); // dp4 oPos.w, r0, c14 o.position.w = dot(temp0, (Projection._m03_m13_m23_m33)); // mul oT0.xy, v1, c2.xzzw o.texcoord = i.texcoord * float4(1, 0.00625, 0.00625, 0); // mov oT2, v2 o.texcoord2 = i.color; // return o; } // Additive_M_PixelShader20 Pixel_2_0 Has PRES False struct Additive_M_PixelShader20_Input { float2 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; }; float4 Additive_M_PixelShader20(Additive_M_PixelShader20_Input i) : COLOR { float4 out_color; float4 temp0; // dcl t0.xy // dcl t1 // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(Texture0Sampler, i.texcoord.xy); // mul r0, r0, t1 temp0 = temp0 * i.texcoord1; // mov oC0, r0 out_color = temp0; // return out_color; } // Additive_M_VertexShader21 Vertex_2_0 Has PRES False struct Additive_M_VertexShader21_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct Additive_M_VertexShader21_Output { float4 position : POSITION; float2 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; }; Additive_M_VertexShader21_Output Additive_M_VertexShader21(Additive_M_VertexShader21_Input i) { Additive_M_VertexShader21_Output o; float4 temp0; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_texcoord v1 // dcl_color v2 // mad r0, v0.xyzx, c0.xxxy, c0.yyyx temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 oPos.x, r0, c11 o.position.x = dot(temp0, (Projection._m00_m10_m20_m30)); // dp4 oPos.y, r0, c12 o.position.y = dot(temp0, (Projection._m01_m11_m21_m31)); // dp4 oPos.z, r0, c13 o.position.z = dot(temp0, (Projection._m02_m12_m22_m32)); // dp4 oPos.w, r0, c14 o.position.w = dot(temp0, (Projection._m03_m13_m23_m33)); // mov oT0.xy, v1 o.texcoord = i.texcoord; // mov oT1, v2 o.texcoord1 = i.color; // return o; } // Alpha_M_PixelShader22 Pixel_2_0 Has PRES False struct Alpha_M_PixelShader22_Input { float2 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; }; float4 Alpha_M_PixelShader22(Alpha_M_PixelShader22_Input i) : COLOR { float4 out_color; float4 temp0; // dcl t0.xy // dcl t1 // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(Texture0Sampler, i.texcoord.xy); // mul r0, r0, t1 temp0 = temp0 * i.texcoord1; // mov oC0, r0 out_color = temp0; // return out_color; } // Alpha_M_VertexShader23 Vertex_2_0 Has PRES False struct Alpha_M_VertexShader23_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct Alpha_M_VertexShader23_Output { float4 position : POSITION; float2 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; }; Alpha_M_VertexShader23_Output Alpha_M_VertexShader23(Alpha_M_VertexShader23_Input i) { Alpha_M_VertexShader23_Output o; float4 temp0; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_texcoord v1 // dcl_color v2 // mad r0, v0.xyzx, c0.xxxy, c0.yyyx temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 oPos.x, r0, c11 o.position.x = dot(temp0, (Projection._m00_m10_m20_m30)); // dp4 oPos.y, r0, c12 o.position.y = dot(temp0, (Projection._m01_m11_m21_m31)); // dp4 oPos.z, r0, c13 o.position.z = dot(temp0, (Projection._m02_m12_m22_m32)); // dp4 oPos.w, r0, c14 o.position.w = dot(temp0, (Projection._m03_m13_m23_m33)); // mov oT0.xy, v1 o.texcoord = i.texcoord; // mov oT1, v2 o.texcoord1 = i.color; // return o; } // AlphaNoDepthTest_PixelShader24 