string DefaultParameterScopeBlock = "material"; // 1 float3 AmbientLightColor : register(vs_2_0, c4) : register(vs_3_0, c4) = { 0.3, 0.3, 0.3 }; struct { float3 Color; float3 Direction; } DirectionalLight[3] : register(vs_2_0, c5) : register(ps_3_0, c5) : 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 : register(ps_3_0, i0) ; struct { float3 Color; float3 Position; float2 Range_Inner_Outer; } PointLight[8] : register(ps_3_0, c89) ; 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(vs_3_0, c1) = { 1 }; float3 TintColor : register(ps_2_0, c2) : register(ps_3_0, c2) = { 1, 1, 1 }; float3 EyePosition : 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 : register(ps_3_0, s0) = sampler_state { Texture = ; // 9 MinFilter = 1; MagFilter = 1; MipFilter = 0; AddressU = 3; AddressV = 3; }; float4 Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize : register(ps_3_0, c11) ; 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 ; // 29 sampler2D CloudTextureSampler = sampler_state { Texture = ; // 33 MinFilter = 2; MagFilter = 2; MipFilter = 2; AddressU = 1; AddressV = 1; }; texture EnvironmentTexture ; // 38 samplerCUBE EnvironmentTextureSampler = sampler_state { Texture = ; // 42 MinFilter = 2; MagFilter = 2; MipFilter = 2; AddressU = 3; AddressV = 3; AddressW = 3; }; texture DiffuseTexture ; // 47 sampler2D DiffuseTextureSampler : register(ps_2_0, s0) = sampler_state { Texture = ; // 49 MinFilter = 3; MagFilter = 2; MipFilter = 2; MaxAnisotropy = 8; AddressU = 1; AddressV = 1; }; texture NormalMap ; // 52 sampler2D NormalMapSampler = sampler_state { Texture = ; // 54 MinFilter = 3; MagFilter = 2; MipFilter = 2; MaxAnisotropy = 8; AddressU = 1; AddressV = 1; }; texture SpecMap ; // 57 sampler2D SpecMapSampler = sampler_state { Texture = ; // 59 MinFilter = 3; MagFilter = 2; MipFilter = 2; MaxAnisotropy = 8; AddressU = 1; AddressV = 1; }; float BumpScale = { 1 }; float3 AmbientColor : register(vs_2_0, c11) : register(vs_3_0, c11) = { 0.4, 0.4, 0.4 }; float4 DiffuseColor : register(vs_2_0, c12) : register(vs_3_0, c12) = { 1, 1, 1, 1 }; float3 SpecularColor = { 0.8, 0.8, 0.8 }; float SpecularExponent = { 50 }; float EnvMult = { 1 }; bool AlphaTestEnable ; struct { float4 ScaleUV_OffsetUV; } Shroud : register(vs_2_0, c13) : register(vs_3_0, c13) = { 1, 1, 0, 0 }; texture ShroudTexture ; // 77 sampler2D ShroudTextureSampler : register(ps_2_0, s1) = sampler_state { Texture = ; // 80 MinFilter = 2; MagFilter = 2; MipFilter = 2; AddressU = 3; AddressV = 3; }; float Time : Time; // VS_H_Array_Shader_0 Vertex_3_0 Has PRES False struct VS_H_Array_Shader_0_Input { float4 position : POSITION; float4 normal : NORMAL; float4 tangent : TANGENT; float4 binormal : BINORMAL; float4 texcoord : TEXCOORD; float4 color : COLOR; }; 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) { VS_H_Array_Shader_0_Output o; float4 temp0, temp1; // def c0, 1, 0, 0.5, -0.0015 // dcl_position v0 // dcl_normal v1 // dcl_tangent v2 // dcl_binormal v3 // dcl_texcoord v4 // dcl_color 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 // dp3 r0.x, v1, c124 temp0.x = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz); // dp3 r0.y, v1, c125 temp0.y = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz); // dp3 r0.z, v1, c126 temp0.z = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz); // dp3 r0.w, r0, c10 temp0.w = dot(temp0.xyz, DirectionalLight[2].Direction.xyz); // mov o2.z, r0.x o.texcoord1.z = temp0.x; // mov o3.z, r0.y o.texcoord2.z = temp0.y; // mov o4.z, r0.z o.texcoord3.z = temp0.z; // max r0.x, r0.w, c0.y temp0.x = max(temp0.w, float1(0)); // mul r0.xyz, r0.x, c9 temp0.xyz = temp0.xxx * DirectionalLight[2].Color.xyz; // mul r0.xyz, r0, c12 temp0.xyz = temp0.xyz * DiffuseColor.xyz; // mov r1.xyz, c4 temp1.xyz = AmbientLightColor.xyz; // mad r0.xyz, r1, c11, r0 temp0.xyz = temp1.xyz * AmbientColor.xyz + temp0.xyz; // mul r0.xyz, r0, v5 temp0.xyz = temp0.xyz * i.color.xyz; // mov r0.w, c1.x temp0.w = OpacityOverride.x; // mad r1, v5.w, c0.yyyx, c0.zzzy temp1 = i.color.w * float4(0, 0, 0, 1) + float4(0.5, 0.5, 0.5, 0); // mul o8, r0, r1 o.color = temp0 * temp1; // mad r0, v0.xyzx, c0.xxxy, c0.yyyx temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 r1.z, r0, c126 temp1.z = dot(temp0, (World._m02_m12_m22_m32)); // mov r1.w, c0.x temp1.w = float1(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 o0.x, r1, c119 o.position.x = dot(temp1, (ViewProjection._m00_m10_m20_m30)); // dp4 o0.y, r1, c120 o.position.y = dot(temp1, (ViewProjection._m01_m11_m21_m31)); // dp4 o0.z, r1, c121 o.position.z = dot(temp1, (ViewProjection._m02_m12_m22_m32)); // dp4 o0.w, r1, c122 o.position.w = dot(temp1, (ViewProjection._m03_m13_m23_m33)); // add r0.xy, r1, c13.zwzw temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw; // mul o7.xy, r0, c13 o.texcoord6.xy = temp0.xy * Shroud.ScaleUV_OffsetUV.xy; // mul r0.xy, r1.z, c117.zwzw temp0.xy = temp1.zz * Cloud.WorldPositionMultiplier_XYZZ.zw; // mad r0.xy, r1, c117, -r0 temp0.xy = temp1.xy * Cloud.WorldPositionMultiplier_XYZZ.xy + -temp0.xy; // add o7.zw, r0.xyxy, c118.xyxy o.texcoord6.zw = temp0.xy + Cloud.CurrentOffsetUV.xy; // mov o1, v4.xyyx o.texcoord = i.texcoord.xyyx; // 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 o5.xyz, r1 o.texcoord4 = temp1; // dp4 r0.x, r1, c116 temp0.x = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33)); // rcp r0.y, r0.x temp0.y = 1.0f / temp0.x; // mov o6.w, r0.x o.texcoord5.w = temp0.x; // dp4 r0.x, r1, c113 temp0.x = dot(temp1, (ShadowMapWorldToShadow._m00_m10_m20_m30)); // dp4 r0.z, r1, c114 temp0.z = dot(temp1, (ShadowMapWorldToShadow._m01_m11_m21_m31)); // dp4 r0.w, r1, c115 temp0.w = dot(temp1, (ShadowMapWorldToShadow._m02_m12_m22_m32)); // mad o6.xyz, r0.xzww, r0.y, c0.yyww o.texcoord5.xyz = temp0.xzw * temp0.yyy + float3(0, 0, -0.0015); // return o; } // VS_H_Array_Shader_1 Vertex_3_0 Has PRES False 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; float4 color : COLOR; }; 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) { VS_H_Array_Shader_1_Output o; float4 temp0, temp1, temp2, temp3, temp4; float addr0; // def c0, 1, -1, 0, 0.5 // def c2, 0, -0.0015, 0, 0 // dcl_position v0 // dcl_normal v1 // dcl_tangent v2 // dcl_binormal v3 // dcl_blendindices v4 // dcl_texcoord v5 // dcl_color v6 // 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 // slt r0.x, v4.x, -v4.x temp0.x = (i.blendindices.x < -i.blendindices.x) ? 1 : 0; // frc r0.y, v4.x temp0.y = frac(i.blendindices.x); // add r0.z, -r0.y, v4.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.w, v6.w, c129[a0.x].w temp0.w = i.color.w * WorldBones[1 + addr0.x].w; // mov r1.w, c1.x temp1.w = OpacityOverride.x; // mov r0.xyz, c0.w temp0.xyz = float3(0.5, 0.5, 0.5); // add r2.x, v4.x, v4.x temp2.x = i.blendindices.x + i.blendindices.x; // frc r2.y, r2.x temp2.y = frac(temp2.x); // add r2.z, r2.x, -r2.y temp2.z = temp2.x + -temp2.y; // slt r2.y, -r2.y, r2.y temp2.y = (-temp2.y < temp2.y) ? 