string DefaultParameterScopeBlock = "material"; // 1 float3 AmbientLightColor = { 0.3, 0.3, 0.3 }; struct { float3 Color; float3 Direction; } DirectionalLight[3] : register(vs_3_0, c5) = { 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 }; int NumPointLights ; struct { float3 Color; float3 Position; float2 Range_Inner_Outer; } PointLight[8] ; struct { float4 WorldPositionMultiplier_XYZZ; float2 CurrentOffsetUV; } Cloud : register(vs_3_0, c117) ; float3 NoCloudMultiplier = { 1, 1, 1 }; float3 RecolorColorDummy ; column_major float4x4 ShadowMapWorldToShadow : register(vs_3_0, c113) ; float OpacityOverride : register(vs_2_0, c1) : register(ps_2_0, c1) : register(ps_3_0, c1) = { 1 }; float3 TintColor : register(ps_2_0, c2) : register(ps_3_0, c2) = { 1, 1, 1 }; float3 EyePosition : register(vs_2_0, c123) : register(vs_3_0, c123) : register(ps_3_0, c123) ; column_major float4x4 ViewProjection : register(vs_2_0, c119) : register(vs_3_0, c119) ; float4 WorldBones[128] : register(vs_2_0, c128) : register(vs_3_0, c128) ; bool HasShadow ; texture ShadowMap ; // 6 sampler2D ShadowMapSampler = sampler_state { Texture = ; // 9 MinFilter = 1; MagFilter = 1; MipFilter = 0; AddressU = 3; AddressV = 3; }; float4 Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize ; float2 MapCellSize = { 10, 10 }; texture MacroSampler ; // 17 sampler2D MacroSamplerSampler = sampler_state { Texture = ; // 21 MinFilter = 2; MagFilter = 2; MipFilter = 2; AddressU = 1; AddressV = 1; }; int _SasGlobal : SasGlobal ; int NumJointsPerVertex ; column_major float4x3 World : World : register(vs_2_0, c124) : register(vs_3_0, c124); texture CloudTexture ; // 30 sampler2D CloudTextureSampler = sampler_state { Texture = ; // 34 MinFilter = 2; MagFilter = 2; MipFilter = 2; AddressU = 1; AddressV = 1; }; texture EnvironmentTexture ; // 39 samplerCUBE EnvironmentTextureSampler = sampler_state { Texture = ; // 43 MinFilter = 2; MagFilter = 2; MipFilter = 2; AddressU = 3; AddressV = 3; AddressW = 3; }; texture DiffuseTexture ; // 48 sampler2D DiffuseTextureSampler = sampler_state { Texture = ; // 50 MinFilter = 3; MagFilter = 2; MipFilter = 2; MaxAnisotropy = 8; AddressU = 1; AddressV = 1; }; texture NormalMap ; // 53 sampler2D NormalMapSampler : register(ps_3_0, s0) = sampler_state { Texture = ; // 55 MinFilter = 3; MagFilter = 2; MipFilter = 2; MaxAnisotropy = 8; AddressU = 1; AddressV = 1; }; float BumpScale : register(ps_3_0, c11) = { 1 }; float3 AmbientColor = { 0.4, 0.4, 0.4 }; float4 DiffuseColor = { 1, 1, 1, 1 }; float3 SpecularColor = { 0.8, 0.8, 0.8 }; float SpecularExponent = { 50 }; bool AlphaTestEnable ; struct { float4 ScaleUV_OffsetUV; } Shroud : register(vs_2_0, c11) : register(vs_3_0, c11) = { 1, 1, 0, 0 }; texture ShroudTexture ; // 71 sampler2D ShroudTextureSampler : register(ps_3_0, s1) = sampler_state { Texture = ; // 74 MinFilter = 2; MagFilter = 2; MipFilter = 2; AddressU = 3; AddressV = 3; }; float Time : Time; // VS_H_Array_Shader_0 Vertex_3_0 Has PRES True struct VS_H_Array_Shader_0_Input { float4 position : POSITION; float4 normal : NORMAL; float4 tangent : TANGENT; float4 binormal : BINORMAL; float4 texcoord : TEXCOORD; }; struct VS_H_Array_Shader_0_Output { float4 position : POSITION; float4 texcoord : TEXCOORD; float3 texcoord1 : TEXCOORD1; float3 texcoord2 : TEXCOORD2; float3 texcoord3 : TEXCOORD3; float3 texcoord4 : TEXCOORD4; float4 texcoord5 : TEXCOORD5; float4 texcoord6 : TEXCOORD6; float4 color : COLOR; }; VS_H_Array_Shader_0_Output VS_H_Array_Shader_0(VS_H_Array_Shader_0_Input i) { /* PRSI OutputRegisterOffset: 12 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 1 Unknown3: 0 Unknown4: 0 Unknown5: 12 Unknown6: 1 Mappings: 1 0 - ConstOutput: 0 ConstInput 0 */ float4 expr12; { // Expression_2_1 // mul c12.x, c0.x, (0.3) expr12.x = Time.x * (0.3); } VS_H_Array_Shader_0_Output o; float4 temp0, temp1, temp2; // def c0, 1, 0, -0.0015, 0.003 // def c1, 0.4301922, 0.6143571, -0.6143571, 0 // dcl_position v0 // dcl_normal v1 // dcl_tangent v2 // dcl_binormal v3 // dcl_texcoord v4 // dcl_position o0 // dcl_texcoord o1 // dcl_texcoord1 o2.xyz // dcl_texcoord2 o3.xyz // dcl_texcoord3 o4.xyz // dcl_texcoord4 o5.xyz // dcl_texcoord5 o6 // dcl_texcoord6 o7 // dcl_color o8 // dp3 o2.z, v1, c124 o.texcoord1.z = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz); // dp3 o3.z, v1, c125 o.texcoord2.z = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz); // dp3 o4.z, v1, c126 o.texcoord3.z = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz); // mov r0.w, c0.x temp0.w = float1(1); // mad r1, v0.xyzx, c0.xxxy, c0.yyyx temp1 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 r0.z, r1, c126 temp0.z = dot(temp1, (World._m02_m12_m22_m32)); // dp4 r0.x, r1, c124 temp0.x = dot(temp1, (World._m00_m10_m20_m30)); // dp4 r0.y, r1, c125 temp0.y = dot(temp1, (World._m01_m11_m21_m31)); // dp4 r1.x, r0, c116 temp1.x = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33)); // rcp r1.y, r1.x temp1.y = 1.0f / temp1.x; // mov o6.w, r1.x o.texcoord5.w = temp1.x; // dp4 r1.x, r0, c115 temp1.x = dot(temp0, (ShadowMapWorldToShadow._m02_m12_m22_m32)); // mad o6.z, r1.x, r1.y, c0.z o.texcoord5.z = temp1.x * temp1.y + float1(-0.0015); // dp4 o0.x, r0, c119 o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30)); // dp4 o0.y, r0, c120 o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31)); // dp4 o0.z, r0, c121 o.position.z = dot(temp0, (ViewProjection._m02_m12_m22_m32)); // dp4 o0.w, r0, c122 o.position.w = dot(temp0, (ViewProjection._m03_m13_m23_m33)); // mad r1, r0.xyxy, c0.w, v4.xyxy temp1 = temp0.xyxy * float4(0.003, 0.003, 0.003, 0.003) + i.texcoord.xyxy; // mul r2, r1, c1.xyzx temp2 = temp1 * float4(0.43019223, 0.6143571, -0.6143571, 0.43019223); // mul r1, r1, c1.xzyx temp1 = temp1 * float4(0.43019223, -0.6143571, 0.6143571, 0.43019223); // add o1.y, r2.w, r2.z o.texcoord.y = temp2.w + temp2.z; // add r0.w, r2.y, r2.x temp0.w = temp2.y + temp2.x; // add o1.x, r0.w, c12.x o.texcoord.x = temp0.w + expr12.x; // add o1.w, r1.w, r1.z o.texcoord.w = temp1.w + temp1.z; // add r0.w, r1.y, r1.x temp0.w = temp1.y + temp1.x; // add o1.z, r0.w, c12.x o.texcoord.z = temp0.w + expr12.x; // add r1.xy, r0, c11.zwzw temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw; // mul o7.xy, r1, c11 o.texcoord6.xy = temp1.xy * Shroud.ScaleUV_OffsetUV.xy; // mul r1.xy, r0.z, c117.zwzw temp1.xy = temp0.zz * Cloud.WorldPositionMultiplier_XYZZ.zw; // mov o5.xyz, r0 o.texcoord4 = temp0; // mad r0.xy, r0, c117, -r1 temp0.xy = temp0.xy * Cloud.WorldPositionMultiplier_XYZZ.xy + -temp1.xy; // add o7.zw, r0.xyxy, c118.xyxy o.texcoord6.zw = temp0.xy + Cloud.CurrentOffsetUV.xy; // dp3 r0.x, v3, c124 temp0.x = dot(i.binormal.xyz, (World._m00_m10_m20_m30).xyz); // mov o2.x, -r0.x o.texcoord1.x = -temp0.x; // dp3 r0.x, v2, c124 temp0.x = dot(i.tangent.xyz, (World._m00_m10_m20_m30).xyz); // mov o2.y, -r0.x o.texcoord1.y = -temp0.x; // dp3 r0.x, v3, c125 temp0.x = dot(i.binormal.xyz, (World._m01_m11_m21_m31).xyz); // mov o3.x, -r0.x o.texcoord2.x = -temp0.x; // dp3 r0.x, v2, c125 temp0.x = dot(i.tangent.xyz, (World._m01_m11_m21_m31).xyz); // mov o3.y, -r0.x o.texcoord2.y = -temp0.x; // dp3 r0.x, v3, c126 temp0.x = dot(i.binormal.xyz, (World._m02_m12_m22_m32).xyz); // mov o4.x, -r0.x o.texcoord3.x = -temp0.x; // dp3 r0.x, v2, c126 temp0.x = dot(i.tangent.xyz, (World._m02_m12_m22_m32).xyz); // mov o4.y, -r0.x o.texcoord3.y = -temp0.x; // mov o6.xy, v4 o.texcoord5.xy = i.texcoord.xy; // mov o8, c0.y o.color = float4(0, 0, 0, 0); // return o; } // VS_H_Array_Shader_1 Vertex_3_0 Has PRES True struct VS_H_Array_Shader_1_Input { float4 position : POSITION; float4 normal : NORMAL; float4 tangent : TANGENT; float4 binormal : BINORMAL; float4 blendindices : BLENDINDICES; float4 texcoord : TEXCOORD; }; struct VS_H_Array_Shader_1_Output { float4 position : POSITION; float4 texcoord : TEXCOORD; float3 texcoord1 : TEXCOORD1; float3 texcoord2 : TEXCOORD2; float3 texcoord3 : TEXCOORD3; float3 texcoord4 : TEXCOORD4; float4 texcoord5 : TEXCOORD5; float4 texcoord6 : TEXCOORD6; float4 color : COLOR; }; VS_H_Array_Shader_1_Output VS_H_Array_Shader_1(VS_H_Array_Shader_1_Input i) { /* PRSI OutputRegisterOffset: 12 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 1 Unknown3: 0 Unknown4: 0 Unknown5: 12 Unknown6: 1 Mappings: 1 0 - ConstOutput: 0 ConstInput 0 */ float4 expr12; { // Expression_2_1 // mul c12.x, c0.x, (0.3) expr12.x = Time.x * (0.3); } VS_H_Array_Shader_1_Output o; float4 temp0, temp1, temp2, temp3; float addr0; // def c0, 1, -1, -0.0015, 0.003 // def c1, 0.4301922, 0.6143571, -0.6143571, 0 // dcl_position v0 // dcl_normal v1 // dcl_tangent v2 // dcl_binormal v3 // dcl_blendindices v4 // dcl_texcoord v5 // dcl_position o0 // dcl_texcoord o1 // dcl_texcoord1 o2.xyz // dcl_texcoord2 o3.xyz // dcl_texcoord3 o4.xyz // dcl_texcoord4 o5.xyz // dcl_texcoord5 o6 // dcl_texcoord6 o7 // dcl_color o8 // add r0.x, v4.x, v4.x temp0.x = i.blendindices.x + i.blendindices.x; // frc r0.y, r0.x temp0.y = frac(temp0.x); // add r0.z, r0.x, -r0.y temp0.z = temp0.x + -temp0.y; // slt r0.y, -r0.y, r0.y temp0.y = (-temp0.y < temp0.y) ? 1 : 0; // slt r0.x, r0.x, -r0.x temp0.x = (temp0.x < -temp0.x) ? 1 : 0; // mad r0.x, r0.x, r0.y, r0.z temp0.x = temp0.x * temp0.y + temp0.z; // mova a0.x, r0.x addr0.x = temp0.x; // mul r0, v0.zxyy, c128[a0.x].yzxy temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r0, c128[a0.x].wwwx, v0.xyzx, r0 temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0; // mul r1, v0.yzxz, c128[a0.x].zxyz temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz; // mad r0, r0, c0.xxxy, -r1 temp0 = temp0 * float4(1, 1, 1, -1) + -temp1; // mul r1.xyz, r0.w, c128[a0.x] temp1.xyz = temp0.www * WorldBones[0 + addr0.x].xyz; // mad r1.xyz, c128[a0.x].w, r0, -r1 temp1.xyz = WorldBones[0 + addr0.x].www * temp0.xyz + -temp1.xyz; // mad r1.xyz, c128[a0.x].yzxw, r0.zxyw, r1 temp1.xyz = WorldBones[0 + addr0.x].yzx * temp0.zxy + temp1.xyz; // mad r0.xyz, c128[a0.x].zxyw, -r0.yzxw, r1 temp0.xyz = WorldBones[0 + addr0.x].zxy * -temp0.yzx + temp1.xyz; // add r0.xyz, r0, c129[a0.x] temp0.xyz = temp0.xyz + WorldBones[1 + addr0.x].xyz; // mov r0.w, c0.x temp0.w = float1(1); // dp4 r1.x, r0, c116 temp1.x = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33)); // rcp r1.y, r1.x temp1.y = 1.0f / temp1.x; // mov o6.w, r1.x o.texcoord5.w = temp1.x; // dp4 r1.x, r0, c115 temp1.x = dot(temp0, (ShadowMapWorldToShadow._m02_m12_m22_m32)); // mad o6.z, r1.x, r1.y, c0.z o.texcoord5.z = temp1.x * temp1.y + float1(-0.0015); // dp4 o0.x, r0, c119 o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30)); // dp4 o0.y, r0, c120 o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31)); // dp4 o0.z, r0, c121 o.position.z = dot(temp0, (ViewProjection._m02_m12_m22_m32)); // dp4 o0.w, r0, c122 o.position.w = dot(temp0, (ViewProjection._m03_m13_m23_m33)); // mad r1.xy, r0.yxzw, c0.w, v5.yxzw temp1.xy = temp0.yx * float2(0.003, 0.003) + i.texcoord.yx; // mul r2, r1.yxyx, c1.xyzx temp2 = temp1.yxyx * float4(0.43019223, 0.6143571, -0.6143571, 0.43019223); // add o1.y, r2.w, r2.z o.texcoord.y = temp2.w + temp2.z; // add r0.w, r2.y, r2.x temp0.w = temp2.y + temp2.x; // mad o1.w, r1.y, c1.y, r2.w o.texcoord.w = temp1.y * float1(0.6143571) + temp2.w; // add o1.x, r0.w, c12.x o.texcoord.x = temp0.w + expr12.x; // mul r0.w, r1.x, c1.z temp0.w = temp1.x * float1(-0.6143571); // mad r0.w, r1.y, c1.x, r0.w temp0.w = temp1.y * float1(0.43019223) + temp0.w; // add o1.z, r0.w, c12.x o.texcoord.z = temp0.w + expr12.x; // add r1.xy, r0, c11.zwzw temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw; // mul o7.xy, r1, c11 o.texcoord6.xy = temp1.xy * Shroud.ScaleUV_OffsetUV.xy; // mul r1.xy, r0.z, c117.zwzw temp1.xy = temp0.zz * Cloud.WorldPositionMultiplier_XYZZ.zw; // mad r1.xy, r0, c117, -r1 temp1.xy = temp0.xy * Cloud.WorldPositionMultiplier_XYZZ.xy + -temp1.xy; // mov o5.xyz, r0 o.texcoord4 = temp0; // add o7.zw, r1.xyxy, c118.xyxy o.texcoord6.zw = temp1.xy + Cloud.CurrentOffsetUV.xy; // mul r0, v3.zxyy, c128[a0.x].yzxy temp0 = i.binormal.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r0, c128[a0.x].wwwx, v3.xyzx, r0 temp0 = WorldBones[0 + addr0.x].wwwx * i.binormal.xyzx + temp0; // mul r1, v3.yzxz, c128[a0.x].zxyz temp1 = i.binormal.yzxz * WorldBones[0 + addr0.x].zxyz; // mad r0, r0, c0.xxxy, -r1 temp0 = temp0 * float4(1, 1, 1, -1) + -temp1; // mul r1.xyz, r0.w, c128[a0.x] temp1.xyz = temp0.www * WorldBones[0 + addr0.x].xyz; // mad r1.xyz, c128[a0.x].w, r0, -r1 temp1.xyz = WorldBones[0 + addr0.x].www * temp0.xyz + -temp1.xyz; // mad r1.xyz, c128[a0.x].yzxw, r0.zxyw, r1 temp1.xyz = WorldBones[0 + addr0.x].yzx * temp0.zxy + temp1.xyz; // mad r0.xyz, c128[a0.x].zxyw, -r0.yzxw, r1 temp0.xyz = WorldBones[0 + addr0.x].zxy * -temp0.yzx + temp1.xyz; // mov o2.x, -r0.x o.texcoord1.x = -temp0.x; // mul r1, v2.zxyy, c128[a0.x].yzxy temp1 = i.tangent.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r1, c128[a0.x].wwwx, v2.xyzx, r1 temp1 = WorldBones[0 + addr0.x].wwwx * i.tangent.xyzx + temp1; // mul r2, v2.yzxz, c128[a0.x].zxyz temp2 = i.tangent.yzxz * WorldBones[0 + addr0.x].zxyz; // mad r1, r1, c0.xxxy, -r2 temp1 = temp1 * float4(1, 1, 1, -1) + -temp2; // mul r2.xyz, r1.w, c128[a0.x] temp2.xyz = temp1.www * WorldBones[0 + addr0.x].xyz; // mad r2.xyz, c128[a0.x].w, r1, -r2 temp2.xyz = WorldBones[0 + addr0.x].www * temp1.xyz + -temp2.xyz; // mad r2.xyz, c128[a0.x].yzxw, r1.zxyw, r2 temp2.xyz = WorldBones[0 + addr0.x].yzx * temp1.zxy + temp2.xyz; // mad r1.xyz, c128[a0.x].zxyw, -r1.yzxw, r2 temp1.xyz = WorldBones[0 + addr0.x].zxy * -temp1.yzx + temp2.xyz; // mov o2.y, -r1.x o.texcoord1.y = -temp1.x; // mul r2, v1.zxyy, c128[a0.x].yzxy temp2 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r2, c128[a0.x].wwwx, v1.xyzx, r2 temp2 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp2; // mul r3, v1.yzxz, c128[a0.x].zxyz temp3 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz; // mad r2, r2, c0.xxxy, -r3 temp2 = temp2 * float4(1, 1, 1, -1) + -temp3; // mul r3.xyz, r2.w, c128[a0.x] temp3.xyz = temp2.www * WorldBones[0 + addr0.x].xyz; // mad r3.xyz, c128[a0.x].w, r2, -r3 temp3.xyz = WorldBones[0 + addr0.x].www * temp2.xyz + -temp3.xyz; // mad r3.xyz, c128[a0.x].yzxw, r2.zxyw, r3 temp3.xyz = WorldBones[0 + addr0.x].yzx * temp2.zxy + temp3.xyz; // mad r2.xyz, c128[a0.x].zxyw, -r2.yzxw, r3 temp2.xyz = WorldBones[0 + addr0.x].zxy * -temp2.yzx + temp3.xyz; // mov o2.z, r2.x o.texcoord1.z = temp2.x; // mov o3.x, -r0.y o.texcoord2.x = -temp0.y; // mov o4.x, -r0.z o.texcoord3.x = -temp0.z; // mov o3.y, -r1.y o.texcoord2.y = -temp1.y; // mov o4.y, -r1.z o.texcoord3.y = -temp1.z; // mov o3.z, r2.y o.texcoord2.z = temp2.y; // mov o4.z, r2.z o.texcoord3.z = temp2.z; // mov o6.xy, v5 o.texcoord5.xy = i.texcoord.xy; // mov o8, c1.w o.color = float4(0, 0, 0, 0); // return o; } VertexShader VS_H_Array[2] = { compile vs_3_0 VS_H_Array_Shader_0(), // 78 compile vs_3_0 VS_H_Array_Shader_1(), // 79 }; // PS_H_Array_Shader_0 Pixel_3_0 Has PRES False struct PS_H_Array_Shader_0_Input { float3 texcoord1 : TEXCOORD1; float3 texcoord2 : TEXCOORD2; float3 texcoord3 : TEXCOORD3; float3 texcoord4 : TEXCOORD4; float2 texcoord5 : TEXCOORD5; float2 texcoord6 : TEXCOORD6; }; float4 PS_H_Array_Shader_0(PS_H_Array_Shader_0_Input i) : COLOR { float4 out_color; float4 temp0, temp1; float3 temp2; // def c0, 2, -1, 1, 2.5 // def c3, 0, 3, 0.055, 0.045 // dcl_texcoord1_centroid v0.xyz // dcl_texcoord2_centroid v1.xyz // dcl_texcoord3_centroid v2.xyz // dcl_texcoord4 v3.xyz // dcl_texcoord5 v4.xy // dcl_texcoord6 v5.xy // dcl_2d s0 // dcl_2d s1 // texld r0, v4, s0 temp0 = tex2D(NormalMapSampler, i.texcoord5.xy); // mad r0.xyz, r0, c0.x, c0.y temp0.xyz = temp0.xyz * float3(2, 2, 2) + float3(-1, -1, -1); // mul r0.xy, r0, c11.x temp0.xy = temp0.xy * BumpScale.xx; // dp3 r1.x, r0, v0 temp1.x = dot(temp0.xyz, i.texcoord1.xyz); // dp3 r1.y, r0, v1 temp1.y = dot(temp0.xyz, i.texcoord2.xyz); // dp3 r1.z, r0, v2 temp1.z = dot(temp0.xyz, i.texcoord3.xyz); // nrm r0.xyz, r1 temp0.xyz = normalize(temp1.xyz).xyz; // add r1.xyz, c123, -v3 temp1.xyz = EyePosition.xyz + -i.texcoord4.xyz; // nrm r2.xyz, r1 temp2.xyz = normalize(temp1.xyz).xyz; // dp3 r0.x, r2, r0 temp0.x = dot(temp2.xyz, temp0.xyz); // add r0.x, -r0.x, c0.z temp0.x = -temp0.x + float1(1); // pow r1.x, r0.x, c0.w temp1.x = pow(temp0.x, float1(2.5)); // mad r0.xyz, r1.x, c3.xyxw, c3.xzww temp0.xyz = temp1.xxx * float3(0, 3, 0) + float3(0, 0.055, 0.045); // min r1.xyz, c0.x, r0 temp1.xyz = min(float3(2, 2, 2), temp0.xyz); // mul r0.xyz, r1, c2 temp0.xyz = temp1.xyz * TintColor.xyz; // texld r1, v5, s1 temp1 = tex2D(ShroudTextureSampler, i.texcoord6.xy); // mul oC0.xyz, r0, r1 out_color.xyz = temp0.xyz * temp1.xyz; // mov oC0.w, c1.x out_color.w = OpacityOverride.x; // return out_color; } // PS_H_Array_Shader_1 Pixel_3_0 Has PRES False struct PS_H_Array_Shader_1_Input { float3 texcoord1 : TEXCOORD1; float3 texcoord2 : TEXCOORD2; float3 texcoord3 : TEXCOORD3; float3 texcoord4 : TEXCOORD4; float2 texcoord5 : TEXCOORD5; float2 texcoord6 : TEXCOORD6; }; float4 PS_H_Array_Shader_1(PS_H_Array_Shader_1_Input i) : COLOR { float4 out_color; float4 temp0, temp1; float3 temp2; // def c0, 2, -1, 1, 2.5 // def c3, 0, 3, 0.055, 0.045 // dcl_texcoord1_centroid v0.xyz // dcl_texcoord2_centroid v1.xyz // dcl_texcoord3_centroid v2.xyz // dcl_texcoord4 v3.xyz // dcl_texcoord5 v4.xy // dcl_texcoord6 v5.xy // dcl_2d s0 // dcl_2d s1 // texld r0, v4, s0 temp0 = tex2D(NormalMapSampler, i.texcoord5.xy); // mad r0.xyz, r0, c0.x, c0.y temp0.xyz = temp0.xyz * float3(2, 2, 2) + float3(-1, -1, -1); // mul r0.xy, r0, c11.x temp0.xy = temp0.xy * BumpScale.xx; // dp3 r1.x, r0, v0 temp1.x = dot(temp0.xyz, i.texcoord1.xyz); // dp3 r1.y, r0, v1 temp1.y = dot(temp0.xyz, i.texcoord2.xyz); // dp3 r1.z, r0, v2 temp1.z = dot(temp0.xyz, i.texcoord3.xyz); // nrm r0.xyz, r1 temp0.xyz = normalize(temp1.xyz).xyz; // add r1.xyz, c123, -v3 temp1.xyz = EyePosition.xyz + -i.texcoord4.xyz; // nrm r2.xyz, r1 temp2.xyz = normalize(temp1.xyz).xyz; // dp3 r0.x, r2, r0 temp0.x = dot(temp2.xyz, temp0.xyz); // add r0.x, -r0.x, c0.z temp0.x = -temp0.x + float1(1); // pow r1.x, r0.x, c0.w temp1.x = pow(temp0.x, float1(2.5)); // mad r0.xyz, r1.x, c3.xyxw, c3.xzww temp0.xyz = temp1.xxx * float3(0, 3, 0) + float3(0, 0.055, 0.045); // min r1.xyz, c0.x, r0 temp1.xyz = min(float3(2, 2, 2), temp0.xyz); // mul r0.xyz, r1, c2 temp0.xyz = temp1.xyz * TintColor.xyz; // texld r1, v5, s1 temp1 = tex2D(ShroudTextureSampler, i.texcoord6.xy); // mul oC0.xyz, r0, r1 out_color.xyz = temp0.xyz * temp1.xyz; // mov oC0.w, c1.x out_color.w = OpacityOverride.x; // return out_color; } // PS_H_Array_Shader_2 Pixel_3_0 Has PRES False struct PS_H_Array_Shader_2_Input { float3 texcoord1 : TEXCOORD1; float3 texcoord2 : TEXCOORD2; float3 texcoord3 : TEXCOORD3; float3 texcoord4 : TEXCOORD4; float2 texcoord5 : TEXCOORD5; float2 texcoord6 : TEXCOORD6; }; float4 PS_H_Array_Shader_2(PS_H_Array_Shader_2_Input i) : COLOR { float4 out_color; float4 temp0, temp1; float3 temp2; // def c0, 2, -1, 1, 2.5 // def c3, 0, 3, 0.055, 0.045 // dcl_texcoord1_centroid v0.xyz // dcl_texcoord2_centroid v1.xyz // dcl_texcoord3_centroid v2.xyz // dcl_texcoord4 v3.xyz // dcl_texcoord5 v4.xy // dcl_texcoord6 v5.xy // dcl_2d s0 // dcl_2d s1 // texld r0, v4, s0 temp0 = tex2D(NormalMapSampler, i.texcoord5.xy); // mad r0.xyz, r0, c0.x, c0.y temp0.xyz = temp0.xyz * float3(2, 2, 2) + float3(-1, -1, -1); // mul r0.xy, r0, c11.x temp0.xy = temp0.xy * BumpScale.xx; // dp3 r1.x, r0, v0 temp1.x = dot(temp0.xyz, i.texcoord1.xyz); // dp3 r1.y, r0, v1 temp1.y = dot(temp0.xyz, i.texcoord2.xyz); // dp3 r1.z, r0, v2 temp1.z = dot(temp0.xyz, i.texcoord3.xyz); // nrm r0.xyz, r1 temp0.xyz = normalize(temp1.xyz).xyz; // add r1.xyz, c123, -v3 temp1.xyz = EyePosition.xyz + -i.texcoord4.xyz; // nrm r2.xyz, r1 temp2.xyz = normalize(temp1.xyz).xyz; // dp3 r0.x, r2, r0 temp0.x = dot(temp2.xyz, temp0.xyz); // add r0.x, -r0.x, c0.z temp0.x = -temp0.x + float1(1); // pow r1.x, r0.x, c0.w temp1.x = pow(temp0.x, float1(2.5)); // mad r0.xyz, r1.x, c3.xyxw, c3.xzww temp0.xyz = temp1.xxx * float3(0, 3, 0) + float3(0, 0.055, 0.045); // min r1.xyz, c0.x, r0 temp1.xyz = min(float3(2, 2, 2), temp0.xyz); // mul r0.xyz, r1, c2 temp0.xyz = temp1.xyz * TintColor.xyz; // texld r1, v5, s1 temp1 = tex2D(ShroudTextureSampler, i.texcoord6.xy); // mul oC0.xyz, r0, r1 out_color.xyz = temp0.xyz * temp1.xyz; // mov oC0.w, c1.x out_color.w = OpacityOverride.x; // return out_color; } // PS_H_Array_Shader_3 Pixel_3_0 Has PRES False struct PS_H_Array_Shader_3_Input { float3 texcoord1 : TEXCOORD1; float3 texcoord2 : TEXCOORD2; float3 texcoord3 : TEXCOORD3; float3 texcoord4 : TEXCOORD4; float2 texcoord5 : TEXCOORD5; float2 texcoord6 : TEXCOORD6; }; float4 PS_H_Array_Shader_3(PS_H_Array_Shader_3_Input i) : COLOR { float4 out_color; float4 temp0, temp1; float3 temp2; // def c0, 2, -1, 1, 2.5 // def c3, 0, 3, 0.055, 0.045 // dcl_texcoord1_centroid v0.xyz // dcl_texcoord2_centroid v1.xyz // dcl_texcoord3_centroid v2.xyz // dcl_texcoord4 v3.xyz // dcl_texcoord5 v4.xy // dcl_texcoord6 v5.xy // dcl_2d s0 // dcl_2d s1 // texld r0, v4, s0 temp0 = tex2D(NormalMapSampler, i.texcoord5.xy); // mad r0.xyz, r0, c0.x, c0.y temp0.xyz = temp0.xyz * float3(2, 2, 2) + float3(-1, -1, -1); // mul r0.xy, r0, c11.x temp0.xy = temp0.xy * BumpScale.xx; // dp3 r1.x, r0, v0 temp1.x = dot(temp0.xyz, i.texcoord1.xyz); // dp3 r1.y, r0, v1 temp1.y = dot(temp0.xyz, i.texcoord2.xyz); // dp3 r1.z, r0, v2 temp1.z = dot(temp0.xyz, i.texcoord3.xyz); // nrm r0.xyz, r1 temp0.xyz = normalize(temp1.xyz).xyz; // add r1.xyz, c123, -v3 temp1.xyz = EyePosition.xyz + -i.texcoord4.xyz; // nrm r2.xyz, r1 temp2.xyz = normalize(temp1.xyz).xyz; // dp3 r0.x, r2, r0 temp0.x = dot(temp2.xyz, temp0.xyz); // add r0.x, -r0.x, c0.z temp0.x = -temp0.x + float1(1); // pow r1.x, r0.x, c0.w temp1.x = pow(temp0.x, float1(2.5)); // mad r0.xyz, r1.x, c3.xyxw, c3.xzww temp0.xyz = temp1.xxx * float3(0, 3, 0) + float3(0, 0.055, 0.045); // min r1.xyz, c0.x, r0 temp1.xyz = min(float3(2, 2, 2), temp0.xyz); // mul r0.xyz, r1, c2 temp0.xyz = temp1.xyz * TintColor.xyz; // texld r1, v5, s1 temp1 = tex2D(ShroudTextureSampler, i.texcoord6.xy); // mul oC0.xyz, r0, r1 out_color.xyz = temp0.xyz * temp1.xyz; // mov oC0.w, c1.x out_color.w = OpacityOverride.x; // return out_color; } PixelShader PS_H_Array[4] = { compile ps_3_0 PS_H_Array_Shader_0(), // 80 compile ps_3_0 PS_H_Array_Shader_1(), // 81 compile ps_3_0 PS_H_Array_Shader_2(), // 82 compile ps_3_0 PS_H_Array_Shader_3(), // 83 }; // VS_M_Array_Shader_0 Vertex_3_0 Has PRES True struct VS_M_Array_Shader_0_Input { float4 position : POSITION; float4 normal : NORMAL; float4 tangent : TANGENT; float4 binormal : BINORMAL; float4 texcoord : TEXCOORD; }; struct VS_M_Array_Shader_0_Output { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; float3 texcoord2 : TEXCOORD2; float4 texcoord3 : TEXCOORD3; float4 texcoord4 : TEXCOORD4; float2 texcoord5 : TEXCOORD5; float3 texcoord6 : TEXCOORD6; float4 color : COLOR; }; VS_M_Array_Shader_0_Output VS_M_Array_Shader_0(VS_M_Array_Shader_0_Input i) { /* PRSI OutputRegisterOffset: 11 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 2 Unknown3: 0 Unknown4: 0 Unknown5: 11 Unknown6: 2 Mappings: 1 0 - ConstOutput: 0 ConstInput 0 */ float4 expr11; float4 expr12; { float4 temp0; // Expression_2_1 // mul c11.x, c1.x, (0.3) expr11.x = Time.x * (0.3); // mul r0.x, c0.x, (66) temp0.x = MapCellSize.x * (66); // rcp c12.x, r0.x expr12.x = 1.0f / (temp0.x); } VS_M_Array_Shader_0_Output o; float4 temp0, temp1, temp2, temp3; float3 temp4, temp5, temp6; // def c0, 1, 0, -0.0015, 0.003 // def c1, 0.4301922, 0.6143571, -0.6143571, 0 // def c2, 1, -1, 0, 0 // dcl_position v0 // dcl_normal v1 // dcl_tangent v2 // dcl_binormal v3 // dcl_texcoord v4 // dcl_position o0 // dcl_texcoord o1 // dcl_texcoord1 o2 // dcl_texcoord2 o3.xyz // dcl_texcoord3 o4 // dcl_texcoord4 o5 // dcl_texcoord5 o6.xy // dcl_texcoord6 o7.xyz // dcl_color o8 // mov r0.w, c0.x temp0.w = float1(1); // mad r1, v0.xyzx, c0.xxxy, c0.yyyx temp1 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 r0.z, r1, c126 temp0.z = dot(temp1, (World._m02_m12_m22_m32)); // dp4 r0.x, r1, c124 temp0.x = dot(temp1, (World._m00_m10_m20_m30)); // dp4 r0.y, r1, c125 temp0.y = dot(temp1, (World._m01_m11_m21_m31)); // dp4 o0.x, r0, c119 o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30)); // dp4 o0.y, r0, c120 o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31)); // dp4 o0.z, r0, c121 o.position.z = dot(temp0, (ViewProjection._m02_m12_m22_m32)); // dp4 o0.w, r0, c122 o.position.w = dot(temp0, (ViewProjection._m03_m13_m23_m33)); // dp3 r1.x, v3, c124 temp1.x = dot(i.binormal.xyz, (World._m00_m10_m20_m30).xyz); // dp3 r1.y, v3, c125 temp1.y = dot(i.binormal.xyz, (World._m01_m11_m21_m31).xyz); // dp3 r1.z, v3, c126 temp1.z = dot(i.binormal.xyz, (World._m02_m12_m22_m32).xyz); // dp3 o2.x, c6, -r1 o.texcoord1.x = dot(DirectionalLight[0].Direction.xyz, -temp1.xyz); // dp3 r2.x, v2, c124 temp2.x = dot(i.tangent.xyz, (World._m00_m10_m20_m30).xyz); // dp3 r2.y, v2, c125 temp2.y = dot(i.tangent.xyz, (World._m01_m11_m21_m31).xyz); // dp3 r2.z, v2, c126 temp2.z = dot(i.tangent.xyz, (World._m02_m12_m22_m32).xyz); // dp3 o2.y, c6, -r2 o.texcoord1.y = dot(DirectionalLight[0].Direction.xyz, -temp2.xyz); // dp3 r3.x, v1, c124 temp3.x = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz); // dp3 r3.y, v1, c125 temp3.y = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz); // dp3 r3.z, v1, c126 temp3.z = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz); // dp3 o2.z, c6, r3 o.texcoord1.z = dot(DirectionalLight[0].Direction.xyz, temp3.xyz); // add r4.xyz, -r0, c123 temp4.xyz = -temp0.xyz + EyePosition.xyz; // dp3 r1.w, r4, r4 temp1.w = dot(temp4.xyz, temp4.xyz); // rsq r1.w, r1.w temp1.w = 1 / sqrt(temp1.w); // mad r5.xyz, r4, r1.w, c6 temp5.xyz = temp4.xyz * temp1.www + DirectionalLight[0].Direction.xyz; // mul r4.xyz, r4, r1.w temp4.xyz = temp4.xyz * temp1.www; // dp3 r6.x, r5, -r1 temp6.x = dot(temp5.xyz, -temp1.xyz); // dp3 o7.x, r4, -r1 o.texcoord6.x = dot(temp4.xyz, -temp1.xyz); // dp3 r6.y, r5, -r2 temp6.y = dot(temp5.xyz, -temp2.xyz); // dp3 o7.y, r4, -r2 o.texcoord6.y = dot(temp4.xyz, -temp2.xyz); // dp3 o7.z, r4, r3 o.texcoord6.z = dot(temp4.xyz, temp3.xyz); // dp3 r6.z, r5, r3 temp6.z = dot(temp5.xyz, temp3.xyz); // dp3 r1.x, r6, r6 temp1.x = dot(temp6.xyz, temp6.xyz); // rsq r1.x, r1.x temp1.x = 1 / sqrt(temp1.x); // mul o3.xyz, r6, r1.x o.texcoord2 = temp6 * temp1.x; // dp4 r1.x, r0, c116 temp1.x = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33)); // dp4 r0.w, r0, c115 temp0.w = dot(temp0, (ShadowMapWorldToShadow._m02_m12_m22_m32)); // mul r1.yz, r0.z, c117.xzww temp1.yz = temp0.zz * Cloud.WorldPositionMultiplier_XYZZ.zw; // rcp r0.z, r1.x temp0.z = 1.0f / temp1.x; // mov o5.w, r1.x o.texcoord4.w = temp1.x; // mad o5.z, r0.w, r0.z, c0.z o.texcoord4.z = temp0.w * temp0.z + float1(-0.0015); // mad r2, r0.xyxy, c0.w, v4.xyxy temp2 = temp0.xyxy * float4(0.003, 0.003, 0.003, 0.003) + i.texcoord.xyxy; // mul r3, r2, c1.xyzx temp3 = temp2 * float4(0.43019223, 0.6143571, -0.6143571, 0.43019223); // mul r2, r2, c1.xzyx temp2 = temp2 * float4(0.43019223, -0.6143571, 0.6143571, 0.43019223); // add o1.y, r3.w, r3.z o.texcoord.y = temp3.w + temp3.z; // add r0.z, r3.y, r3.x temp0.z = temp3.y + temp3.x; // add o1.x, r0.z, c11.x o.texcoord.x = temp0.z + expr11.x; // add o1.w, r2.w, r2.z o.texcoord.w = temp2.w + temp2.z; // add r0.z, r2.y, r2.x temp0.z = temp2.y + temp2.x; // add o1.z, r0.z, c11.x o.texcoord.z = temp0.z + expr11.x; // add r0.zw, r0.xyxy, c13 temp0.zw = temp0.xy + Shroud.ScaleUV_OffsetUV.zw; // mul o4.xy, r0.zwzw, c13 o.texcoord3.xy = temp0.zw * Shroud.ScaleUV_OffsetUV.xy; // mad r0.zw, r0.xyxy, c117.xyxy, -r1.xyyz temp0.zw = temp0.xy * Cloud.WorldPositionMultiplier_XYZZ.xy + -temp1.yz; // add o4.zw, r0, c118.xyxy o.texcoord3.zw = temp0.zw + Cloud.CurrentOffsetUV.xy; // mov r1.x, c12.x temp1.x = expr12.x; // mul r0.zw, r1.x, c2.xyxy temp0.zw = temp1.xx * float2(1, -1); // mul o6.xy, r0, r0.zwzw o.texcoord5 = temp0 * temp0.zwzw; // mov o2.w, c0.y o.texcoord1.w = float1(0); // mov o5.xy, v4 o.texcoord4.xy = i.texcoord.xy; // mov o8, c0.y o.color = float4(0, 0, 0, 0); // return o; } // VS_M_Array_Shader_1 Vertex_3_0 Has PRES True struct VS_M_Array_Shader_1_Input { float4 position : POSITION; float4 normal : NORMAL; float4 tangent : TANGENT; float4 binormal : BINORMAL; float4 blendindices : BLENDINDICES; float4 texcoord : TEXCOORD; }; struct VS_M_Array_Shader_1_Output { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; float3 texcoord2 : TEXCOORD2; float4 texcoord3 : TEXCOORD3; float4 texcoord4 : TEXCOORD4; float2 texcoord5 : TEXCOORD5; float3 texcoord6 : TEXCOORD6; float4 color : COLOR; }; VS_M_Array_Shader_1_Output VS_M_Array_Shader_1(VS_M_Array_Shader_1_Input i) { /* PRSI OutputRegisterOffset: 11 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 2 Unknown3: 0 Unknown4: 0 Unknown5: 11 Unknown6: 2 Mappings: 1 0 - ConstOutput: 0 ConstInput 0 */ float4 expr11; float4 expr12; { float4 temp0; // Expression_2_1 // mul c11.x, c1.x, (0.3) expr11.x = Time.x * (0.3); // mul r0.x, c0.x, (66) temp0.x = MapCellSize.x * (66); // rcp c12.x, r0.x expr12.x = 1.0f / (temp0.x); } VS_M_Array_Shader_1_Output o; float4 temp0, temp1, temp2, temp3, temp4; float addr0; float3 temp5, temp6; // def c0, 1, -1, -0.0015, 0.003 // def c1, 0.4301922, 0.6143571, -0.6143571, 0 // dcl_position v0 // dcl_normal v1 // dcl_tangent v2 // dcl_binormal v3 // dcl_blendindices v4 // dcl_texcoord v5 // dcl_position o0 // dcl_texcoord o1 // dcl_texcoord1 o2 // dcl_texcoord2 o3.xyz // dcl_texcoord3 o4 // dcl_texcoord4 o5 // dcl_texcoord5 o6.xy // dcl_texcoord6 o7.xyz // dcl_color o8 // add r0.x, v4.x, v4.x temp0.x = i.blendindices.x + i.blendindices.x; // frc r0.y, r0.x temp0.y = frac(temp0.x); // add r0.z, r0.x, -r0.y temp0.z = temp0.x + -temp0.y; // slt r0.y, -r0.y, r0.y temp0.y = (-temp0.y < temp0.y) ? 1 : 0; // slt r0.x, r0.x, -r0.x temp0.x = (temp0.x < -temp0.x) ? 