Pixel_2_0 Has PRES False struct AlphaNoDepthTest_PixelShader24_Input { float2 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; }; float4 AlphaNoDepthTest_PixelShader24(AlphaNoDepthTest_PixelShader24_Input i) : COLOR { float4 out_color; float4 temp0; float3 temp1; // def c0, 2.2, 0, 0, 0 // dcl t0.xy // dcl t1 // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(Texture0Sampler, i.texcoord.xy); // log r1.x, r0.x temp1.x = log2(temp0.x); // log r1.y, r0.y temp1.y = log2(temp0.y); // log r1.z, r0.z temp1.z = log2(temp0.z); // mul r1.xyz, r1, c0.x temp1.xyz = temp1.xyz * float3(2.2, 2.2, 2.2); // exp r0.x, r1.x temp0.x = exp2(temp1.x); // exp r0.y, r1.y temp0.y = exp2(temp1.y); // exp r0.z, r1.z temp0.z = exp2(temp1.z); // mul r0, r0, t1 temp0 = temp0 * i.texcoord1; // mov oC0, r0 out_color = temp0; // return out_color; } // AlphaNoDepthTest_VertexShader25 Vertex_2_0 Has PRES False struct AlphaNoDepthTest_VertexShader25_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct AlphaNoDepthTest_VertexShader25_Output { float4 position : POSITION; float2 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; }; AlphaNoDepthTest_VertexShader25_Output AlphaNoDepthTest_VertexShader25(AlphaNoDepthTest_VertexShader25_Input i) { AlphaNoDepthTest_VertexShader25_Output o; float4 temp0; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_texcoord v1 // dcl_color v2 // mad r0, v0.xyzx, c0.xxxy, c0.yyyx temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 oPos.x, r0, c11 o.position.x = dot(temp0, (Projection._m00_m10_m20_m30)); // dp4 oPos.y, r0, c12 o.position.y = dot(temp0, (Projection._m01_m11_m21_m31)); // dp4 oPos.z, r0, c13 o.position.z = dot(temp0, (Projection._m02_m12_m22_m32)); // dp4 oPos.w, r0, c14 o.position.w = dot(temp0, (Projection._m03_m13_m23_m33)); // mov oT0.xy, v1 o.texcoord = i.texcoord; // mov oT1, v2 o.texcoord1 = i.color; // return o; } // AdditiveNoDepthTest_PixelShader26 Pixel_2_0 Has PRES False struct AdditiveNoDepthTest_PixelShader26_Input { float2 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; }; float4 AdditiveNoDepthTest_PixelShader26(AdditiveNoDepthTest_PixelShader26_Input i) : COLOR { float4 out_color; float4 temp0; float3 temp1; // def c0, 2.2, 0, 0, 0 // dcl t0.xy // dcl t1 // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(Texture0Sampler, i.texcoord.xy); // log r1.x, r0.x temp1.x = log2(temp0.x); // log r1.y, r0.y temp1.y = log2(temp0.y); // log r1.z, r0.z temp1.z = log2(temp0.z); // mul r1.xyz, r1, c0.x temp1.xyz = temp1.xyz * float3(2.2, 2.2, 2.2); // exp r0.x, r1.x temp0.x = exp2(temp1.x); // exp r0.y, r1.y temp0.y = exp2(temp1.y); // exp r0.z, r1.z temp0.z = exp2(temp1.z); // mul r0, r0, t1 temp0 = temp0 * i.texcoord1; // mov oC0, r0 out_color = temp0; // return out_color; } // AdditiveNoDepthTest_VertexShader27 Vertex_2_0 Has PRES False struct AdditiveNoDepthTest_VertexShader27_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct AdditiveNoDepthTest_VertexShader27_Output { float4 position : POSITION; float2 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; }; AdditiveNoDepthTest_VertexShader27_Output AdditiveNoDepthTest_VertexShader27(AdditiveNoDepthTest_VertexShader27_Input