1 : 0; // slt r2.x, r2.x, -r2.x temp2.x = (temp2.x < -temp2.x) ? 1 : 0; // mad r2.x, r2.x, r2.y, r2.z temp2.x = temp2.x * temp2.y + temp2.z; // mova a0.x, r2.x addr0.x = temp2.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; // dp3 r2.w, r2, c10 temp2.w = dot(temp2.xyz, DirectionalLight[2].Direction.xyz); // max r2.w, r2.w, c0.z temp2.w = max(temp2.w, float1(0)); // mul r3.xyz, r2.w, c9 temp3.xyz = temp2.www * DirectionalLight[2].Color.xyz; // mul r3.xyz, r3, c12 temp3.xyz = temp3.xyz * DiffuseColor.xyz; // mov r4.xyz, c4 temp4.xyz = AmbientLightColor.xyz; // mad r3.xyz, r4, c11, r3 temp3.xyz = temp4.xyz * AmbientColor.xyz + temp3.xyz; // mul r1.xyz, r3, v6 temp1.xyz = temp3.xyz * i.color.xyz; // mul o8, r0, r1 o.color = temp0 * temp1; // 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)); // add r1.xy, r0, c13.zwzw temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw; // mul o7.xy, r1, c13 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; // add o7.zw, r1.xyxy, c118.xyxy o.texcoord6.zw = temp1.xy + Cloud.CurrentOffsetUV.xy; // mov o1, v5.xyyx o.texcoord = i.texcoord.xyyx; // 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 r3, v3.yzxz, c128[a0.x].zxyz temp3 = i.binormal.yzxz * WorldBones[0 + addr0.x].zxyz; // mad r1, r1, c0.xxxy, -r3 temp1 = temp1 * float4(1, 1, 1, -1) + -temp3; // mul r3.xyz, r1.w, c128[a0.x] temp3.xyz = temp1.www * WorldBones[0 + addr0.x].xyz; // mad r3.xyz, c128[a0.x].w, r1, -r3 temp3.xyz = WorldBones[0 + addr0.x].www * temp1.xyz + -temp3.xyz; // mad r3.xyz, c128[a0.x].yzxw, r1.zxyw, r3 temp3.xyz = WorldBones[0 + addr0.x].yzx * temp1.zxy + temp3.xyz; // mad r1.xyz, c128[a0.x].zxyw, -r1.yzxw, r3 temp1.xyz = WorldBones[0 + addr0.x].zxy * -temp1.yzx + temp3.xyz; // mov o2.x, -r1.x o.texcoord1.x = -temp1.x; // mul r3, v2.zxyy, c128[a0.x].yzxy temp3 = i.tangent.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r3, c128[a0.x].wwwx, v2.xyzx, r3 temp3 = WorldBones[0 + addr0.x].wwwx * i.tangent.xyzx + temp3; // mul r4, v2.yzxz, c128[a0.x].zxyz temp4 = i.tangent.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; // mov o2.y, -r3.x o.texcoord1.y = -temp3.x; // mov o2.z, r2.x o.texcoord1.z = temp2.x; // mov o3.x, -r1.y o.texcoord2.x = -temp1.y; // mov o4.x, -r1.z o.texcoord3.x = -temp1.z; // mov o3.y, -r3.y o.texcoord2.y = -temp3.y; // mov o4.y, -r3.z o.texcoord3.y = -temp3.z; // mov o3.z, r2.y o.texcoord2.z = temp2.y; // mov o4.z, r2.z o.texcoord3.z = temp2.z; // mov o5.xyz, r0 o.texcoord4 = temp0; // dp4 r1.x, r0, c113 temp1.x = dot(temp0, (ShadowMapWorldToShadow._m00_m10_m20_m30)); // dp4 r1.y, r0, c114 temp1.y = dot(temp0, (ShadowMapWorldToShadow._m01_m11_m21_m31)); // dp4 r1.z, r0, c115 temp1.z = dot(temp0, (ShadowMapWorldToShadow._m02_m12_m22_m32)); // dp4 r0.x, r0, c116 temp0.x = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33)); // rcp r0.y, r0.x temp0.y = 1.0f / temp0.x; // mov o6.w, r0.x o.texcoord5.w = temp0.x; // mad o6.xyz, r1, r0.y, c2.xxyw o.texcoord5.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015); // return o; } VertexShader VS_H_Array[2] = { compile vs_3_0 VS_H_Array_Shader_0(), // 84 compile vs_3_0 VS_H_Array_Shader_1(), // 85 }; // PS_H_Array_Shader_0 Pixel_3_0 Has PRES False struct PS_H_Array_Shader_0_Input { float2 texcoord : TEXCOORD; float3 texcoord1 : TEXCOORD1; float3 texcoord2 : TEXCOORD2; float3 texcoord3 : TEXCOORD3; float3 texcoord4 : TEXCOORD4; float4 texcoord6 : TEXCOORD6; float4 color : COLOR; }; float4 PS_H_Array_Shader_0(PS_H_Array_Shader_0_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2, temp3, temp4, temp5; float3 temp6, temp7; float2 temp8; // def c0, 2.2, 2, -1, 0 // def c1, -0, -1, -2, -3 // def c3, -4, -5, -6, -7 // dcl_texcoord v0.xy // dcl_texcoord1_centroid v1.xyz // dcl_texcoord2_centroid v2.xyz // dcl_texcoord3_centroid v3.xyz // dcl_texcoord4 v4.xyz // dcl_texcoord6 v5 // dcl_color v6 // dcl_2d s0 // dcl_cube s1 // dcl_2d s2 // dcl_2d s3 // dcl_2d s4 // dcl_2d s5 // add r0.xyz, c123, -v4 temp0.xyz = EyePosition.xyz + -i.texcoord4.xyz; // nrm r1.xyz, r0 temp1.xyz = normalize(temp0.xyz).xyz; // texld r0, v0, s2 temp0 = tex2D(DiffuseTextureSampler, i.texcoord.xy); // log r2.x, r0.x temp2.x = log2(temp0.x); // log r2.y, r0.y temp2.y = log2(temp0.y); // log r2.z, r0.z temp2.z = log2(temp0.z); // mul r0.xyz, r2, c0.x temp0.xyz = temp2.xyz * float3(2.2, 2.2, 2.2); // exp r2.x, r0.x temp2.x = exp2(temp0.x); // exp r2.y, r0.y temp2.y = exp2(temp0.y); // exp r2.z, r0.z temp2.z = exp2(temp0.z); // mul r0.xyz, r2, c12 temp0.xyz = temp2.xyz * DiffuseColor.xyz; // texld r3, v0, s3 temp3 = tex2D(NormalMapSampler, i.texcoord.xy); // mad r3.xyz, r3, c0.y, c0.z temp3.xyz = temp3.xyz * float3(2, 2, 2) + float3(-1, -1, -1); // mul r3.xy, r3, c11.x temp3.xy = temp3.xy * BumpScale.xx; // dp3 r4.x, r3, v1 temp4.x = dot(temp3.xyz, i.texcoord1.xyz); // dp3 r4.y, r3, v2 temp4.y = dot(temp3.xyz, i.texcoord2.xyz); // dp3 r4.z, r3, v3 temp4.z = dot(temp3.xyz, i.texcoord3.xyz); // nrm r3.xyz, r4 temp3.xyz = normalize(temp4.xyz).xyz; // texld r4, v0, s4 temp4 = tex2D(SpecMapSampler, i.texcoord.xy); // dp3 r1.w, r1, r3 temp1.w = dot(temp1.xyz, temp3.xyz); // add r1.w, r1.w, r1.w temp1.w = temp1.w + temp1.w; // mad r1.xyz, r3, -r1.w, r1 temp1.xyz = temp3.xyz * -temp1.www + temp1.xyz; // mov r1.xyz, -r1 temp1.xyz = -temp1.xyz; // texld r1, r1, s1 temp1 = texCUBE(EnvironmentTextureSampler, temp1.xyz); // mul r1.xyz, r1, c5 temp1.xyz = temp1.xyz * DirectionalLight[0].Color.xyz; // mul r1.xyz, r4.x, r1 temp1.xyz = temp4.xxx * temp1.xyz; // mad r1.xyz, r2, v6, r1 temp1.xyz = temp2.xyz * i.color.xyz + temp1.xyz; // texld r2, v5.zwzw, s0 temp2 = tex2D(CloudTextureSampler, i.texcoord6.zw); // log r4.x, r2.x temp4.x = log2(temp2.x); // log r4.y, r2.y temp4.y = log2(temp2.y); // log r4.z, r2.z temp4.z = log2(temp2.z); // mul r2.xyz, r4, c0.x temp2.xyz = temp4.xyz * float3(2.2, 2.2, 2.2); // exp r4.x, r2.x temp4.x = exp2(temp2.x); // exp r4.y, r2.y temp4.y = exp2(temp2.y); // exp r4.z, r2.z temp4.z = exp2(temp2.z); // dp3 r1.w, r3, c6 temp1.w = dot(temp3.xyz, DirectionalLight[0].Direction.xyz); // max r2.x, r1.w, c0.w temp2.x = max(temp1.w, float1(0)); // mul r2.yzw, r4.xxyz, c5.xxyz temp2.yzw = temp4.xyz * DirectionalLight[0].Color.xyz; // mul r4.xyz, r0, r2.x temp4.xyz = temp0.xyz * temp2.xxx; // mad r1.xyz, r2.yzww, r4, r1 temp1.xyz = temp2.yzw * temp4.xyz + temp1.xyz; // dp3 r1.w, r3, c8 temp1.w = dot(temp3.xyz, DirectionalLight[1].Direction.xyz); // max r2.x, r1.w, c0.w temp2.x = max(temp1.w, float1(0)); // mul r2.xyz, r0, r2.x temp2.xyz = temp0.xyz * temp2.xxx; // mad r1.xyz, c7, r2, r1 temp1.xyz = DirectionalLight[1].Color.xyz * temp2.xyz + temp1.xyz; // mov r2.xyz, c0.w temp2.xyz = float3(0, 0, 0); // mov r1.w, c0.w temp1.w = float1(0); // rep i0 for (int it0 = 0; it0 < NumPointLights; ++it0) { // add r4, r1.w, c1 temp4 = temp1.w + float4(-0, -1, -2, -3); // add r5, r1.w, c3 temp5 = temp1.w + float4(-4, -5, -6, -7); // mov r2.w, c0.w temp2.w = float1(0); // cmp r6.xyz, -r4_abs.x, c89, r2.w temp6.xyz = (-abs(temp4).xxx >= 0) ? PointLight[0].Color.xyz : temp2.www; // cmp r7.xyz, -r4_abs.x, c90, r2.w temp7.xyz = (-abs(temp4).xxx >= 0) ? PointLight[0].Position.xyz : temp2.www; // cmp r8.xy, -r4_abs.x, c91, r2.w temp8.xy = (-abs(temp4).xx >= 0) ? PointLight[0].Range_Inner_Outer.xy : temp2.ww; // cmp r6.xyz, -r4_abs.y, c92, r6 temp6.xyz = (-abs(temp4).yyy >= 0) ? PointLight[1].Color.xyz : temp6.xyz; // cmp r7.xyz, -r4_abs.y, c93, r7 temp7.xyz = (-abs(temp4).yyy >= 0) ? PointLight[1].Position.xyz : temp7.xyz; // cmp r4.xy, -r4_abs.y, c94, r8 temp4.xy = (-abs(temp4).yy >= 0) ? PointLight[1].Range_Inner_Outer.xy : temp8.xy; // cmp r6.xyz, -r4_abs.z, c95, r6 temp6.xyz = (-abs(temp4).zzz >= 0) ? PointLight[2].Color.xyz : temp6.xyz; // cmp r7.xyz, -r4_abs.z, c96, r7 temp7.xyz = (-abs(temp4).zzz >= 0) ? PointLight[2].Position.xyz : temp7.xyz; // cmp r4.xy, -r4_abs.z, c97, r4 temp4.xy = (-abs(temp4).zz >= 0) ? PointLight[2].Range_Inner_Outer.xy : temp4.xy; // cmp r6.xyz, -r4_abs.w, c98, r6 temp6.xyz = (-abs(temp4).www >= 0) ? PointLight[3].Color.xyz : temp6.xyz; // cmp r7.xyz, -r4_abs.w, c99, r7 temp7.xyz = (-abs(temp4).www >= 0) ? PointLight[3].Position.xyz : temp7.xyz; // cmp r4.xy, -r4_abs.w, c100, r4 temp4.xy = (-abs(temp4).ww >= 0) ? PointLight[3].Range_Inner_Outer.xy : temp4.xy; // cmp r6.xyz, -r5_abs.x, c101, r6 temp6.xyz = (-abs(temp5).xxx >= 0) ? PointLight[4].Color.xyz : temp6.xyz; // cmp r7.xyz, -r5_abs.x, c102, r7 temp7.xyz = (-abs(temp5).xxx >= 0) ? PointLight[4].Position.xyz : temp7.xyz; // cmp r4.xy, -r5_abs.x, c103, r4 temp4.xy = (-abs(temp5).xx >= 0) ? PointLight[4].Range_Inner_Outer.xy : temp4.xy; // cmp r6.xyz, -r5_abs.y, c104, r6 temp6.xyz = (-abs(temp5).yyy >= 0) ? PointLight[5].Color.xyz : temp6.xyz; // cmp r7.xyz, -r5_abs.y, c105, r7 temp7.xyz = (-abs(temp5).yyy >= 0) ? PointLight[5].Position.xyz : temp7.xyz; // cmp r4.xy, -r5_abs.y, c106, r4 temp4.xy = (-abs(temp5).yy >= 0) ? PointLight[5].Range_Inner_Outer.xy : temp4.xy; // cmp r6.xyz, -r5_abs.z, c107, r6 temp6.xyz = (-abs(temp5).zzz >= 0) ? PointLight[6].Color.xyz : temp6.xyz; // cmp r7.xyz, -r5_abs.z, c108, r7 temp7.xyz = (-abs(temp5).zzz >= 0) ? PointLight[6].Position.xyz : temp7.xyz; // cmp r4.xy, -r5_abs.z, c109, r4 temp4.xy = (-abs(temp5).zz >= 0) ? PointLight[6].Range_Inner_Outer.xy : temp4.xy; // cmp r5.xyz, -r5_abs.w, c110, r6 temp5.xyz = (-abs(temp5).www >= 0) ? PointLight[7].Color.xyz : temp6.xyz; // cmp r6.xyz, -r5_abs.w, c111, r7 temp6.xyz = (-abs(temp5).www >= 0) ? PointLight[7].Position.xyz : temp7.xyz; // cmp r4.xy, -r5_abs.w, c112, r4 temp4.xy = (-abs(temp5).ww >= 0) ? PointLight[7].Range_Inner_Outer.xy : temp4.xy; // add r6.xyz, r6, -v4 temp6.xyz = temp6.xyz + -i.texcoord4.xyz; // dp3 r2.w, r6, r6 temp2.w = dot(temp6.xyz, temp6.xyz); // rsq r2.w, r2.w temp2.w = 1 / sqrt(temp2.w); // rcp r3.w, r2.w temp3.w = 1.0f / temp2.w; // mul r6.xyz, r6, r2.w temp6.xyz = temp6.xyz * temp2.www; // add r2.w, -r4.x, r3.w temp2.w = -temp4.x + temp3.w; // add r3.w, -r4.x, r4.y temp3.w = -temp4.x + temp4.y; // rcp r3.w, r3.w temp3.w = 1.0f / temp3.w; // mad_sat r2.w, r2.w, -r3.w, -c0.z temp2.w = saturate(temp2.w * -temp3.w + float1(1)); // mul r2.w, r2.w, r2.w temp2.w = temp2.w * temp2.w; // mul r4.xyz, r5, r2.w temp4.xyz = temp5.xyz * temp2.www; // dp3 r2.w, r3, r6 temp2.w = dot(temp3.xyz, temp6.xyz); // max r3.w, r2.w, c0.w temp3.w = max(temp2.w, float1(0)); // mad r2.xyz, r4, r3.w, r2 temp2.xyz = temp4.xyz * temp3.www + temp2.xyz; // add r1.w, r1.w, -c0.z temp1.w = temp1.w + float1(1); // endrep } // mad r0.xyz, r2, r0, r1 temp0.xyz = temp2.xyz * temp0.xyz + temp1.xyz; // mul oC0.w, r0.w, v6.w out_color.w = temp0.w * i.color.w; // mul r0.xyz, r0, c2 temp0.xyz = temp0.xyz * TintColor.xyz; // texld r1, v5, s5 temp1 = tex2D(ShroudTextureSampler, i.texcoord6.xy); // mul oC0.xyz, r0, r1 out_color.xyz = temp0.xyz * temp1.xyz; // return out_color; } // PS_H_Array_Shader_1 Pixel_3_0 Has PRES False struct PS_H_Array_Shader_1_Input { float2 texcoord : TEXCOORD; float3 texcoord1 : TEXCOORD1; float3 texcoord2 : TEXCOORD2; float3 texcoord3 : TEXCOORD3; float3 texcoord4 : TEXCOORD4; float3 texcoord5 : TEXCOORD5; float4 texcoord6 : TEXCOORD6; float4 color : COLOR; }; float4 PS_H_Array_Shader_1(PS_H_Array_Shader_1_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6, temp7; float2 temp8; // def c0, 2.2, 2, -1, -0 // def c1, 0.25, 0, 0, 0 // def c3, -0, -1, -2, -3 // def c4, -4, -5, -6, -7 // dcl_texcoord v0.xy // dcl_texcoord1_centroid v1.xyz // dcl_texcoord2_centroid v2.xyz // dcl_texcoord3_centroid v3.xyz // dcl_texcoord4 v4.xyz // dcl_texcoord5 v5.xyz // dcl_texcoord6 v6 // dcl_color v7 // dcl_2d s0 // dcl_2d s1 // dcl_cube s2 // dcl_2d s3 // dcl_2d s4 // dcl_2d s5 // dcl_2d s6 // add r0.xyz, c123, -v4 temp0.xyz = EyePosition.xyz + -i.texcoord4.xyz; // nrm r1.xyz, r0 temp1.xyz = normalize(temp0.xyz).xyz; // texld r0, v0, s3 temp0 = tex2D(DiffuseTextureSampler, i.texcoord.xy); // log r2.x, r0.x temp2.x = log2(temp0.x); // log r2.y, r0.y temp2.y = log2(temp0.y); // log r2.z, r0.z temp2.z = log2(temp0.z); // mul r0.xyz, r2, c0.x temp0.xyz = temp2.xyz * float3(2.2, 2.2, 2.2); // exp r2.x, r0.x temp2.x = exp2(temp0.x); // exp r2.y, r0.y temp2.y = exp2(temp0.y); // exp r2.z, r0.z temp2.z = exp2(temp0.z); // mul r0.xyz, r2, c13 temp0.xyz = temp2.xyz * DiffuseColor.xyz; // texld r3, v0, s4 temp3 = tex2D(NormalMapSampler, i.texcoord.xy); // mad r3.xyz, r3, c0.y, c0.z temp3.xyz = temp3.xyz * float3(2, 2, 2) + float3(-1, -1, -1); // mul r3.xy, r3, c12.x temp3.xy = temp3.xy * BumpScale.xx; // dp3 r4.x, r3, v1 temp4.x = dot(temp3.xyz, i.texcoord1.xyz); // dp3 r4.y, r3, v2 temp4.y = dot(temp3.xyz, i.texcoord2.xyz); // dp3 r4.z, r3, v3 temp4.z = dot(temp3.xyz, i.texcoord3.xyz); // nrm r3.xyz, r4 temp3.xyz = normalize(temp4.xyz).xyz; // texld r4, v5, s0 temp4 = tex2D(ShadowMapSampler, i.texcoord5.xy); // add r5.xy, c11.zxzw, v5 temp5.