1 : 0; // mad r0.x, r0.x, r0.y, r0.z temp0.x = temp0.x * temp0.y + temp0.z; // mova a0.x, r0.x addr0.x = temp0.x; // mul r0, v0.zxyy, c128[a0.x].yzxy temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r0, c128[a0.x].wwwx, v0.xyzx, r0 temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0; // mul r1, v0.yzxz, c128[a0.x].zxyz temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz; // mad r0, r0, c0.xxxy, -r1 temp0 = temp0 * float4(1, 1, 1, -1) + -temp1; // mul r1.xyz, r0.w, c128[a0.x] temp1.xyz = temp0.www * WorldBones[0 + addr0.x].xyz; // mad r1.xyz, c128[a0.x].w, r0, -r1 temp1.xyz = WorldBones[0 + addr0.x].www * temp0.xyz + -temp1.xyz; // mad r1.xyz, c128[a0.x].yzxw, r0.zxyw, r1 temp1.xyz = WorldBones[0 + addr0.x].yzx * temp0.zxy + temp1.xyz; // mad r0.xyz, c128[a0.x].zxyw, -r0.yzxw, r1 temp0.xyz = WorldBones[0 + addr0.x].zxy * -temp0.yzx + temp1.xyz; // add r0.xyz, r0, c129[a0.x] temp0.xyz = temp0.xyz + WorldBones[1 + addr0.x].xyz; // mov r0.w, c0.x temp0.w = float1(1); // dp4 o0.x, r0, c119 o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30)); // dp4 o0.y, r0, c120 o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31)); // dp4 o0.z, r0, c121 o.position.z = dot(temp0, (ViewProjection._m02_m12_m22_m32)); // dp4 o0.w, r0, c122 o.position.w = dot(temp0, (ViewProjection._m03_m13_m23_m33)); // mul r1, v3.zxyy, c128[a0.x].yzxy temp1 = i.binormal.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r1, c128[a0.x].wwwx, v3.xyzx, r1 temp1 = WorldBones[0 + addr0.x].wwwx * i.binormal.xyzx + temp1; // mul r2, v3.yzxz, c128[a0.x].zxyz temp2 = i.binormal.yzxz * WorldBones[0 + addr0.x].zxyz; // mad r1, r1, c0.xxxy, -r2 temp1 = temp1 * float4(1, 1, 1, -1) + -temp2; // mul r2.xyz, r1.w, c128[a0.x] temp2.xyz = temp1.www * WorldBones[0 + addr0.x].xyz; // mad r2.xyz, c128[a0.x].w, r1, -r2 temp2.xyz = WorldBones[0 + addr0.x].www * temp1.xyz + -temp2.xyz; // mad r2.xyz, c128[a0.x].yzxw, r1.zxyw, r2 temp2.xyz = WorldBones[0 + addr0.x].yzx * temp1.zxy + temp2.xyz; // mad r1.xyz, c128[a0.x].zxyw, -r1.yzxw, r2 temp1.xyz = WorldBones[0 + addr0.x].zxy * -temp1.yzx + temp2.xyz; // dp3 o2.x, c6, -r1 o.texcoord1.x = dot(DirectionalLight[0].Direction.xyz, -temp1.xyz); // mul r2, v2.zxyy, c128[a0.x].yzxy temp2 = i.tangent.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r2, c128[a0.x].wwwx, v2.xyzx, r2 temp2 = WorldBones[0 + addr0.x].wwwx * i.tangent.xyzx + temp2; // mul r3, v2.yzxz, c128[a0.x].zxyz temp3 = i.tangent.yzxz * WorldBones[0 + addr0.x].zxyz; // mad r2, r2, c0.xxxy, -r3 temp2 = temp2 * float4(1, 1, 1, -1) + -temp3; // mul r3.xyz, r2.w, c128[a0.x] temp3.xyz = temp2.www * WorldBones[0 + addr0.x].xyz; // mad r3.xyz, c128[a0.x].w, r2, -r3 temp3.xyz = WorldBones[0 + addr0.x].www * temp2.xyz + -temp3.xyz; // mad r3.xyz, c128[a0.x].yzxw, r2.zxyw, r3 temp3.xyz = WorldBones[0 + addr0.x].yzx * temp2.zxy + temp3.xyz; // mad r2.xyz, c128[a0.x].zxyw, -r2.yzxw, r3 temp2.xyz = WorldBones[0 + addr0.x].zxy * -temp2.yzx + temp3.xyz; // dp3 o2.y, c6, -r2 o.texcoord1.y = dot(DirectionalLight[0].Direction.xyz, -temp2.xyz); // mul r3, v1.zxyy, c128[a0.x].yzxy temp3 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r3, c128[a0.x].wwwx, v1.xyzx, r3 temp3 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp3; // mul r4, v1.yzxz, c128[a0.x].zxyz temp4 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz; // mad r3, r3, c0.xxxy, -r4 temp3 = temp3 * float4(1, 1, 1, -1) + -temp4; // mul r4.xyz, r3.w, c128[a0.x] temp4.xyz = temp3.www * WorldBones[0 + addr0.x].xyz; // mad r4.xyz, c128[a0.x].w, r3, -r4 temp4.xyz = WorldBones[0 + addr0.x].www * temp3.xyz + -temp4.xyz; // mad r4.xyz, c128[a0.x].yzxw, r3.zxyw, r4 temp4.xyz = WorldBones[0 + addr0.x].yzx * temp3.zxy + temp4.xyz; // mad r3.xyz, c128[a0.x].zxyw, -r3.yzxw, r4 temp3.xyz = WorldBones[0 + addr0.x].zxy * -temp3.yzx + temp4.xyz; // dp3 o2.z, c6, r3 o.texcoord1.z = dot(DirectionalLight[0].Direction.xyz, temp3.xyz); // add r4.xyz, -r0, c123 temp4.xyz = -temp0.xyz + EyePosition.xyz; // dp3 r1.w, r4, r4 temp1.w = dot(temp4.xyz, temp4.xyz); // rsq r1.w, r1.w temp1.w = 1 / sqrt(temp1.w); // mad r5.xyz, r4, r1.w, c6 temp5.xyz = temp4.xyz * temp1.www + DirectionalLight[0].Direction.xyz; // mul r4.xyz, r4, r1.w temp4.xyz = temp4.xyz * temp1.www; // dp3 r6.x, r5, -r1 temp6.x = dot(temp5.xyz, -temp1.xyz); // dp3 o7.x, r4, -r1 o.texcoord6.x = dot(temp4.xyz, -temp1.xyz); // dp3 r6.y, r5, -r2 temp6.y = dot(temp5.xyz, -temp2.xyz); // dp3 o7.y, r4, -r2 o.texcoord6.y = dot(temp4.xyz, -temp2.xyz); // dp3 o7.z, r4, r3 o.texcoord6.z = dot(temp4.xyz, temp3.xyz); // dp3 r6.z, r5, r3 temp6.z = dot(temp5.xyz, temp3.xyz); // dp3 r1.x, r6, r6 temp1.x = dot(temp6.xyz, temp6.xyz); // rsq r1.x, r1.x temp1.x = 1 / sqrt(temp1.x); // mul o3.xyz, r6, r1.x o.texcoord2 = temp6 * temp1.x; // dp4 r1.x, r0, c115 temp1.x = dot(temp0, (ShadowMapWorldToShadow._m02_m12_m22_m32)); // dp4 r0.w, r0, c116 temp0.w = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33)); // rcp r1.y, r0.w temp1.y = 1.0f / temp0.w; // mov o5.w, r0.w o.texcoord4.w = temp0.w; // mad o5.z, r1.x, r1.y, c0.z o.texcoord4.z = temp1.x * temp1.y + float1(-0.0015); // mad r1.xy, r0.yxzw, c0.w, v5.yxzw temp1.xy = temp0.yx * float2(0.003, 0.003) + i.texcoord.yx; // mul r2, r1.yxyx, c1.xyzx temp2 = temp1.yxyx * float4(0.43019223, 0.6143571, -0.6143571, 0.43019223); // add o1.y, r2.w, r2.z o.texcoord.y = temp2.w + temp2.z; // add r0.w, r2.y, r2.x temp0.w = temp2.y + temp2.x; // mad o1.w, r1.y, c1.y, r2.w o.texcoord.w = temp1.y * float1(0.6143571) + temp2.w; // add o1.x, r0.w, c11.x o.texcoord.x = temp0.w + expr11.x; // mul r0.w, r1.x, c1.z temp0.w = temp1.x * float1(-0.6143571); // mad r0.w, r1.y, c1.x, r0.w temp0.w = temp1.y * float1(0.43019223) + temp0.w; // add o1.z, r0.w, c11.x o.texcoord.z = temp0.w + expr11.x; // add r1.xy, r0, c13.zwzw temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw; // mul o4.xy, r1, c13 o.texcoord3.xy = temp1.xy * Shroud.ScaleUV_OffsetUV.xy; // mul r0.zw, r0.z, c117 temp0.zw = temp0.zz * Cloud.WorldPositionMultiplier_XYZZ.zw; // mad r0.zw, r0.xyxy, c117.xyxy, -r0 temp0.zw = temp0.xy * Cloud.WorldPositionMultiplier_XYZZ.xy + -temp0.zw; // add o4.zw, r0, c118.xyxy o.texcoord3.zw = temp0.zw + Cloud.CurrentOffsetUV.xy; // mov r1.xy, c0 temp1.xy = float2(1, -1); // mul r0.zw, r1.xyxy, c12.x temp0.zw = temp1.xy * expr12.xx; // mul o6.xy, r0, r0.zwzw o.texcoord5 = temp0 * temp0.zwzw; // mov o2.w, c1.w o.texcoord1.w = float1(0); // mov o5.xy, v5 o.texcoord4.xy = i.texcoord.xy; // mov o8, c1.w o.color = float4(0, 0, 0, 0); // return o; } VertexShader VS_M_Array[2] = { compile vs_3_0 VS_M_Array_Shader_0(), // 87 compile vs_3_0 VS_M_Array_Shader_1(), // 88 }; // PS_M_Array_Shader_0 Pixel_3_0 Has PRES False struct PS_M_Array_Shader_0_Input { float2 texcoord3 : TEXCOORD3; float2 texcoord4 : TEXCOORD4; float3 texcoord6 : TEXCOORD6; }; float4 PS_M_Array_Shader_0(PS_M_Array_Shader_0_Input i) : COLOR { float4 out_color; float4 temp0, temp1; // def c0, 2, -1, 1, 2.5 // def c3, 0, 3, 0.055, 0.045 // dcl_texcoord3 v0.xy // dcl_texcoord4 v1.xy // dcl_texcoord6 v2.xyz // dcl_2d s0 // dcl_2d s1 // texld r0, v1, s0 temp0 = /* not implemented _pp modifier */ tex2D(NormalMapSampler, i.texcoord4.xy); // mad_pp r0.xyz, r0, c0.x, c0.y temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * float3(2, 2, 2) + float3(-1, -1, -1); // mul_pp r0.xy, r0, c11.x temp0.xy = /* not implemented _pp modifier */ temp0.xy * BumpScale.xx; // nrm_pp r1.xyz, r0 temp1.xyz = /* not implemented _pp modifier */ normalize(temp0.xyz).xyz; // dp3 r0.x, v2, r1 temp0.x = dot(i.texcoord6.xyz, temp1.xyz); // add r0.x, -r0.x, c0.z temp0.x = -temp0.x + float1(1); // pow_pp r1.x, r0.x, c0.w temp1.x = /* not implemented _pp modifier */ pow(temp0.x, float1(2.5)); // mad_pp r0.xyz, r1.x, c3.xyxw, c3.xzww temp0.xyz = /* not implemented _pp modifier */ temp1.xxx * float3(0, 3, 0) + float3(0, 0.055, 0.045); // min_pp r1.xyz, c0.x, r0 temp1.xyz = /* not