i) { AdditiveNoDepthTest_VertexShader27_Output o; float4 temp0; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_texcoord v1 // dcl_color v2 // mad r0, v0.xyzx, c0.xxxy, c0.yyyx temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 oPos.x, r0, c11 o.position.x = dot(temp0, (Projection._m00_m10_m20_m30)); // dp4 oPos.y, r0, c12 o.position.y = dot(temp0, (Projection._m01_m11_m21_m31)); // dp4 oPos.z, r0, c13 o.position.z = dot(temp0, (Projection._m02_m12_m22_m32)); // dp4 oPos.w, r0, c14 o.position.w = dot(temp0, (Projection._m03_m13_m23_m33)); // mov oT0.xy, v1 o.texcoord = i.texcoord; // mov oT1, v2 o.texcoord1 = i.color; // return o; } // Multiplicative_PixelShader28 Pixel_2_0 Has PRES False struct Multiplicative_PixelShader28_Input { float2 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; }; float4 Multiplicative_PixelShader28(Multiplicative_PixelShader28_Input i) : COLOR { float4 out_color; float4 temp0; float3 temp1; // def c0, 2.2, 0, 0, 0 // dcl t0.xy // dcl t1 // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(Texture0Sampler, i.texcoord.xy); // log r1.x, r0.x temp1.x = log2(temp0.x); // log r1.y, r0.y temp1.y = log2(temp0.y); // log r1.z, r0.z temp1.z = log2(temp0.z); // mul r1.xyz, r1, c0.x temp1.xyz = temp1.xyz * float3(2.2, 2.2, 2.2); // exp r0.x, r1.x temp0.x = exp2(temp1.x); // exp r0.y, r1.y temp0.y = exp2(temp1.y); // exp r0.z, r1.z temp0.z = exp2(temp1.z); // mul r0, r0, t1 temp0 = temp0 * i.texcoord1; // mov oC0, r0 out_color = temp0; // return out_color; } // Multiplicative_VertexShader29 Vertex_2_0 Has PRES False struct Multiplicative_VertexShader29_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct Multiplicative_VertexShader29_Output { float4 position : POSITION; float2 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; }; Multiplicative_VertexShader29_Output Multiplicative_VertexShader29(Multiplicative_VertexShader29_Input i) { Multiplicative_VertexShader29_Output o; float4 temp0; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_texcoord v1 // dcl_color v2 // mad r0, v0.xyzx, c0.xxxy, c0.yyyx temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 oPos.x, r0, c11 o.position.x = dot(temp0, (Projection._m00_m10_m20_m30)); // dp4 oPos.y, r0, c12 o.position.y = dot(temp0, (Projection._m01_m11_m21_m31)); // dp4 oPos.z, r0, c13 o.position.z = dot(temp0, (Projection._m02_m12_m22_m32)); // dp4 oPos.w, r0, c14 o.position.w = dot(temp0, (Projection._m03_m13_m23_m33)); // mov oT0.xy, v1 o.texcoord = i.texcoord; // mov oT1, v2 o.texcoord1 = i.color; // return o; } // AlphaTest_PixelShader30 Pixel_2_0 Has PRES False struct AlphaTest_PixelShader30_Input { float2 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; }; float4 AlphaTest_PixelShader30(AlphaTest_PixelShader30_Input i) : COLOR { float4 out_color; float4 temp0; float3 temp1; // def c0, 2.2, 0, 0, 0 // dcl t0.xy // dcl t1 // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(Texture0Sampler, i.texcoord.xy); // log r1.x, r0.x temp1.x = log2(temp0.x); // log r1.y, r0.y temp1.y = log2(temp0.y); // log r1.z, r0.z temp1.z = log2(temp0.z); // mul r1.xyz, r1, c0.x temp1.xyz = temp1.xyz * float3(2.2, 2.2, 2.2); // exp r0.x, r1.x temp0.x = exp2(temp1.x); // exp