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx + i.texcoord5.xy; // texld r5, r5, s0 temp5 = tex2D(ShadowMapSampler, temp5.xy); // add r5.yz, c11, v5.xxyw temp5.yz = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz + i.texcoord5.xy; // texld r6, r5.yzzw, s0 temp6 = tex2D(ShadowMapSampler, temp5.yz); // add r5.yz, c11.xwzw, v5.xxyw temp5.yz = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz + i.texcoord5.xy; // texld r7, r5.yzzw, s0 temp7 = tex2D(ShadowMapSampler, temp5.yz); // mov r4.y, r5.x temp4.y = temp5.x; // mov r4.z, r6.x temp4.z = temp6.x; // mov r4.w, r7.x temp4.w = temp7.x; // add r4, r4, -v5.z temp4 = temp4 + -i.texcoord5.z; // cmp r4, r4, -c0.z, -c0.w temp4 = (temp4 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0); // dp4 r1.w, -c0.z, r4 temp1.w = dot(float4(1, 1, 1, 1), temp4); // mul r1.w, r1.w, c1.x temp1.w = temp1.w * float1(0.25); // texld r4, v0, s5 temp4 = tex2D(SpecMapSampler, i.texcoord.xy); // dp3 r2.w, r1, r3 temp2.w = dot(temp1.xyz, temp3.xyz); // add r2.w, r2.w, r2.w temp2.w = temp2.w + temp2.w; // mad r1.xyz, r3, -r2.w, r1 temp1.xyz = temp3.xyz * -temp2.www + temp1.xyz; // mov r1.xyz, -r1 temp1.xyz = -temp1.xyz; // texld r5, r1, s2 temp5 = texCUBE(EnvironmentTextureSampler, temp1.xyz); // mul r1.xyz, r5, c5 temp1.xyz = temp5.xyz * DirectionalLight[0].Color.xyz; // mul r1.xyz, r4.x, r1 temp1.xyz = temp4.xxx * temp1.xyz; // mul r1.xyz, r1.w, r1 temp1.xyz = temp1.www * temp1.xyz; // mad r1.xyz, r2, v7, r1 temp1.xyz = temp2.xyz * i.color.xyz + temp1.xyz; // texld r2, v6.zwzw, s1 temp2 = tex2D(CloudTextureSampler, i.texcoord6.zw); // log r4.x, r2.x temp4.x = log2(temp2.x); // log r4.y, r2.y temp4.y = log2(temp2.y); // log r4.z, r2.z temp4.z = log2(temp2.z); // mul r2.xyz, r4, c0.x temp2.xyz = temp4.xyz * float3(2.2, 2.2, 2.2); // exp r4.x, r2.x temp4.x = exp2(temp2.x); // exp r4.y, r2.y temp4.y = exp2(temp2.y); // exp r4.z, r2.z temp4.z = exp2(temp2.z); // mul r2.xyz, r1.w, r4 temp2.xyz = temp1.www * temp4.xyz; // dp3 r1.w, r3, c6 temp1.w = dot(temp3.xyz, DirectionalLight[0].Direction.xyz); // max r2.w, r1.w, -c0.w temp2.w = max(temp1.w, float1(0)); // mul r2.xyz, r2, c5 temp2.xyz = temp2.xyz * DirectionalLight[0].Color.xyz; // mul r4.xyz, r0, r2.w temp4.xyz = temp0.xyz * temp2.www; // mad r1.xyz, r2, r4, r1 temp1.xyz = temp2.xyz * temp4.xyz + temp1.xyz; // dp3 r1.w, r3, c8 temp1.w = dot(temp3.xyz, DirectionalLight[1].Direction.xyz); // max r2.x, r1.w, -c0.w temp2.x = max(temp1.w, float1(0)); // mul r2.xyz, r0, r2.x temp2.xyz = temp0.xyz * temp2.xxx; // mad r1.xyz, c7, r2, r1 temp1.xyz = DirectionalLight[1].Color.xyz * temp2.xyz + temp1.xyz; // mov r2.xyz, -c0.w temp2.xyz = float3(0, 0, 0); // mov r1.w, -c0.w temp1.w = float1(0); // rep i0 for (int it0 = 0; it0 < NumPointLights; ++it0) { // add r4, r1.w, c3 temp4 = temp1.w + float4(-0, -1, -2, -3); // add r5, r1.w, c4 temp5 = temp1.w + float4(-4, -5, -6, -7); // mov r2.w, c0.w temp2.w = float1(-0); // cmp r6.xyz, -r4_abs.x, c89, -r2.w temp6.xyz = (-abs(temp4).xxx >= 0) ? PointLight[0].Color.xyz : -temp2.www; // cmp r7.xyz, -r4_abs.x, c90, -r2.w temp7.xyz = (-abs(temp4).xxx >= 0) ? PointLight[0].Position.xyz : -temp2.www; // cmp r8.xy, -r4_abs.x, c91, -r2.w temp8.xy = (-abs(temp4).xx >= 0) ? PointLight[0].Range_Inner_Outer.xy : -temp2.ww; // cmp r6.xyz, -r4_abs.y, c92, r6 temp6.xyz = (-abs(temp4).yyy >= 0) ? PointLight[1].Color.xyz : temp6.xyz; // cmp r7.xyz, -r4_abs.y, c93, r7 temp7.xyz = (-abs(temp4).yyy >= 0) ? PointLight[1].Position.xyz : temp7.xyz; // cmp r4.xy, -r4_abs.y, c94, r8 temp4.xy = (-abs(temp4).yy >= 0) ? PointLight[1].Range_Inner_Outer.xy : temp8.xy; // cmp r6.xyz, -r4_abs.z, c95, r6 temp6.xyz = (-abs(temp4).zzz >= 0) ? PointLight[2].Color.xyz : temp6.xyz; // cmp r7.xyz, -r4_abs.z, c96, r7 temp7.xyz = (-abs(temp4).zzz >= 0) ? PointLight[2].Position.xyz : temp7.xyz; // cmp r4.xy, -r4_abs.z, c97, r4 temp4.xy = (-abs(temp4).zz >= 0) ? PointLight[2].Range_Inner_Outer.xy : temp4.xy; // cmp r6.xyz, -r4_abs.w, c98, r6 temp6.xyz = (-abs(temp4).www >= 0) ? PointLight[3].Color.xyz : temp6.xyz; // cmp r7.xyz, -r4_abs.w, c99, r7 temp7.xyz = (-abs(temp4).www >= 0) ? PointLight[3].Position.xyz : temp7.xyz; // cmp r4.xy, -r4_abs.w, c100, r4 temp4.xy = (-abs(temp4).ww >= 0) ? PointLight[3].Range_Inner_Outer.xy : temp4.xy; // cmp r6.xyz, -r5_abs.x, c101, r6 temp6.xyz = (-abs(temp5).xxx >= 0) ? PointLight[4].Color.xyz : temp6.xyz; // cmp r7.xyz, -r5_abs.x, c102, r7 temp7.xyz = (-abs(temp5).xxx >= 0) ? PointLight[4].Position.xyz : temp7.xyz; // cmp r4.xy, -r5_abs.x, c103, r4 temp4.xy = (-abs(temp5).xx >= 0) ? PointLight[4].Range_Inner_Outer.xy : temp4.xy; // cmp r6.xyz, -r5_abs.y, c104, r6 temp6.xyz = (-abs(temp5).yyy >= 0) ? PointLight[5].Color.xyz : temp6.xyz; // cmp r7.xyz, -r5_abs.y, c105, r7 temp7.xyz = (-abs(temp5).yyy >= 0) ? PointLight[5].Position.xyz : temp7.xyz; // cmp r4.xy, -r5_abs.y, c106, r4 temp4.xy = (-abs(temp5).yy >= 0) ? PointLight[5].Range_Inner_Outer.xy : temp4.xy; // cmp r6.xyz, -r5_abs.z, c107, r6 temp6.xyz = (-abs(temp5).zzz >= 0) ? PointLight[6].Color.xyz : temp6.xyz; // cmp r7.xyz, -r5_abs.z, c108, r7 temp7.xyz = (-abs(temp5).zzz >= 0) ? PointLight[6].Position.xyz : temp7.xyz; // cmp r4.xy, -r5_abs.z, c109, r4 temp4.xy = (-abs(temp5).zz >= 0) ? PointLight[6].Range_Inner_Outer.xy : temp4.xy; // cmp r5.xyz, -r5_abs.w, c110, r6 temp5.xyz = (-abs(temp5).www >= 0) ? PointLight[7].Color.xyz : temp6.xyz; // cmp r6.xyz, -r5_abs.w, c111, r7 temp6.xyz = (-abs(temp5).www >= 0) ? PointLight[7].Position.xyz : temp7.xyz; // cmp r4.xy, -r5_abs.w, c112, r4 temp4.xy = (-abs(temp5).ww >= 0) ? PointLight[7].Range_Inner_Outer.xy : temp4.xy; // add r6.xyz, r6, -v4 temp6.xyz = temp6.xyz + -i.texcoord4.xyz; // dp3 r2.w, r6, r6 temp2.w = dot(temp6.xyz, temp6.xyz); // rsq r2.w, r2.w temp2.w = 1 / sqrt(temp2.w); // rcp r3.w, r2.w temp3.w = 1.0f / temp2.w; // mul r6.xyz, r6, r2.w temp6.xyz = temp6.xyz * temp2.www; // add r2.w, -r4.x, r3.w temp2.w = -temp4.x + temp3.w; // add r3.w, -r4.x, r4.y temp3.w = -temp4.x + temp4.y; // rcp r3.w, r3.w temp3.w = 1.0f / temp3.w; // mad_sat r2.w, r2.w, -r3.w, -c0.z temp2.w = saturate(temp2.w * -temp3.w + float1(1)); // mul r2.w, r2.w, r2.w temp2.w = temp2.w * temp2.w; // mul r4.xyz, r5, r2.w temp4.xyz = temp5.xyz * temp2.www; // dp3 r2.w, r3, r6 temp2.w = dot(temp3.xyz, temp6.xyz); // max r3.w, r2.w, -c0.w temp3.w = max(temp2.w, float1(0)); // mad r2.xyz, r4, r3.w, r2 temp2.xyz = temp4.xyz * temp3.www + temp2.xyz; // add r1.w, r1.w, -c0.z temp1.w = temp1.w + float1(1); // endrep } // mad r0.xyz, r2, r0, r1 temp0.xyz = temp2.xyz * temp0.xyz + temp1.xyz; // mul oC0.w, r0.w, v7.w out_color.w = temp0.w * i.color.w; // mul r0.xyz, r0, c2 temp0.xyz = temp0.xyz * TintColor.xyz; // texld r1, v6, s6 temp1 = tex2D(ShroudTextureSampler, i.texcoord6.xy); // mul oC0.xyz, r0, r1 out_color.xyz = temp0.xyz * temp1.xyz; // return out_color; } // PS_H_Array_Shader_2 Pixel_3_0 Has PRES False struct PS_H_Array_Shader_2_Input { float2 texcoord : TEXCOORD; float3 texcoord1 : TEXCOORD1; float3 texcoord2 : TEXCOORD2; float3 texcoord3 : TEXCOORD3; float3 texcoord4 : TEXCOORD4; float4 texcoord6 : TEXCOORD6; float4 color : COLOR; }; float4 PS_H_Array_Shader_2(PS_H_Array_Shader_2_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2, temp3, temp4, temp5; float3 temp6, temp7; float2 