implemented _pp modifier */ min(float3(2, 2, 2), temp0.xyz); // mul_pp r0.xyz, r1, c2 temp0.xyz = /* not implemented _pp modifier */ temp1.xyz * TintColor.xyz; // texld r1, v0, s1 temp1 = /* not implemented _pp modifier */ tex2D(ShroudTextureSampler, i.texcoord3.xy); // mul_pp oC0.xyz, r0, r1 out_color.xyz = /* not implemented _pp modifier */ temp0.xyz * temp1.xyz; // mov_pp oC0.w, c1.x out_color.w = /* not implemented _pp modifier */ OpacityOverride.x; // return out_color; } // PS_M_Array_Shader_1 Pixel_3_0 Has PRES False struct PS_M_Array_Shader_1_Input { float2 texcoord3 : TEXCOORD3; float2 texcoord4 : TEXCOORD4; float3 texcoord6 : TEXCOORD6; }; float4 PS_M_Array_Shader_1(PS_M_Array_Shader_1_Input i) : COLOR { float4 out_color; float4 temp0, temp1; // def c0, 2, -1, 1, 2.5 // def c3, 0, 3, 0.055, 0.045 // dcl_texcoord3 v0.xy // dcl_texcoord4 v1.xy // dcl_texcoord6 v2.xyz // dcl_2d s0 // dcl_2d s1 // texld r0, v1, s0 temp0 = /* not implemented _pp modifier */ tex2D(NormalMapSampler, i.texcoord4.xy); // mad_pp r0.xyz, r0, c0.x, c0.y temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * float3(2, 2, 2) + float3(-1, -1, -1); // mul_pp r0.xy, r0, c11.x temp0.xy = /* not implemented _pp modifier */ temp0.xy * BumpScale.xx; // nrm_pp r1.xyz, r0 temp1.xyz = /* not implemented _pp modifier */ normalize(temp0.xyz).xyz; // dp3 r0.x, v2, r1 temp0.x = dot(i.texcoord6.xyz, temp1.xyz); // add r0.x, -r0.x, c0.z temp0.x = -temp0.x + float1(1); // pow_pp r1.x, r0.x, c0.w temp1.x = /* not implemented _pp modifier */ pow(temp0.x, float1(2.5)); // mad_pp r0.xyz, r1.x, c3.xyxw, c3.xzww temp0.xyz = /* not implemented _pp modifier */ temp1.xxx * float3(0, 3, 0) + float3(0, 0.055, 0.045); // min_pp r1.xyz, c0.x, r0 temp1.xyz = /* not implemented _pp modifier */ min(float3(2, 2, 2), temp0.xyz); // mul_pp r0.xyz, r1, c2 temp0.xyz = /* not implemented _pp modifier */ temp1.xyz * TintColor.xyz; // texld r1, v0, s1 temp1 = /* not implemented _pp modifier */ tex2D(ShroudTextureSampler, i.texcoord3.xy); // mul_pp oC0.xyz, r0, r1 out_color.xyz = /* not implemented _pp modifier */ temp0.xyz * temp1.xyz; // mov_pp oC0.w, c1.x out_color.w = /* not implemented _pp modifier */ OpacityOverride.x; // return out_color; } // PS_M_Array_Shader_2 Pixel_3_0 Has PRES False struct PS_M_Array_Shader_2_Input { float2 texcoord3 : TEXCOORD3; float2 texcoord4 : TEXCOORD4; float3 texcoord6 : TEXCOORD6; }; float4 PS_M_Array_Shader_2(PS_M_Array_Shader_2_Input i) : COLOR { float4 out_color; float4 temp0, temp1; // def c0, 2, -1, 1, 2.5 // def c3, 0, 3, 0.055, 0.045 // dcl_texcoord3 v0.xy // dcl_texcoord4 v1.xy // dcl_texcoord6 v2.xyz // dcl_2d s0 // dcl_2d s1 // texld r0, v1, s0 temp0 = /* not implemented _pp modifier */ tex2D(NormalMapSampler, i.texcoord4.xy); // mad_pp r0.xyz, r0, c0.x, c0.y temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * float3(2, 2, 2) + float3(-1, -1, -1); // mul_pp r0.xy, r0, c11.x temp0.xy = /* not implemented _pp modifier */ temp0.xy * BumpScale.xx; // nrm_pp r1.xyz, r0 temp1.xyz = /* not implemented _pp modifier */ normalize(temp0.xyz).xyz; // dp3 r0.x, v2, r1 temp0.x = dot(i.texcoord6.xyz, temp1.xyz); // add r0.x, -r0.x, c0.z temp0.x = -temp0.x + float1(1); // pow_pp r1.x, r0.x, c0.w temp1.x = /* not implemented _pp modifier */ pow(temp0.x, float1(2.5)); // mad_pp r0.xyz, r1.x, c3.xyxw, c3.xzww temp0.xyz = /* not implemented _pp modifier */ temp1.xxx * float3(0, 3, 0) + float3(0, 0.055, 0.045); // min_pp r1.xyz, c0.x, r0 temp1.xyz = /* not implemented _pp modifier */ min(float3(2, 2, 2), temp0.xyz); // mul_pp r0.xyz, r1, c2 temp0.xyz = /* not implemented _pp modifier */ temp1.xyz * TintColor.xyz; // texld r1, v0, s1 temp1 = /* not implemented _pp modifier */ tex2D(ShroudTextureSampler, i.texcoord3.xy); // mul_pp oC0.xyz, r0, r1 out_color.xyz = /* not implemented _pp modifier */ temp0.xyz * temp1.xyz; // mov_pp oC0.w, c1.x out_color.w = /* not implemented _pp modifier */ OpacityOverride.x; // return out_color; } // PS_M_Array_Shader_3 Pixel_3_0 Has PRES False struct PS_M_Array_Shader_3_Input { float2 texcoord3 : TEXCOORD3; float2 texcoord4 : TEXCOORD4; float3 texcoord6 : TEXCOORD6; }; float4 PS_M_Array_Shader_3(PS_M_Array_Shader_3_Input i) : COLOR { float4 out_color; float4 temp0, temp1; // def c0, 2, -1, 1, 2.5 // def c3, 0, 3, 0.055, 0.045 // dcl_texcoord3 v0.xy // dcl_texcoord4 v1.xy // dcl_texcoord6 v2.xyz // dcl_2d s0 // dcl_2d s1 // texld r0, v1, s0 temp0 = /* not implemented _pp modifier */ tex2D(NormalMapSampler, i.texcoord4.xy); // mad_pp r0.xyz, r0, c0.x, c0.y temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * float3(2, 2, 2) + float3(-1, -1, -1); // mul_pp r0.xy, r0, c11.x temp0.xy = /* not implemented _pp modifier */ temp0.xy * BumpScale.xx; // nrm_pp r1.xyz, r0 temp1.xyz = /* not implemented _pp modifier */ normalize(temp0.xyz).xyz; // dp3 r0.x, v2, r1 temp0.x = dot(i.texcoord6.xyz, temp1.xyz); // add r0.x, -r0.x, c0.z temp0.x = -temp0.x + float1(1); // pow_pp r1.x, r0.x, c0.w temp1.x = /* not implemented _pp modifier */ pow(temp0.x, float1(2.5)); // mad_pp r0.xyz, r1.x, c3.xyxw, c3.xzww temp0.xyz = /* not implemented _pp modifier */ temp1.xxx * float3(0, 3, 0) + float3(0, 0.055, 0.045); // min_pp r1.xyz, c0.x, r0 temp1.xyz = /* not implemented _pp modifier */ min(float3(2, 2, 2), temp0.xyz); // mul_pp r0.xyz, r1, c2 temp0.xyz = /* not implemented _pp modifier */ temp1.xyz * TintColor.xyz; // texld r1, v0, s1 temp1 = /* not implemented _pp modifier */ tex2D(ShroudTextureSampler, i.texcoord3.xy); // mul_pp oC0.xyz, r0, r1 out_color.xyz = /* not implemented _pp modifier */ temp0.xyz * temp1.xyz; // mov_pp oC0.w, c1.x out_color.w = /* not implemented _pp modifier */ OpacityOverride.x; // return out_color; } PixelShader PS_M_Array[4] = { compile ps_3_0 PS_M_Array_Shader_0(), // 89 compile ps_3_0 PS_M_Array_Shader_1(), // 90 compile ps_3_0 PS_M_Array_Shader_2(), // 91 compile ps_3_0 PS_M_Array_Shader_3(), // 92 }; // VS_L_Array_Shader_0 Vertex_2_0 Has PRES True struct VS_L_Array_Shader_0_Input { float4 position : POSITION; float4 normal : NORMAL; float4 texcoord : TEXCOORD; }; struct VS_L_Array_Shader_0_Output { float4 position : POSITION; float4 texcoord : TEXCOORD; float3 texcoord2 : TEXCOORD2; float2 texcoord1 : TEXCOORD1; float4 color : COLOR; }; VS_L_Array_Shader_0_Output VS_L_Array_Shader_0(VS_L_Array_Shader_0_Input i) { /* PRSI OutputRegisterOffset: 12 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 1 Unknown3: 0 Unknown4: 0 Unknown5: 12 Unknown6: 1 Mappings: 1 0 - ConstOutput: 0 ConstInput 0 */ float4 expr12; { // Expression_2_1 // mul c12.x, c0.x, (0.3) expr12.x = Time.x * (0.3); } VS_L_Array_Shader_0_Output o; float4 temp0, temp1, temp2; // def c0, 1, 0, 0.003, 2.5 // def c1, 0, 1.05, 0, 0 // def c2, 0.4301922, 0.6143571, -0.6143571, 0 // dcl_position v0 // dcl_normal v1 // dcl_texcoord v2 // mov r0.w, c0.x temp0.w = float1(1); // mad r1, v0.xyzx, c0.xxxy, c0.yyyx temp1 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 r0.z, r1, c126 temp0.z = dot(temp1, (World._m02_m12_m22_m32)); // dp4 r0.x, r1, c124 temp0.x = dot(temp1, (World._m00_m10_m20_m30)); // dp4 r0.y, r1, c125 temp0.y = dot(temp1, (World._m01_m11_m21_m31)); // dp4 oPos.x, r0, c119 o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30)); // dp4 oPos.y, r0, c120 o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31)); // dp4 oPos.z, r0, c121 o.position.z = dot(temp0, (ViewProjection._m02_m12_m22_m32)); // dp4 oPos.w, r0, c122 o.position.w = dot(temp0, (ViewProjection._m03_m13_m23_m33)); // add r1.xyz, -r0, c123 temp1.xyz = -temp0.xyz + EyePosition.xyz; // mad r2, r0.xyxy, c0.z, v2.xyxy temp2 = temp0.xyxy * float4(0.003, 0.003, 0.003, 0.003) + i.texcoord.xyxy; // add r0.xy, r0, c11.zwzw temp0.