r0.y, r1.y temp0.y = exp2(temp1.y); // exp r0.z, r1.z temp0.z = exp2(temp1.z); // mul r0, r0, t1 temp0 = temp0 * i.texcoord1; // mov oC0, r0 out_color = temp0; // return out_color; } // AlphaTest_VertexShader31 Vertex_2_0 Has PRES False struct AlphaTest_VertexShader31_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct AlphaTest_VertexShader31_Output { float4 position : POSITION; float2 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; }; AlphaTest_VertexShader31_Output AlphaTest_VertexShader31(AlphaTest_VertexShader31_Input i) { AlphaTest_VertexShader31_Output o; float4 temp0; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_texcoord v1 // dcl_color v2 // mad r0, v0.xyzx, c0.xxxy, c0.yyyx temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 oPos.x, r0, c11 o.position.x = dot(temp0, (Projection._m00_m10_m20_m30)); // dp4 oPos.y, r0, c12 o.position.y = dot(temp0, (Projection._m01_m11_m21_m31)); // dp4 oPos.z, r0, c13 o.position.z = dot(temp0, (Projection._m02_m12_m22_m32)); // dp4 oPos.w, r0, c14 o.position.w = dot(temp0, (Projection._m03_m13_m23_m33)); // mov oT0.xy, v1 o.texcoord = i.texcoord; // mov oT1, v2 o.texcoord1 = i.color; // return o; } // AdditiveAlphaTest_PixelShader32 Pixel_2_0 Has PRES False struct AdditiveAlphaTest_PixelShader32_Input { float2 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; }; float4 AdditiveAlphaTest_PixelShader32(AdditiveAlphaTest_PixelShader32_Input i) : COLOR { float4 out_color; float4 temp0, temp1; // def c0, -1, 0.01, 2.2, 0 // dcl t0.xy // dcl t1 // dcl t2 // dcl_2d s0 // dcl_2d s1 // mov r0.x, t1.z temp0.x = i.texcoord1.z; // mov r0.y, t1.w temp0.y = i.texcoord1.w; // texld r0, r0, s1 temp0 = tex2D(Texture1Sampler, temp0.xy); // texld r1, t1, s1 temp1 = tex2D(Texture1Sampler, i.texcoord1.xy); // add r0.xy, r0, r1 temp0.xy = temp0.xy + temp1.xy; // add r0.xy, r0, c0.x temp0.xy = temp0.xy + float2(-1, -1); // mad r0.xy, r0, c0.y, t0 temp0.xy = temp0.xy * float2(0.01, 0.01) + i.texcoord.xy; // texld r0, r0, s0 temp0 = tex2D(Texture0Sampler, temp0.xy); // log r1.x, r0.x temp1.x = log2(temp0.x); // log r1.y, r0.y temp1.y = log2(temp0.y); // log r1.z, r0.z temp1.z = log2(temp0.z); // mul r1.xyz, r1, c0.z temp1.xyz = temp1.xyz * float3(2.2, 2.2, 2.2); // exp r0.x, r1.x temp0.x = exp2(temp1.x); // exp r0.y, r1.y temp0.y = exp2(temp1.y); // exp r0.z, r1.z temp0.z = exp2(temp1.z); // mul r0, r0, t2 temp0 = temp0 * i.texcoord2; // add r0, r0, r0 temp0 = temp0 + temp0; // mov oC0, r0 out_color = temp0; // return out_color; } // AdditiveAlphaTest_VertexShader33 Vertex_2_0 Has PRES True struct AdditiveAlphaTest_VertexShader33_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct AdditiveAlphaTest_VertexShader33_Output { float4 texcoord1 : TEXCOORD1; float4 position : POSITION; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; }; AdditiveAlphaTest_VertexShader33_Output AdditiveAlphaTest_VertexShader33(AdditiveAlphaTest_VertexShader33_Input i) { /* PRSI OutputRegisterOffset: 15 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 2 Unknown3: 0 Unknown4: 0 Unknown5: 15 Unknown6: 2 Mappings: 1 0 - ConstOutput: 0 ConstInput 0 */ float4 expr15; float4 expr16; { // Expression_2_1 // mul