temp8; // def c0, 2.2, 2, -1, 0 // def c1, -0, -1, -2, -3 // def c3, -4, -5, -6, -7 // dcl_texcoord v0.xy // dcl_texcoord1_centroid v1.xyz // dcl_texcoord2_centroid v2.xyz // dcl_texcoord3_centroid v3.xyz // dcl_texcoord4 v4.xyz // dcl_texcoord6 v5 // dcl_color v6 // dcl_2d s0 // dcl_cube s1 // dcl_2d s2 // dcl_2d s3 // dcl_2d s4 // dcl_2d s5 // add r0.xyz, c123, -v4 temp0.xyz = EyePosition.xyz + -i.texcoord4.xyz; // nrm r1.xyz, r0 temp1.xyz = normalize(temp0.xyz).xyz; // texld r0, v0, s2 temp0 = tex2D(DiffuseTextureSampler, i.texcoord.xy); // log r2.x, r0.x temp2.x = log2(temp0.x); // log r2.y, r0.y temp2.y = log2(temp0.y); // log r2.z, r0.z temp2.z = log2(temp0.z); // mul r0.xyz, r2, c0.x temp0.xyz = temp2.xyz * float3(2.2, 2.2, 2.2); // exp r2.x, r0.x temp2.x = exp2(temp0.x); // exp r2.y, r0.y temp2.y = exp2(temp0.y); // exp r2.z, r0.z temp2.z = exp2(temp0.z); // mul r0.xyz, r2, c12 temp0.xyz = temp2.xyz * DiffuseColor.xyz; // texld r3, v0, s3 temp3 = tex2D(NormalMapSampler, i.texcoord.xy); // mad r3.xyz, r3, c0.y, c0.z temp3.xyz = temp3.xyz * float3(2, 2, 2) + float3(-1, -1, -1); // mul r3.xy, r3, c11.x temp3.xy = temp3.xy * BumpScale.xx; // dp3 r4.x, r3, v1 temp4.x = dot(temp3.xyz, i.texcoord1.xyz); // dp3 r4.y, r3, v2 temp4.y = dot(temp3.xyz, i.texcoord2.xyz); // dp3 r4.z, r3, v3 temp4.z = dot(temp3.xyz, i.texcoord3.xyz); // nrm r3.xyz, r4 temp3.xyz = normalize(temp4.xyz).xyz; // texld r4, v0, s4 temp4 = tex2D(SpecMapSampler, i.texcoord.xy); // dp3 r1.w, r1, r3 temp1.w = dot(temp1.xyz, temp3.xyz); // add r1.w, r1.w, r1.w temp1.w = temp1.w + temp1.w; // mad r1.xyz, r3, -r1.w, r1 temp1.xyz = temp3.xyz * -temp1.www + temp1.xyz; // mov r1.xyz, -r1 temp1.xyz = -temp1.xyz; // texld r1, r1, s1 temp1 = texCUBE(EnvironmentTextureSampler, temp1.xyz); // mul r1.xyz, r1, c5 temp1.xyz = temp1.xyz * DirectionalLight[0].Color.xyz; // mul r1.xyz, r4.x, r1 temp1.xyz = temp4.xxx * temp1.xyz; // mad r1.xyz, r2, v6, r1 temp1.xyz = temp2.xyz * i.color.xyz + temp1.xyz; // texld r2, v5.zwzw, s0 temp2 = tex2D(CloudTextureSampler, i.texcoord6.zw); // log r4.x, r2.x temp4.x = log2(temp2.x); // log r4.y, r2.y temp4.y = log2(temp2.y); // log r4.z, r2.z temp4.z = log2(temp2.z); // mul r2.xyz, r4, c0.x temp2.xyz = temp4.xyz * float3(2.2, 2.2, 2.2); // exp r4.x, r2.x temp4.x = exp2(temp2.x); // exp r4.y, r2.y temp4.y = exp2(temp2.y); // exp r4.z, r2.z temp4.z = exp2(temp2.z); // dp3 r1.w, r3, c6 temp1.w = dot(temp3.xyz, DirectionalLight[0].Direction.xyz); // max r2.x, r1.w, c0.w temp2.x = max(temp1.w, float1(0)); // mul r2.yzw, r4.xxyz, c5.xxyz temp2.yzw = temp4.xyz * DirectionalLight[0].Color.xyz; // mul r4.xyz, r0, r2.x temp4.xyz = temp0.xyz * temp2.xxx; // mad r1.xyz, r2.yzww, r4, r1 temp1.xyz = temp2.yzw * temp4.xyz + temp1.xyz; // dp3 r1.w, r3, c8 temp1.w = dot(temp3.xyz, DirectionalLight[1].Direction.xyz); // max r2.x, r1.w, c0.w temp2.x = max(temp1.w, float1(0)); // mul r2.xyz, r0, r2.x temp2.xyz = temp0.xyz * temp2.xxx; // mad r1.xyz, c7, r2, r1 temp1.xyz = DirectionalLight[1].Color.xyz * temp2.xyz + temp1.xyz; // mov r2.xyz, c0.w temp2.xyz = float3(0, 0, 0); // mov r1.w, c0.w temp1.w = float1(0); // rep i0 for (int it0 = 0; it0 < NumPointLights; ++it0) { // add r4, r1.w, c1 temp4 = temp1.w + float4(-0, -1, -2, -3); // add r5, r1.w, c3 temp5 = temp1.w + float4(-4, -5, -6, -7); // mov r2.w, c0.w temp2.w = float1(0); // cmp r6.xyz, -r4_abs.x, c89, r2.w temp6.xyz = (-abs(temp4).xxx >= 0) ? PointLight[0].Color.xyz : temp2.www; // cmp r7.xyz, -r4_abs.x, c90, r2.w temp7.xyz = (-abs(temp4).xxx >= 0) ? PointLight[0].Position.xyz : temp2.www; // cmp r8.xy, -r4_abs.x, c91, r2.w temp8.xy = (-abs(temp4).xx >= 0) ? PointLight[0].Range_Inner_Outer.xy : temp2.ww; // cmp r6.xyz, -r4_abs.y, c92, r6 temp6.xyz = (-abs(temp4).yyy >= 0) ? PointLight[1].Color.xyz : temp6.xyz; // cmp r7.xyz, -r4_abs.y, c93, r7 temp7.xyz = (-abs(temp4).yyy >= 0) ? PointLight[1].Position.xyz : temp7.xyz; // cmp r4.xy, -r4_abs.y, c94, r8 temp4.xy = (-abs(temp4).yy >= 0) ? PointLight[1].Range_Inner_Outer.xy : temp8.xy; // cmp r6.xyz, -r4_abs.z, c95, r6 temp6.xyz = (-abs(temp4).zzz >= 0) ? PointLight[2].Color.xyz : temp6.xyz; // cmp r7.xyz, -r4_abs.z, c96, r7 temp7.xyz = (-abs(temp4).zzz >= 0) ? PointLight[2].Position.xyz : temp7.xyz; // cmp r4.xy, -r4_abs.z, c97, r4 temp4.xy = (-abs(temp4).zz >= 0) ? PointLight[2].Range_Inner_Outer.xy : temp4.xy; // cmp r6.xyz, -r4_abs.w, c98, r6 temp6.xyz = (-abs(temp4).www >= 0) ? PointLight[3].Color.xyz : temp6.xyz; // cmp r7.xyz, -r4_abs.w, c99, r7 temp7.xyz = (-abs(temp4).www >= 0) ? PointLight[3].Position.xyz : temp7.xyz; // cmp r4.xy, -r4_abs.w, c100, r4 temp4.xy = (-abs(temp4).ww >= 0) ? PointLight[3].Range_Inner_Outer.xy : temp4.xy; // cmp r6.xyz, -r5_abs.x, c101, r6 temp6.xyz = (-abs(temp5).xxx >= 0) ? PointLight[4].Color.xyz : temp6.xyz; // cmp r7.xyz, -r5_abs.x, c102, r7 temp7.xyz = (-abs(temp5).xxx >= 0) ? PointLight[4].Position.xyz : temp7.xyz; // cmp r4.xy, -r5_abs.x, c103, r4 temp4.xy = (-abs(temp5).xx >= 0) ? PointLight[4].Range_Inner_Outer.xy : temp4.xy; // cmp r6.xyz, -r5_abs.y, c104, r6 temp6.xyz = (-abs(temp5).yyy >= 0) ? PointLight[5].Color.xyz : temp6.xyz; // cmp r7.xyz, -r5_abs.y, c105, r7 temp7.xyz = (-abs(temp5).yyy >= 0) ? PointLight[5].Position.xyz : temp7.xyz; // cmp r4.xy, -r5_abs.y, c106, r4 temp4.xy = (-abs(temp5).yy >= 0) ? PointLight[5].Range_Inner_Outer.xy : temp4.xy; // cmp r6.xyz, -r5_abs.z, c107, r6 temp6.xyz = (-abs(temp5).zzz >= 0) ? PointLight[6].Color.xyz : temp6.xyz; // cmp r7.xyz, -r5_abs.z, c108, r7 temp7.xyz = (-abs(temp5).zzz >= 0) ? PointLight[6].Position.xyz : temp7.xyz; // cmp r4.xy, -r5_abs.z, c109, r4 temp4.xy = (-abs(temp5).zz >= 0) ? PointLight[6].Range_Inner_Outer.xy : temp4.xy; // cmp r5.xyz, -r5_abs.w, c110, r6 temp5.xyz = (-abs(temp5).www >= 0) ? PointLight[7].Color.xyz : temp6.xyz; // cmp r6.xyz, -r5_abs.w, c111, r7 temp6.xyz = (-abs(temp5).www >= 0) ? PointLight[7].Position.xyz : temp7.xyz; // cmp r4.xy, -r5_abs.w, c112, r4 temp4.xy = (-abs(temp5).ww >= 0) ? PointLight[7].Range_Inner_Outer.xy : temp4.xy; // add r6.xyz, r6, -v4 temp6.xyz = temp6.xyz + -i.texcoord4.xyz; // dp3 r2.w, r6, r6 temp2.w = dot(temp6.xyz, temp6.xyz); // rsq r2.w, r2.w temp2.w = 1 / sqrt(temp2.w); // rcp r3.w, r2.w temp3.w = 1.0f / temp2.w; // mul r6.xyz, r6, r2.w temp6.xyz = temp6.xyz * temp2.www; // add r2.w, -r4.x, r3.w temp2.w = -temp4.x + temp3.w; // add r3.w, -r4.x, r4.y temp3.w = -temp4.x + temp4.y; // rcp r3.w, r3.w temp3.w = 1.0f / temp3.w; // mad_sat r2.w, r2.w, -r3.w, -c0.z temp2.w = saturate(temp2.w * -temp3.w + float1(1)); // mul r2.w, r2.w, r2.w temp2.w = temp2.w * temp2.w; // mul r4.xyz, r5, r2.w temp4.xyz = temp5.xyz * temp2.www; // dp3 r2.w, r3, r6 temp2.w = dot(temp3.xyz, temp6.xyz); // max r3.w, r2.w, c0.w temp3.w = max(temp2.w, float1(0)); // mad