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw; // mul r2, r2, c2.xyzx temp2 = temp2 * float4(0.43019223, 0.6143571, -0.6143571, 0.43019223); // add r0.zw, r2.xyyw, r2.xyxz temp0.zw = temp2.yw + temp2.xz; // add oT0.x, r0.z, c12.x o.texcoord.x = temp0.z + expr12.x; // mov oT0.y, r0.w o.texcoord.y = temp0.w; // nrm r2.xyz, r1 temp2.xyz = normalize(temp1.xyz).xyz; // dp3 r1.x, v1, c124 temp1.x = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz); // dp3 r1.y, v1, c125 temp1.y = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz); // dp3 r1.z, v1, c126 temp1.z = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz); // dp3 r0.z, r2, r1 temp0.z = dot(temp2.xyz, temp1.xyz); // add r0.z, -r0.z, c0.x temp0.z = -temp0.z + float1(1); // pow r1.x, r0.z, c0.w temp1.x = pow(temp0.z, float1(2.5)); // mul oT2.xyz, r1.x, c1.xyxw o.texcoord2 = temp1.x * float4(0, 1.05, 0, 0); // mul oT1.xy, r0, c11 o.texcoord1 = temp0 * Shroud.ScaleUV_OffsetUV; // mov oD0, c0.y o.color = float4(0, 0, 0, 0); // mov oT0.zw, v2.xyyx o.texcoord.zw = i.texcoord.yx; // return o; } // VS_L_Array_Shader_1 Vertex_2_0 Has PRES True struct VS_L_Array_Shader_1_Input { float4 position : POSITION; float4 normal : NORMAL; float4 blendindices : BLENDINDICES; float4 texcoord : TEXCOORD; }; struct VS_L_Array_Shader_1_Output { float4 position : POSITION; float4 texcoord : TEXCOORD; float3 texcoord2 : TEXCOORD2; float2 texcoord1 : TEXCOORD1; float4 color : COLOR; }; VS_L_Array_Shader_1_Output VS_L_Array_Shader_1(VS_L_Array_Shader_1_Input i) { /* PRSI OutputRegisterOffset: 12 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 1 Unknown3: 0 Unknown4: 0 Unknown5: 12 Unknown6: 1 Mappings: 1 0 - ConstOutput: 0 ConstInput 0 */ float4 expr12; { // Expression_2_1 // mul c12.x, c0.x, (0.3) expr12.x = Time.x * (0.3); } VS_L_Array_Shader_1_Output o; float4 temp0, temp1, temp2; float addr0; float3 temp3; // def c0, 1, -1, 0.003, 2.5 // def c1, 0, 1.05, 0, 0 // def c2, 0.4301922, 0.6143571, -0.6143571, 0 // dcl_position v0 // dcl_normal v1 // dcl_blendindices v2 // dcl_texcoord v3 // add r0.x, v2.x, v2.x temp0.x = i.blendindices.x + i.blendindices.x; // frc r0.y, r0.x temp0.y = frac(temp0.x); // add r0.z, r0.x, -r0.y temp0.z = temp0.x + -temp0.y; // slt r0.y, -r0.y, r0.y temp0.y = (-temp0.y < temp0.y) ? 1 : 0; // slt r0.x, r0.x, -r0.x temp0.x = (temp0.x < -temp0.x) ? 1 : 0; // mad r0.x, r0.x, r0.y, r0.z temp0.x = temp0.x * temp0.y + temp0.z; // mova a0.x, r0.x addr0.x = temp0.x; // mul r0, v0.zxyy, c128[a0.x].yzxy temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r0, c128[a0.x].wwwx, v0.xyzx, r0 temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0; // mul r1, v0.yzxz, c128[a0.x].zxyz temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz; // mad r0, r0, c0.xxxy, -r1 temp0 = temp0 * float4(1, 1, 1, -1) + -temp1; // mul r1.xyz, r0.w, c128[a0.x] temp1.xyz = temp0.www * WorldBones[0 + addr0.x].xyz; // mad r1.xyz, c128[a0.x].w, r0, -r1 temp1.xyz = WorldBones[0 + addr0.x].www * temp0.xyz + -temp1.xyz; // mad r1.xyz, c128[a0.x].yzxw, r0.zxyw, r1 temp1.xyz = WorldBones[0 + addr0.x].yzx * temp0.zxy + temp1.xyz; // mad r0.xyz, c128[a0.x].zxyw, -r0.yzxw, r1 temp0.xyz = WorldBones[0 + addr0.x].zxy * -temp0.yzx + temp1.xyz; // add r0.xyz, r0, c129[a0.x] temp0.xyz = temp0.xyz + WorldBones[1 + addr0.x].xyz; // mov r0.w, c0.x temp0.w = float1(1); // dp4 oPos.x, r0, c119 o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30)); // dp4 oPos.y, r0, c120 o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31)); // dp4 oPos.z, r0, c121 o.position.z = dot(temp0, (ViewProjection._m02_m12_m22_m32)); // dp4 oPos.w, r0, c122 o.position.w = dot(temp0, (ViewProjection._m03_m13_m23_m33)); // mad r1, r0.xyxy, c0.z, v3.xyxy temp1 = temp0.xyxy * float4(0.003, 0.003, 0.003, 0.003) + i.texcoord.xyxy; // mul r1, r1, c2.xyzx temp1 = temp1 * float4(0.43019223, 0.6143571, -0.6143571, 0.43019223); // add r1.xy, r1.ywzw, r1.xzzw temp1.xy = temp1.yw + temp1.xz; // add oT0.x, r1.x, c12.x o.texcoord.x = temp1.x + expr12.x; // mov oT0.y, r1.y o.texcoord.y = temp1.y; // mul r1, v1.zxyy, c128[a0.x].yzxy temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r1, c128[a0.x].wwwx, v1.xyzx, r1 temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1; // mul r2, v1.yzxz, c128[a0.x].zxyz temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz; // mad r1, r1, c0.xxxy, -r2 temp1 = temp1 * float4(1, 1, 1, -1) + -temp2; // mul r2.xyz, r1.w, c128[a0.x] temp2.xyz = temp1.www * WorldBones[0 + addr0.x].xyz; // mad r2.xyz, c128[a0.x].w, r1, -r2 temp2.xyz = WorldBones[0 + addr0.x].www * temp1.xyz + -temp2.xyz; // mad r2.xyz, c128[a0.x].yzxw, r1.zxyw, r2 temp2.xyz = WorldBones[0 + addr0.x].yzx * temp1.zxy + temp2.xyz; // mad r1.xyz, c128[a0.x].zxyw, -r1.yzxw, r2 temp1.xyz = WorldBones[0 + addr0.x].zxy * -temp1.yzx + temp2.xyz; // add r2.xyz, -r0, c123 temp2.xyz = -temp0.xyz + EyePosition.xyz; // add r0.xy, r0, c11.zwzw temp0.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw; // nrm r3.xyz, r2 temp3.xyz = normalize(temp2.xyz).xyz; // dp3 r0.z, r3, r1 temp0.z = dot(temp3.xyz, temp1.xyz); // add r0.z, -r0.z, c0.x temp0.z = -temp0.z + float1(1); // pow r1.x, r0.z, c0.w temp1.x = pow(temp0.z, float1(2.5)); // mul oT2.xyz, r1.x, c1.xyxw o.texcoord2 = temp1.x * float4(0, 1.05, 0, 0); // mul oT1.xy, r0, c11 o.texcoord1 = temp0 * Shroud.ScaleUV_OffsetUV; // mov oD0, c2.w o.color = float4(0, 0, 0, 0); // mov oT0.zw, v3.xyyx o.texcoord.zw = i.texcoord.yx; // return o; } VertexShader VS_L_Array[2] = { compile vs_2_0 VS_L_Array_Shader_0(), // 96 compile vs_2_0 VS_L_Array_Shader_1(), // 97 }; // PS_L_Array_Shader_0 Pixel_2_0 Has PRES False struct PS_L_Array_Shader_0_Input { float2 texcoord1 : TEXCOORD1; float3 texcoord2 : TEXCOORD2; }; float4 PS_L_Array_Shader_0(PS_L_Array_Shader_0_Input i) : COLOR { float4 out_color; float4 temp0; float3 temp1, temp2; // def c0, 0, 0.22, 0.18, 2 // dcl t1.xy // dcl t2.xyz // dcl_2d s0 // texld r0, t1, s0 temp0 = tex2D(ShroudTextureSampler, i.texcoord1.xy); // add r1.xyz, t2, c0 temp1.xyz = i.texcoord2.xyz + float3(0, 0.22, 0.18); // min r2.xyz, c0.w, r1 temp2.xyz = min(float3(2, 2, 2), temp1.xyz); // mul r1.xyz, r2, c2 temp1.xyz = temp2.xyz * TintColor.xyz; // mul r0.xyz, r0, r1 temp0.xyz = temp0.xyz * temp1.xyz; // mov r0.w, c1.x temp0.w = OpacityOverride.x; // mov oC0, r0 out_color = temp0; // return out_color; } // PS_L_Array_Shader_1 Pixel_2_0 Has PRES False struct PS_L_Array_Shader_1_Input { float2 texcoord1 : TEXCOORD1; float3 texcoord2 : TEXCOORD2; }; float4 PS_L_Array_Shader_1(PS_L_Array_Shader_1_Input i) : COLOR { float4 out_color; float4 temp0; float3 temp1, temp2; // def c0, 0, 0.22, 0.18, 2 // dcl t1.xy // dcl t2.xyz // dcl_2d s0 // texld r0, t1, s0 temp0 = tex2D(ShroudTextureSampler, i.texcoord1.xy); // add r1.xyz, t2, c0 temp1.xyz = i.texcoord2.xyz + float3(0, 0.22, 0.18); // min r2.xyz, c0.w, r1 temp2.xyz = min(float3(2, 2, 2), temp1.xyz); // mul r1.xyz, r2, c2 temp1.xyz = temp2.xyz * TintColor.xyz; // mul r0.xyz, r0, r1 temp0.xyz = temp0.xyz * temp1.xyz; // mov r0.w, c1.x temp0.w = OpacityOverride.x; // mov oC0, r0 out_color = temp0; // return out_color; } PixelShader PS_L_Array[2] = { compile ps_2_0 PS_L_Array_Shader_0(), // 98 compile ps_2_0 PS_L_Array_Shader_1(), // 99 }; // VSCreateShadowMap_Array_Shader_0 Vertex_2_0 Has PRES False struct VSCreateShadowMap_Array_Shader_0_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct VSCreateShadowMap_Array_Shader_0_Output { float4 position : POSITION; float texcoord1 : TEXCOORD1; float color : COLOR; float2 texcoord : TEXCOORD; }; VSCreateShadowMap_Array_Shader_0_Output VSCreateShadowMap_Array_Shader_0(VSCreateShadowMap_Array_Shader_0_Input i) { VSCreateShadowMap_Array_Shader_0_Output o; float4 temp0, 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 r1.x, r0, c124 temp1.x = dot(temp0, (World._m00_m10_m20_m30)); // dp4 r1.y, r0, c125 temp1.y = dot(temp0, (World._m01_m11_m21_m31)); // dp4 r1.z, r0, c126 temp1.z = dot(temp0, (World._m02_m12_m22_m32)); // mov r1.w, c0.x temp1.w = float1(1); // dp4 oPos.x, r1, c119 o.position.x = dot(temp1, (ViewProjection._m00_m10_m20_m30)); // dp4 oPos.y, r1, c120 o.position.y = dot(temp1, (ViewProjection._m01_m11_m21_m31)); // dp4 r0.y, r1, c122 temp0.y = dot(temp1, (ViewProjection._m03_m13_m23_m33)); // dp4 r0.x, r1, c121 temp0.x = dot(temp1, (ViewProjection._m02_m12_m22_m32)); // rcp r0.z, r0.y temp0.z = 1.0f / temp0.y; // mov oPos.zw, r0.xyxy o.position.zw = temp0.xy; // mul oT1.x, r0.x, r0.z o.texcoord1 = temp0.x * temp0.z; // mul oD0.x, v2.w, c1.x o.color = i.color.w * OpacityOverride.x; // mov oT0.xy, v1 o.texcoord = i.texcoord; // return o; } // VSCreateShadowMap_Array_Shader_1 Vertex_2_0 Has PRES False struct VSCreateShadowMap_Array_Shader_1_Input { float4 position : POSITION; float4 blendindices : BLENDINDICES; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct VSCreateShadowMap_Array_Shader_1_Output { float4 position : POSITION; float texcoord1 : TEXCOORD1; float color : COLOR; float2 texcoord : TEXCOORD; }; VSCreateShadowMap_Array_Shader_1_Output VSCreateShadowMap_Array_Shader_1(VSCreateShadowMap_Array_Shader_1_Input i) { VSCreateShadowMap_Array_Shader_1_Output o; float4 temp0, temp1; float addr0; // def c0, 1, -1, 0, 0 // dcl_position v0 // dcl_blendindices v1 // dcl_texcoord v2 // dcl_color v3 // add r0.x, v1.x, v1.x temp0.x = i.blendindices.x + i.blendindices.x; // frc r0.y, r0.x temp0.y = frac(temp0.x); // add r0.z, r0.x, -r0.y temp0.z = temp0.x + -temp0.y; // slt r0.y, -r0.y, r0.y temp0.y = (-temp0.y < temp0.y) ? 1 : 0; // slt r0.x, r0.x, -r0.x temp0.x = (temp0.x < -temp0.x) ? 1 : 0; // mad r0.x, r0.x, r0.y, r0.z temp0.x = temp0.x * temp0.y + temp0.z; // mova a0.x, r0.x addr0.x = temp0.x; // mul r0, v0.zxyy, c128[a0.x].yzxy temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r0, c128[a0.x].wwwx, v0.xyzx, r0 temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0; // mul r1, v0.yzxz, c128[a0.x].zxyz temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz; // mad r0, r0, c0.xxxy, -r1 temp0 = temp0 * float4(1, 1, 1, -1) + -temp1; // mul r1.xyz, r0.w, c128[a0.x] temp1.xyz = temp0.www * WorldBones[0 + addr0.x].xyz; // mad r1.xyz, c128[a0.x].w, r0, -r1 temp1.xyz = WorldBones[0 + addr0.x].www * temp0.xyz + -temp1.xyz; // mad r1.xyz, c128[a0.x].yzxw, r0.zxyw, r1 temp1.xyz = WorldBones[0 + addr0.x].yzx * temp0.zxy + temp1.xyz; // mad r0.xyz, c128[a0.x].zxyw, -r0.yzxw, r1 temp0.xyz = WorldBones[0 + addr0.x].zxy * -temp0.yzx + temp1.xyz; // add r0.xyz, r0, c129[a0.x] temp0.xyz = temp0.xyz + WorldBones[1 + addr0.x].xyz; // mov r0.w, c0.x temp0.w = float1(1); // dp4 oPos.x, r0, c119 o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30)); // dp4 oPos.y, r0, c120 o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31)); // dp4 r1.y, r0, c122 temp1.y = dot(temp0, (ViewProjection._m03_m13_m23_m33)); // dp4 r1.x, r0, c121 temp1.x = dot(temp0, (ViewProjection._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; // slt r0.x, v1.x, -v1.x temp0.x = (i.blendindices.x < -i.blendindices.x) ? 1 : 0; // frc r0.y, v1.x temp0.y = frac(i.blendindices.x); // add r0.z, -r0.y, v1.x temp0.z = -temp0.y + i.blendindices.x; // slt r0.y, -r0.y, r0.y temp0.y = (-temp0.y < temp0.y) ? 1 : 0; // mad r0.x, r0.x, r0.y, r0.z temp0.x = temp0.x * temp0.y + temp0.z; // add r0.x, r0.x, r0.x temp0.x = temp0.x + temp0.x; // mova a0.x, r0.x addr0.x = temp0.x; // mul r0.x, v3.w, c129[a0.x].w temp0.x = i.color.w * WorldBones[1 + addr0.x].w; // mul oD0.x, r0.x, c1.x o.color = temp0.x * OpacityOverride.x; // mov oT0.xy, v2 o.texcoord = i.texcoord; // return o; } VertexShader VSCreateShadowMap_Array[2] = { compile vs_2_0 VSCreateShadowMap_Array_Shader_0(), // 103 compile vs_2_0 VSCreateShadowMap_Array_Shader_1(), // 104 }; // PSCreateShadowMap_Array_Shader_0 Pixel_2_0 Has PRES False float4 PSCreateShadowMap_Array_Shader_0(float texcoord1 : TEXCOORD1) : COLOR { float4 out_color; float4 temp0; // dcl t1.x // mov r0, t1.x temp0 = 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 { float2 texcoord : TEXCOORD; float texcoord1 : TEXCOORD1; float color : COLOR; }; float4 PSCreateShadowMap_Array_Shader_1(PSCreateShadowMap_Array_Shader_1_Input i) : COLOR { float4 out_color; float4 temp0; // def c0, -0.3764706, 0, 0, 0 // dcl t0.xy // dcl t1.x // dcl v0.x // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(DiffuseTextureSampler, i.texcoord.xy); // mad r0, r0.w, v0.x, c0.x temp0 = temp0.w * i.color.x + float4(-0.3764706, -0.3764706, -0.3764706, -0.3764706); // texkill r0 clip(temp0); // mov r0, t1.x temp0 = i.texcoord1.x; // mov oC0, r0 out_color = temp0; // return out_color; } PixelShader PSCreateShadowMap_Array[2] = { compile ps_2_0 PSCreateShadowMap_Array_Shader_0(), // 105 compile ps_2_0 PSCreateShadowMap_Array_Shader_1(), // 106 }; // _CreateDepthMap_Expression21 Expression_2_0 Has PRES False float _CreateDepthMap_Expression21() { float1 expr0; // mov c0.x, c0.x expr0.x = AlphaTestEnable.x; return expr0; } // _CreateDepthMap_Expression22 Expression_2_0 Has PRES False float _CreateDepthMap_Expression22() { float1 expr0; // min c0.x, c0.x, (1) expr0.x = min(NumJointsPerVertex.x, (1)); return expr0; } // Default_L_Expression23 Expression_2_0 Has PRES False float Default_L_Expression23() { float1 expr0; // min c0.x, c0.x, (1) expr0.x = min(NumJointsPerVertex.x, (1)); return expr0; } // Default_M_Expression24 Expression_2_0 Has PRES False float Default_M_Expression24() { float1 expr0; // mov c0.x, c0.x expr0.x = HasShadow.x; return expr0; } // Default_M_Expression25 Expression_2_0 Has PRES False float Default_M_Expression25() { float1 expr0; // min c0.x, c0.x, (1) expr0.x = min(NumJointsPerVertex.x, (1)); return expr0; } // Default_Expression26 Expression_2_0 Has PRES False float Default_Expression26() { float1 expr0; // mov c0.x, c0.x expr0.x = HasShadow.x; return expr0; } // Default_Expression27 Expression_2_0 Has PRES False float Default_Expression27() { float1 expr0; // min c0.x, c0.x, (1) expr0.x = min(NumJointsPerVertex.x, (1)); return expr0; } technique Default { pass p0 { VertexShader = VS_H_Array[Default_Expression27()]; // 85 PixelShader = PS_H_Array[Default_Expression26()]; // 86 ZEnable = 1; ZFunc = 4; ZWriteEnable = 1; CullMode = 2; SrcBlend = 5; DestBlend = 6; AlphaFunc = 7; AlphaRef = 96; } } technique Default_M { pass p0 { VertexShader = VS_M_Array[Default_M_Expression25()]; // 94 PixelShader = PS_M_Array[Default_M_Expression24()]; // 95 ZEnable = 1; ZFunc = 4; ZWriteEnable = 1; CullMode = 2; SrcBlend = 5; DestBlend = 6; AlphaFunc = 7; AlphaRef = 96; } } technique Default_L { pass p0 { VertexShader = VS_L_Array[Default_L_Expression23()]; // 101 PixelShader = ; // 102 ZEnable = 1; ZFunc = 4; ZWriteEnable = 1; CullMode = 2; SrcBlend = 5; DestBlend = 6; AlphaFunc = 7; AlphaRef = 96; } } technique _CreateDepthMap { pass p0 { VertexShader = VSCreateShadowMap_Array[_CreateDepthMap_Expression22()]; // 107 PixelShader = PSCreateShadowMap_Array[_CreateDepthMap_Expression21()]; // 108 ZEnable = 1; ZFunc = 4; ZWriteEnable = 1; CullMode = 2; AlphaBlendEnable = 0; AlphaTestEnable = 0; } }