c15.x, c0.x, (0.03) expr15.x = Time.x * (0.03); // mul c16.x, c0.x, (0.06) expr16.x = Time.x * (0.06); } AdditiveAlphaTest_VertexShader33_Output o; float4 temp0; // def c0, 0.07071161, 0.001325808, -0.07070975, 0.0006629213 // def c1, 0.001325843, 0.0353558, -0.0006629039, 0.03535488 // def c2, 1, 0, 0.00625, 0 // dcl_position v0 // dcl_texcoord v1 // dcl_color v2 // mul r0.xy, v1, c0 temp0.xy = i.texcoord.xy * float2(0.070711605, 0.0013258078); // add r0.x, r0.y, r0.x temp0.x = temp0.y + temp0.x; // add oT1.x, r0.x, c15.x o.texcoord1.x = temp0.x + expr15.x; // mul r0, v1.yxyx, c1 temp0 = i.texcoord.yxyx * float4(0.0013258426, 0.035355803, -0.0006629039, 0.035354875); // mad oT1.yw, v1.xxzy, c0.xzzw, r0.xxzw o.texcoord1.yw = i.texcoord.xy * float2(-0.07070975, 0.0006629213) + temp0.xw; // add r0.x, r0.z, r0.y temp0.x = temp0.z + temp0.y; // add oT1.z, r0.x, c16.x o.texcoord1.z = temp0.x + expr16.x; // mad r0, v0.xyzx, c2.xxxy, c2.yyyx temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 oPos.x, r0, c11 o.position.x = dot(temp0, (Projection._m00_m10_m20_m30)); // dp4 oPos.y, r0, c12 o.position.y = dot(temp0, (Projection._m01_m11_m21_m31)); // dp4 oPos.z, r0, c13 o.position.z = dot(temp0, (Projection._m02_m12_m22_m32)); // dp4 oPos.w, r0, c14 o.position.w = dot(temp0, (Projection._m03_m13_m23_m33)); // mul oT0.xy, v1, c2.xzzw o.texcoord = i.texcoord * float4(1, 0.00625, 0.00625, 0); // mov oT2, v2 o.texcoord2 = i.color; // return o; } // Additive_PixelShader34 Pixel_2_0 Has PRES False struct Additive_PixelShader34_Input { float2 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; }; float4 Additive_PixelShader34(Additive_PixelShader34_Input i) : COLOR { float4 out_color; float4 temp0; float3 temp1; // def c0, 2.2, 0, 0, 0 // dcl t0.xy // dcl t1 // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(Texture0Sampler, i.texcoord.xy); // log r1.x, r0.x temp1.x = log2(temp0.x); // log r1.y, r0.y temp1.y = log2(temp0.y); // log r1.z, r0.z temp1.z = log2(temp0.z); // mul r1.xyz, r1, c0.x temp1.xyz = temp1.xyz * float3(2.2, 2.2, 2.2); // exp r0.x, r1.x temp0.x = exp2(temp1.x); // exp r0.y, r1.y temp0.y = exp2(temp1.y); // exp r0.z, r1.z temp0.z = exp2(temp1.z); // mul r0, r0, t1 temp0 = temp0 * i.texcoord1; // mov oC0, r0 out_color = temp0; // return out_color; } // Additive_VertexShader35 Vertex_2_0 Has PRES False struct Additive_VertexShader35_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct Additive_VertexShader35_Output { float4 position : POSITION; float2 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; }; Additive_VertexShader35_Output Additive_VertexShader35(Additive_VertexShader35_Input i) { Additive_VertexShader35_Output o; float4 temp0; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_texcoord v1 // dcl_color v2 // mad r0, v0.xyzx, c0.xxxy, c0.yyyx temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 oPos.x, r0, c11 o.position.x = dot(temp0, (Projection._m00_m10_m20_m30)); // dp4 oPos.y, r0, c12 o.position.y = dot(temp0, (Projection._m01_m11_m21_m31)); // dp4 oPos.z, r0, c13 o.position.z = dot(temp0, (Projection._m02_m12_m22_m32)); // dp4 oPos.w, r0, c14 o.position.w = dot(temp0, (Projection._m03_m13_m23_m33)); // mov oT0.xy, v1 