r2.xyz, r4, r3.w, r2 temp2.xyz = temp4.xyz * temp3.www + temp2.xyz; // add r1.w, r1.w, -c0.z temp1.w = temp1.w + float1(1); // endrep } // mad r0.xyz, r2, r0, r1 temp0.xyz = temp2.xyz * temp0.xyz + temp1.xyz; // mul oC0.w, r0.w, v6.w out_color.w = temp0.w * i.color.w; // mul r0.xyz, r0, c2 temp0.xyz = temp0.xyz * TintColor.xyz; // texld r1, v5, s5 temp1 = tex2D(ShroudTextureSampler, i.texcoord6.xy); // mul oC0.xyz, r0, r1 out_color.xyz = temp0.xyz * temp1.xyz; // return out_color; } // PS_H_Array_Shader_3 Pixel_3_0 Has PRES False struct PS_H_Array_Shader_3_Input { float2 texcoord : TEXCOORD; float3 texcoord1 : TEXCOORD1; float3 texcoord2 : TEXCOORD2; float3 texcoord3 : TEXCOORD3; float3 texcoord4 : TEXCOORD4; float3 texcoord5 : TEXCOORD5; float4 texcoord6 : TEXCOORD6; float4 color : COLOR; }; float4 PS_H_Array_Shader_3(PS_H_Array_Shader_3_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6, temp7; float2 temp8; // def c0, 2.2, 2, -1, -0 // def c1, 0.25, 0, 0, 0 // def c3, -0, -1, -2, -3 // def c4, -4, -5, -6, -7 // dcl_texcoord v0.xy // dcl_texcoord1_centroid v1.xyz // dcl_texcoord2_centroid v2.xyz // dcl_texcoord3_centroid v3.xyz // dcl_texcoord4 v4.xyz // dcl_texcoord5 v5.xyz // dcl_texcoord6 v6 // dcl_color v7 // dcl_2d s0 // dcl_2d s1 // dcl_cube s2 // dcl_2d s3 // dcl_2d s4 // dcl_2d s5 // dcl_2d s6 // add r0.xyz, c123, -v4 temp0.xyz = EyePosition.xyz + -i.texcoord4.xyz; // nrm r1.xyz, r0 temp1.xyz = normalize(temp0.xyz).xyz; // texld r0, v0, s3 temp0 = tex2D(DiffuseTextureSampler, i.texcoord.xy); // log r2.x, r0.x temp2.x = log2(temp0.x); // log r2.y, r0.y temp2.y = log2(temp0.y); // log r2.z, r0.z temp2.z = log2(temp0.z); // mul r0.xyz, r2, c0.x temp0.xyz = temp2.xyz * float3(2.2, 2.2, 2.2); // exp r2.x, r0.x temp2.x = exp2(temp0.x); // exp r2.y, r0.y temp2.y = exp2(temp0.y); // exp r2.z, r0.z temp2.z = exp2(temp0.z); // mul r0.xyz, r2, c13 temp0.xyz = temp2.xyz * DiffuseColor.xyz; // texld r3, v0, s4 temp3 = tex2D(NormalMapSampler, i.texcoord.xy); // mad r3.xyz, r3, c0.y, c0.z temp3.xyz = temp3.xyz * float3(2, 2, 2) + float3(-1, -1, -1); // mul r3.xy, r3, c12.x temp3.xy = temp3.xy * BumpScale.xx; // dp3 r4.x, r3, v1 temp4.x = dot(temp3.xyz, i.texcoord1.xyz); // dp3 r4.y, r3, v2 temp4.y = dot(temp3.xyz, i.texcoord2.xyz); // dp3 r4.z, r3, v3 temp4.z = dot(temp3.xyz, i.texcoord3.xyz); // nrm r3.xyz, r4 temp3.xyz = normalize(temp4.xyz).xyz; // texld r4, v5, s0 temp4 = tex2D(ShadowMapSampler, i.texcoord5.xy); // add r5.xy, c11.zxzw, v5 temp5.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx + i.texcoord5.xy; // texld r5, r5, s0 temp5 = tex2D(ShadowMapSampler, temp5.xy); // add r5.yz, c11, v5.xxyw temp5.yz = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz + i.texcoord5.xy; // texld r6, r5.yzzw, s0 temp6 = tex2D(ShadowMapSampler, temp5.yz); // add r5.yz, c11.xwzw, v5.xxyw temp5.yz = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz + i.texcoord5.xy; // texld r7, r5.yzzw, s0 temp7 = tex2D(ShadowMapSampler, temp5.yz); // mov r4.y, r5.x temp4.y = temp5.x; // mov r4.z, r6.x temp4.z = temp6.x; // mov r4.w, r7.x temp4.w = temp7.x; // add r4, r4, -v5.z temp4 = temp4 + -i.texcoord5.z; // cmp r4, r4, -c0.z, -c0.w temp4 = (temp4 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0); // dp4 r1.w, -c0.z, r4 temp1.w = dot(float4(1, 1, 1, 1), temp4); // mul r1.w, r1.w, c1.x temp1.w = temp1.w * float1(0.25); // texld r4, v0, s5 temp4 = tex2D(SpecMapSampler, i.texcoord.xy); // dp3 r2.w, r1, r3 temp2.w = dot(temp1.xyz, temp3.xyz); // add r2.w, r2.w, r2.w temp2.w = temp2.w + temp2.w; // mad r1.xyz, r3, -r2.w, r1 temp1.xyz = temp3.xyz * -temp2.www + temp1.xyz; // mov r1.xyz, -r1 temp1.xyz = -temp1.xyz; // texld r5, r1, s2 temp5 = texCUBE(EnvironmentTextureSampler, temp1.xyz); // mul r1.xyz, r5, c5 temp1.xyz = temp5.xyz * DirectionalLight[0].Color.xyz; // mul r1.xyz, r4.x, r1 temp1.xyz = temp4.xxx * temp1.xyz; // mul r1.xyz, r1.w, r1 temp1.xyz = temp1.www * temp1.xyz; // mad r1.xyz, r2, v7, r1 temp1.xyz = temp2.xyz * i.color.xyz + temp1.xyz; // texld r2, v6.zwzw, s1 temp2 = tex2D(CloudTextureSampler, i.texcoord6.zw); // log r4.x, r2.x temp4.x = log2(temp2.x); // log r4.y, r2.y temp4.y = log2(temp2.y); // log r4.z, r2.z temp4.z = log2(temp2.z); // mul r2.xyz, r4, c0.x temp2.xyz = temp4.xyz * float3(2.2, 2.2, 2.2); // exp r4.x, r2.x temp4.x = exp2(temp2.x); // exp r4.y, r2.y temp4.y = exp2(temp2.y); // exp r4.z, r2.z temp4.z = exp2(temp2.z); // mul r2.xyz, r1.w, r4 temp2.xyz = temp1.www * temp4.xyz; // dp3 r1.w, r3, c6 temp1.w = dot(temp3.xyz, DirectionalLight[0].Direction.xyz); // max r2.w, r1.w, -c0.w temp2.w = max(temp1.w, float1(0)); // mul r2.xyz, r2, c5 temp2.xyz = temp2.xyz * DirectionalLight[0].Color.xyz; // mul r4.xyz, r0, r2.w temp4.xyz = temp0.xyz * temp2.www; // mad r1.xyz, r2, r4, r1 temp1.xyz = temp2.xyz * temp4.xyz + temp1.xyz; // dp3 r1.w, r3, c8 temp1.w = dot(temp3.xyz, DirectionalLight[1].Direction.xyz); // max r2.x, r1.w, -c0.w temp2.x = max(temp1.w, float1(0)); // mul r2.xyz, r0, r2.x temp2.xyz = temp0.xyz * temp2.xxx; // mad r1.xyz, c7, r2, r1 temp1.xyz = DirectionalLight[1].Color.xyz * temp2.xyz + temp1.xyz; // mov r2.xyz, -c0.w temp2.xyz = float3(0, 0, 0); // mov r1.w, -c0.w temp1.w = float1(0); // rep i0 for (int it0 = 0; it0 < NumPointLights; ++it0) { // add r4, r1.w, c3 temp4 = temp1.w + float4(-0, -1, -2, -3); // add r5, r1.w, c4 temp5 = temp1.w + float4(-4, -5, -6, -7); // mov r2.w, c0.w temp2.w = float1(-0); // cmp r6.xyz, -r4_abs.x, c89, -r2.w temp6.xyz = (-abs(temp4).xxx >= 0) ? PointLight[0].Color.xyz : -temp2.www; // cmp r7.xyz, -r4_abs.x, c90, -r2.w temp7.xyz = (-abs(temp4).xxx >= 0) ? PointLight[0].Position.xyz : -temp2.www; // cmp r8.xy, -r4_abs.x, c91, -r2.w temp8.xy = (-abs(temp4).xx >= 0) ? PointLight[0].Range_Inner_Outer.xy : -temp2.ww; // cmp r6.xyz, -r4_abs.y, c92, r6 temp6.xyz = (-abs(temp4).yyy >= 0) ? PointLight[1].Color.xyz : temp6.xyz; // cmp r7.xyz, -r4_abs.y, c93, r7 temp7.xyz = (-abs(temp4).yyy >= 0) ? PointLight[1].Position.xyz : temp7.xyz; // cmp r4.xy, -r4_abs.y, c94, r8 temp4.xy = (-abs(temp4).yy >= 0) ? PointLight[1].Range_Inner_Outer.xy : temp8.xy; // cmp r6.xyz, -r4_abs.z, c95, r6 temp6.xyz = (-abs(temp4).zzz >= 0) ? PointLight[2].Color.xyz : temp6.xyz; // cmp r7.xyz, -r4_abs.z, c96, r7 temp7.xyz = (-abs(temp4).zzz >= 0) ? PointLight[2].Position.xyz : temp7.xyz; // cmp r4.xy, -r4_abs.z, c97, r4 temp4.xy = (-abs(temp4).zz >= 0) ? PointLight[2].Range_Inner_Outer.xy : temp4.xy; // cmp r6.xyz, -r4_abs.w, c98, r6 temp6.xyz = (-abs(temp4).www >= 0) ? PointLight[3].Color.xyz : temp6.xyz; // cmp r7.xyz, -r4_abs.w, c99, r7 temp7.xyz = (-abs(temp4).www >= 0) ? PointLight[3].Position.xyz : temp7.xyz; // cmp r4.xy, -r4_abs.w, c100, r4 temp4.xy = (-abs(temp4).ww >= 0) ? PointLight[3].Range_Inner_Outer.xy : temp4.xy; // cmp