o.texcoord = i.texcoord; // mov oT1, v2 o.texcoord1 = i.color; // return o; } // Alpha_PixelShader36 Pixel_2_0 Has PRES False struct Alpha_PixelShader36_Input { float2 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; }; float4 Alpha_PixelShader36(Alpha_PixelShader36_Input i) : COLOR { float4 out_color; float4 temp0; float3 temp1; // def c0, 2.2, 0, 0, 0 // dcl t0.xy // dcl t1 // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(Texture0Sampler, i.texcoord.xy); // log r1.x, r0.x temp1.x = log2(temp0.x); // log r1.y, r0.y temp1.y = log2(temp0.y); // log r1.z, r0.z temp1.z = log2(temp0.z); // mul r1.xyz, r1, c0.x temp1.xyz = temp1.xyz * float3(2.2, 2.2, 2.2); // exp r0.x, r1.x temp0.x = exp2(temp1.x); // exp r0.y, r1.y temp0.y = exp2(temp1.y); // exp r0.z, r1.z temp0.z = exp2(temp1.z); // mul r0, r0, t1 temp0 = temp0 * i.texcoord1; // mov oC0, r0 out_color = temp0; // return out_color; } // Alpha_VertexShader37 Vertex_2_0 Has PRES False struct Alpha_VertexShader37_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct Alpha_VertexShader37_Output { float4 position : POSITION; float2 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; }; Alpha_VertexShader37_Output Alpha_VertexShader37(Alpha_VertexShader37_Input i) { Alpha_VertexShader37_Output o; float4 temp0; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_texcoord v1 // dcl_color v2 // mad r0, v0.xyzx, c0.xxxy, c0.yyyx temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 oPos.x, r0, c11 o.position.x = dot(temp0, (Projection._m00_m10_m20_m30)); // dp4 oPos.y, r0, c12 o.position.y = dot(temp0, (Projection._m01_m11_m21_m31)); // dp4 oPos.z, r0, c13 o.position.z = dot(temp0, (Projection._m02_m12_m22_m32)); // dp4 oPos.w, r0, c14 o.position.w = dot(temp0, (Projection._m03_m13_m23_m33)); // mov oT0.xy, v1 o.texcoord = i.texcoord; // mov oT1, v2 o.texcoord1 = i.color; // return o; } technique Alpha { pass P0 { VertexShader = compile vs_2_0 Alpha_VertexShader37(); // 17 PixelShader = compile ps_2_0 Alpha_PixelShader36(); // 18 ZEnable = 1; ZFunc = 4; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 1; SrcBlend = 5; DestBlend = 6; AlphaTestEnable = 0; } } technique Additive { pass P0 { VertexShader = compile vs_2_0 Additive_VertexShader35(); // 19 PixelShader = compile ps_2_0 Additive_PixelShader34(); // 20 ZEnable = 1; ZFunc = 4; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 1; SrcBlend = 2; DestBlend = 2; AlphaTestEnable = 0; } } technique AdditiveAlphaTest { pass P0 { VertexShader = compile vs_2_0 AdditiveAlphaTest_VertexShader33(); // 21 PixelShader = compile ps_2_0 AdditiveAlphaTest_PixelShader32(); // 22 ZEnable = 1; ZFunc = 4; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 1; SrcBlend = 2; DestBlend = 2; AlphaTestEnable = 0; } } technique AlphaTest { pass P0 { VertexShader = compile vs_2_0 AlphaTest_VertexShader31(); // 23 PixelShader = compile ps_2_0 AlphaTest_PixelShader30(); // 24 ZEnable = 1; ZFunc = 4; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 0; AlphaTestEnable = 1; AlphaFunc = 7; AlphaRef = 96; } } technique Multiplicative { pass P0 { VertexShader = compile vs_2_0 Multiplicative_VertexShader29(); // 25 PixelShader = compile ps_2_0 