r6.xyz, -r5_abs.x, c101, r6 temp6.xyz = (-abs(temp5).xxx >= 0) ? PointLight[4].Color.xyz : temp6.xyz; // cmp r7.xyz, -r5_abs.x, c102, r7 temp7.xyz = (-abs(temp5).xxx >= 0) ? PointLight[4].Position.xyz : temp7.xyz; // cmp r4.xy, -r5_abs.x, c103, r4 temp4.xy = (-abs(temp5).xx >= 0) ? PointLight[4].Range_Inner_Outer.xy : temp4.xy; // cmp r6.xyz, -r5_abs.y, c104, r6 temp6.xyz = (-abs(temp5).yyy >= 0) ? PointLight[5].Color.xyz : temp6.xyz; // cmp r7.xyz, -r5_abs.y, c105, r7 temp7.xyz = (-abs(temp5).yyy >= 0) ? PointLight[5].Position.xyz : temp7.xyz; // cmp r4.xy, -r5_abs.y, c106, r4 temp4.xy = (-abs(temp5).yy >= 0) ? PointLight[5].Range_Inner_Outer.xy : temp4.xy; // cmp r6.xyz, -r5_abs.z, c107, r6 temp6.xyz = (-abs(temp5).zzz >= 0) ? PointLight[6].Color.xyz : temp6.xyz; // cmp r7.xyz, -r5_abs.z, c108, r7 temp7.xyz = (-abs(temp5).zzz >= 0) ? PointLight[6].Position.xyz : temp7.xyz; // cmp r4.xy, -r5_abs.z, c109, r4 temp4.xy = (-abs(temp5).zz >= 0) ? PointLight[6].Range_Inner_Outer.xy : temp4.xy; // cmp r5.xyz, -r5_abs.w, c110, r6 temp5.xyz = (-abs(temp5).www >= 0) ? PointLight[7].Color.xyz : temp6.xyz; // cmp r6.xyz, -r5_abs.w, c111, r7 temp6.xyz = (-abs(temp5).www >= 0) ? PointLight[7].Position.xyz : temp7.xyz; // cmp r4.xy, -r5_abs.w, c112, r4 temp4.xy = (-abs(temp5).ww >= 0) ? PointLight[7].Range_Inner_Outer.xy : temp4.xy; // add r6.xyz, r6, -v4 temp6.xyz = temp6.xyz + -i.texcoord4.xyz; // dp3 r2.w, r6, r6 temp2.w = dot(temp6.xyz, temp6.xyz); // rsq r2.w, r2.w temp2.w = 1 / sqrt(temp2.w); // rcp r3.w, r2.w temp3.w = 1.0f / temp2.w; // mul r6.xyz, r6, r2.w temp6.xyz = temp6.xyz * temp2.www; // add r2.w, -r4.x, r3.w temp2.w = -temp4.x + temp3.w; // add r3.w, -r4.x, r4.y temp3.w = -temp4.x + temp4.y; // rcp r3.w, r3.w temp3.w = 1.0f / temp3.w; // mad_sat r2.w, r2.w, -r3.w, -c0.z temp2.w = saturate(temp2.w * -temp3.w + float1(1)); // mul r2.w, r2.w, r2.w temp2.w = temp2.w * temp2.w; // mul r4.xyz, r5, r2.w temp4.xyz = temp5.xyz * temp2.www; // dp3 r2.w, r3, r6 temp2.w = dot(temp3.xyz, temp6.xyz); // max r3.w, r2.w, -c0.w temp3.w = max(temp2.w, float1(0)); // mad r2.xyz, r4, r3.w, r2 temp2.xyz = temp4.xyz * temp3.www + temp2.xyz; // add r1.w, r1.w, -c0.z temp1.w = temp1.w + float1(1); // endrep } // mad r0.xyz, r2, r0, r1 temp0.xyz = temp2.xyz * temp0.xyz + temp1.xyz; // mul oC0.w, r0.w, v7.w out_color.w = temp0.w * i.color.w; // mul r0.xyz, r0, c2 temp0.xyz = temp0.xyz * TintColor.xyz; // texld r1, v6, s6 temp1 = tex2D(ShroudTextureSampler, i.texcoord6.xy); // mul oC0.xyz, r0, r1 out_color.xyz = temp0.xyz * temp1.xyz; // return out_color; } PixelShader PS_H_Array[4] = { compile ps_3_0 PS_H_Array_Shader_0(), // 86 compile ps_3_0 PS_H_Array_Shader_1(), // 87 compile ps_3_0 PS_H_Array_Shader_2(), // 88 compile ps_3_0 PS_H_Array_Shader_3(), // 89 }; // 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; float4 color : COLOR; }; 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; float4 color : COLOR; }; VS_M_Array_Shader_0_Output VS_M_Array_Shader_0(VS_M_Array_Shader_0_Input i) { /* PRSI OutputRegisterOffset: 14 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 1 Unknown3: 0 Unknown4: 0 Unknown5: 14 Unknown6: 1 Mappings: 1 0 - ConstOutput: 0 ConstInput 0 */ float4 expr14; { float4 temp0; // Expression_2_1 // mul r0.x, c0.x, (66) temp0.x = MapCellSize.x * (66); // rcp c14.x, r0.x expr14.x = 1.0f / (temp0.x); } VS_M_Array_Shader_0_Output o; float4 temp0, temp1; float3 temp2, temp3, temp4; // def c0, 1, 0, -1, -0.0015 // dcl_position v0 // dcl_normal v1 // dcl_tangent v2 // dcl_binormal v3 // dcl_texcoord v4 // dcl_color 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_color o7 // mad r0, v0.xyzx, c0.xxxy, c0.yyyx temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 r1.z, r0, c126 temp1.z = dot(temp0, (World._m02_m12_m22_m32)); // mov r1.w, c0.x temp1.w = float1(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 o0.x, r1, c119 o.position.x = dot(temp1, (ViewProjection._m00_m10_m20_m30)); // dp4 o0.y, r1, c120 o.position.y = dot(temp1, (ViewProjection._m01_m11_m21_m31)); // dp4 o0.z, r1, c121 o.position.z = dot(temp1, (ViewProjection._m02_m12_m22_m32)); // dp4 o0.w, r1, c122 o.position.w = dot(temp1, (ViewProjection._m03_m13_m23_m33)); // dp3 r0.x, v3, c124 temp0.x = dot(i.binormal.xyz, (World._m00_m10_m20_m30).xyz); // dp3 r0.y, v3, c125 temp0.y = dot(i.binormal.xyz, (World._m01_m11_m21_m31).xyz); // dp3 r0.z, v3, c126 temp0.z = dot(i.binormal.xyz, (World._m02_m12_m22_m32).xyz); // dp3 o2.x, c6, -r0 o.texcoord1.x = dot(DirectionalLight[0].Direction.xyz, -temp0.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, -r1, c123 temp4.xyz = -temp1.xyz + EyePosition.xyz; // dp3 r0.w, r4, r4 temp0.w = dot(temp4.xyz, temp4.xyz); // rsq r0.w, r0.w temp0.w = 1 / sqrt(temp0.w); // mad r4.xyz, r4, r0.w, c6 temp4.xyz = temp4.xyz * temp0.www + DirectionalLight[0].Direction.xyz; // dp3 r0.x, r4, -r0 temp0.x = dot(temp4.xyz, -temp0.xyz); // dp3 r0.y, r4, -r2 temp0.y = dot(temp4.xyz, -temp2.xyz); // dp3 r0.z, r4, r3 temp0.z = dot(temp4.xyz, temp3.xyz); // dp3 r0.w, r0, r0 temp0.w = dot(temp0.xyz, temp0.xyz); // rsq r0.w, r0.w temp0.w = 1 / sqrt(temp0.w); // mul o3.xyz, r0, r0.w o.texcoord2 = temp0 * temp0.w; // dp3 r0.x, r3, c10 temp0.x = dot(temp3.xyz, DirectionalLight[2].Direction.xyz); // dp3 r0.y, r3, c8 temp0.y = dot(temp3.xyz, DirectionalLight[1].Direction.xyz); // max r0.x, r0.x, c0.y temp0.x = max(temp0.x, float1(0)); // mul r0.xzw, r0.x, c9.xyyz temp0.xzw = temp0.xxx * DirectionalLight[2].Color.xyz; // max r0.y, r0.y, c0.y temp0.y = max(temp0.y, float1(0)); // mad r0.xyz, c7, r0.y, r0.xzww temp0.xyz = DirectionalLight[1].Color.xyz * temp0.yyy + temp0.xzw; // mul r0.xyz, r0, c12 temp0.xyz = temp0.xyz * DiffuseColor.xyz; // mov r2.xyz, c4 temp2.xyz = AmbientLightColor.xyz; // mad r0.xyz, r2, c11, r0 temp0.xyz = temp2.xyz * AmbientColor.xyz + temp0.xyz; // mov r0.w, c1.x temp0.w = OpacityOverride.x; // mul o7, r0, v5 o.color = temp0 * i.color; // add r0.xy, r1, c13.zwzw temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw; // mul o4.xy, r0, c13 o.texcoord3.xy = temp0.xy * Shroud.ScaleUV_OffsetUV.xy; // mul r0.xy, r1.z, c117.zwzw temp0.xy = temp1.zz * Cloud.WorldPositionMultiplier_XYZZ.zw; // mad r0.xy, r1, c117, -r0 temp0.xy = temp1.xy * Cloud.WorldPositionMultiplier_XYZZ.xy + -temp0.xy; // add o4.zw, r0.xyxy, c118.xyxy o.texcoord3.zw = temp0.xy + Cloud.CurrentOffsetUV.xy; // mov r0.xz, c0 temp0.xz = float2(1, -1); // mul r0.xy, r0.xzzw, c14.x temp0.xy = temp0.xz * expr14.xx; // mul o6.xy, r1, r0 o.texcoord5 = temp1 * temp0; // mov o1, v4.xyyx o.texcoord = i.texcoord.xyyx; // mov o2.w, c0.y o.texcoord1.w = float1(0); // dp4 r0.x, r1, c116 temp0.x = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33)); // rcp r0.y, r0.x temp0.y = 1.0f / temp0.x; // mov o5.w, r0.x