Multiplicative_PixelShader28(); // 26 ZEnable = 1; ZFunc = 4; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 1; SrcBlend = 9; DestBlend = 1; AlphaTestEnable = 0; } } technique AdditiveNoDepthTest { pass P0 { VertexShader = compile vs_2_0 AdditiveNoDepthTest_VertexShader27(); // 27 PixelShader = compile ps_2_0 AdditiveNoDepthTest_PixelShader26(); // 28 ZEnable = 0; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 1; SrcBlend = 2; DestBlend = 2; AlphaTestEnable = 0; } } technique AlphaNoDepthTest { pass P0 { VertexShader = compile vs_2_0 AlphaNoDepthTest_VertexShader25(); // 29 PixelShader = compile ps_2_0 AlphaNoDepthTest_PixelShader24(); // 30 ZEnable = 0; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 1; SrcBlend = 5; DestBlend = 6; AlphaTestEnable = 0; } } technique Alpha_M { pass P0 { VertexShader = compile vs_2_0 Alpha_M_VertexShader23(); // 31 PixelShader = compile ps_2_0 Alpha_M_PixelShader22(); // 32 ZEnable = 1; ZFunc = 4; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 1; SrcBlend = 5; DestBlend = 6; AlphaTestEnable = 0; } } technique Additive_M { pass P0 { VertexShader = compile vs_2_0 Additive_M_VertexShader21(); // 33 PixelShader = compile ps_2_0 Additive_M_PixelShader20(); // 34 ZEnable = 1; ZFunc = 4; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 1; SrcBlend = 2; DestBlend = 2; AlphaTestEnable = 0; } } technique AdditiveAlphaTest_M { pass P0 { VertexShader = compile vs_2_0 AdditiveAlphaTest_M_VertexShader19(); // 35 PixelShader = compile ps_2_0 AdditiveAlphaTest_M_PixelShader18(); // 36 ZEnable = 1; ZFunc = 4; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 1; SrcBlend = 2; DestBlend = 2; AlphaTestEnable = 0; } } technique AlphaTest_M { pass P0 { VertexShader = compile vs_2_0 AlphaTest_M_VertexShader17(); // 37 PixelShader = compile ps_2_0 AlphaTest_M_PixelShader16(); // 38 ZEnable = 1; ZFunc = 4; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 0; AlphaTestEnable = 1; AlphaFunc = 7; AlphaRef = 96; } } technique Multiplicative_M { pass P0 { VertexShader = compile vs_2_0 Multiplicative_M_VertexShader15(); // 39 PixelShader = compile ps_2_0 Multiplicative_M_PixelShader14(); // 40 ZEnable = 1; ZFunc = 4; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 1; SrcBlend = 9; DestBlend = 1; AlphaTestEnable = 0; } } technique AdditiveNoDepthTest_M { pass P0 { VertexShader = compile vs_2_0 AdditiveNoDepthTest_M_VertexShader13(); // 41 PixelShader = compile ps_2_0 AdditiveNoDepthTest_M_PixelShader12(); // 42 ZEnable = 0; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 1; SrcBlend = 2; DestBlend = 2; AlphaTestEnable = 0; } } technique AlphaNoDepthTest_M { pass P0 { VertexShader = compile vs_2_0 AlphaNoDepthTest_M_VertexShader11(); // 43 PixelShader = compile ps_2_0 AlphaNoDepthTest_M_PixelShader10(); // 44 ZEnable = 0; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 1; SrcBlend = 5; DestBlend = 6; AlphaTestEnable = 0; } } technique _CreateShadowMap { pass P0 { VertexShader = compile vs_2_0 _CreateShadowMap_VertexShader9(); // 52 PixelShader = PSCreateShadowMap_Array[_CreateShadowMap_Expression8()]; // 53 ZEnable = 1; ZFunc = 4; ZWriteEnable = 1; CullMode = 1; AlphaBlendEnable = 0; AlphaTestEnable = 0; } }