o.texcoord4.w = temp0.x; // dp4 r0.x, r1, c113 temp0.x = dot(temp1, (ShadowMapWorldToShadow._m00_m10_m20_m30)); // dp4 r0.z, r1, c114 temp0.z = dot(temp1, (ShadowMapWorldToShadow._m01_m11_m21_m31)); // dp4 r0.w, r1, c115 temp0.w = dot(temp1, (ShadowMapWorldToShadow._m02_m12_m22_m32)); // mad o5.xyz, r0.xzww, r0.y, c0.yyww o.texcoord4.xyz = temp0.xzw * temp0.yyy + float3(0, 0, -0.0015); // 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; float4 color : COLOR; }; 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; float4 color : COLOR; }; VS_M_Array_Shader_1_Output VS_M_Array_Shader_1(VS_M_Array_Shader_1_Input i) { /* PRSI OutputRegisterOffset: 14 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 1 Unknown3: 0 Unknown4: 0 Unknown5: 14 Unknown6: 1 Mappings: 1 0 - ConstOutput: 0 ConstInput 0 */ float4 expr14; { float4 temp0; // Expression_2_1 // mul r0.x, c0.x, (66) temp0.x = MapCellSize.x * (66); // rcp c14.x, r0.x expr14.x = 1.0f / (temp0.x); } VS_M_Array_Shader_1_Output o; float4 temp0, temp1, temp2, temp3, temp4; float addr0; // def c0, 1, -1, 0, -0.0015 // dcl_position v0 // dcl_normal v1 // dcl_tangent v2 // dcl_binormal v3 // dcl_blendindices v4 // dcl_texcoord v5 // dcl_color v6 // dcl_position o0 // dcl_texcoord o1 // dcl_texcoord1 o2 // dcl_texcoord2 o3.xyz // dcl_texcoord3 o4 // dcl_texcoord4 o5 // dcl_texcoord5 o6.xy // dcl_color o7 // 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 r4.xyz, r4, r1.w, c6 temp4.xyz = temp4.xyz * temp1.www + DirectionalLight[0].Direction.xyz; // dp3 r1.x, r4, -r1 temp1.x = dot(temp4.xyz, -temp1.xyz); // dp3 r1.y, r4, -r2 temp1.y = dot(temp4.xyz, -temp2.xyz); // dp3 r1.z, r4, r3 temp1.z = dot(temp4.xyz, temp3.xyz); // dp3 r1.w, r1, r1 temp1.w = dot(temp1.xyz, temp1.xyz); // rsq r1.w, r1.w temp1.w = 1 / sqrt(temp1.w); // mul o3.xyz, r1, r1.w o.texcoord2 = temp1 * temp1.w; // dp3 r1.x, r3, c10 temp1.x = dot(temp3.xyz, DirectionalLight[2].Direction.xyz); // dp3 r1.y, r3, c8 temp1.y = dot(temp3.xyz, DirectionalLight[1].Direction.xyz); // max r1.x, r1.x, c0.z temp1.x = max(temp1.x, float1(0)); // mul r1.xzw, r1.x, c9.xyyz temp1.xzw = temp1.xxx * DirectionalLight[2].Color.xyz; // max r1.y, r1.y, c0.z temp1.y = max(temp1.y, float1(0)); // mad r1.xyz, c7, r1.y, r1.xzww temp1.xyz = DirectionalLight[1].Color.xyz * temp1.yyy + temp1.xzw; // mul r1.xyz, r1, c12 temp1.xyz = temp1.xyz * DiffuseColor.xyz; // mov r2.xyz, c4 temp2.xyz = AmbientLightColor.xyz; // mad r1.xyz, r2, c11, r1 temp1.xyz = temp2.xyz * AmbientColor.xyz + temp1.xyz; // slt r2.x, v4.x, -v4.x temp2.x = (i.blendindices.x < -i.blendindices.x) ? 1 : 0; // frc r2.y, v4.x temp2.y = frac(i.blendindices.x); // add r2.z, -r2.y, v4.x temp2.z = -temp2.y + i.blendindices.x; // slt r2.y, -r2.y, r2.y temp2.y = (-temp2.y < temp2.y) ? 1 : 0; // mad r2.x, r2.x, r2.y, r2.z temp2.x = temp2.x * temp2.y + temp2.z; // add r2.x, r2.x, r2.x temp2.x = temp2.x + temp2.x; // mova a0.x, r2.x addr0.x = temp2.x; // mul r2.w, v6.w, c129[a0.x].w temp2.w = i.color.w * WorldBones[1 + addr0.x].w; // mov r1.w, c1.x temp1.w = OpacityOverride.x; // mov r2.xyz, v6 temp2.xyz = i.color.xyz; // mul o7, r1, r2 o.color = temp1 * temp2; // 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 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; // add o4.zw, r1.xyxy, c118.xyxy o.texcoord3.zw = temp1.xy + Cloud.CurrentOffsetUV.xy; // mov r1.xy, c0 temp1.xy = float2(1, -1); // mul r1.xy, r1, c14.x temp1.xy = temp1.xy * expr14.xx; // mul o6.xy, r0, r1 o.texcoord5 = temp0 * temp1; // mov o1, v5.xyyx o.texcoord = i.texcoord.xyyx; // mov o2.w, c0.z o.texcoord1.w = float1(0); // dp4 r1.x, r0, c113 temp1.x = dot(temp0, (ShadowMapWorldToShadow._m00_m10_m20_m30)); // dp4 r1.y, r0, c114 temp1.y = dot(temp0, (ShadowMapWorldToShadow._m01_m11_m21_m31)); // dp4 r1.z, r0, c115 temp1.z = dot(temp0, (ShadowMapWorldToShadow._m02_m12_m22_m32)); // dp4 r0.x, r0, c116 temp0.x = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33)); // rcp r0.y, r0.x temp0.y = 1.0f / temp0.x; // mov o5.w, r0.x o.texcoord4.w = temp0.x; // mad o5.xyz, r1, r0.y, c0.zzww o.texcoord4.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015); // return o; } VertexShader VS_M_Array[2] = { compile vs_3_0 VS_M_Array_Shader_0(), // 93 compile vs_3_0 VS_M_Array_Shader_1(), // 94 }; // PS_M_Array_Shader_0 Pixel_3_0 Has PRES False struct PS_M_Array_Shader_0_Input { float2 texcoord : TEXCOORD; float3 texcoord2 : TEXCOORD2; float4 texcoord3 : TEXCOORD3; float4 color : COLOR; float3 texcoord1 : TEXCOORD1; }; float4 PS_M_Array_Shader_0(PS_M_Array_Shader_0_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2; // def c0, 2, -1, 0, 1 // dcl_texcoord v0.xy // dcl_texcoord2_centroid v1.xyz // dcl_texcoord3 v2 // dcl_color v3 // dcl_texcoord1_centroid v4.xyz // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // dcl_2d s3 // dcl_2d s4 // texld r0, v0, s1 temp0 = /* not implemented _pp modifier */ tex2D(DiffuseTextureSampler, i.texcoord.xy); // mul_pp oC0.w, r0.w, v3.w out_color.w = /* not implemented _pp modifier */ temp0.w * i.color.w; // texld r1, v0, s2 temp1 = /* not implemented _pp modifier */ tex2D(NormalMapSampler, i.texcoord.xy); // mad_pp r1.xyz, r1, c0.x, c0.y temp1.xyz = /* not implemented _pp modifier */ temp1.xyz * float3(2, 2, 2) + float3(-1, -1, -1); // mul_pp r1.xy, r1, c11.x temp1.xy = /* not implemented _pp modifier */ temp1.xy * BumpScale.xx; // nrm_pp r2.xyz, r1 temp2.xyz = /* not implemented _pp modifier */ normalize(temp1.xyz).xyz; // dp3_pp r0.w, r2, v1 temp0.w = /* not implemented _pp modifier */ dot(temp2.xyz, i.texcoord2.xyz); // dp3_pp r1.x, r2, v4 temp1.x = /* not implemented _pp modifier */ dot(temp2.xyz, i.texcoord1.xyz); // cmp r1.y, -r0.w, c0.z, c0.w temp1.y = (-temp0.w >= 0) ? float1(0) : float1(1); // pow r1.z, r0.w, c14.x temp1.z = pow(temp0.w, SpecularExponent.x); // cmp r0.w, -r1.x, c0.z, c0.w temp0.w = (-temp1.x >= 0) ? float1(0) : float1(1); // mul_pp r1.x, r1.x, r0.w temp1.x = /* not implemented _pp modifier */ temp1.x * temp0.w; // mul r0.w, r1.y, r0.w temp0.w = temp1.y * temp0.w; // mul_pp r0.w, r1.z, r0.w temp0.w = /* not implemented _pp modifier */ temp1.z * temp0.w; // texld r2, v0, s3 temp2 = /* not implemented _pp modifier */ tex2D(SpecMapSampler, i.texcoord.xy); // mul_pp r1.yzw, r2.x, c13.xxyz temp1.yzw = /* not implemented _pp modifier */ temp2.xxx * SpecularColor.xyz; // mul_pp r1.yzw, r0.w, r1 temp1.yzw = /* not implemented _pp modifier */ temp0.www * temp1.yzw; // mul_pp r2.xyz, r0, c12 temp2.xyz = /* not implemented _pp modifier */ temp0.xyz * DiffuseColor.xyz; // mad_pp r1.xyz, r2, r1.x, r1.yzww temp1.xyz = /* not implemented _pp modifier */ temp2.xyz * temp1.xxx + temp1.yzw; // texld r2, v2.zwzw, s0 temp2 = /* not implemented _pp modifier */ tex2D(CloudTextureSampler, i.texcoord3.zw); // mul r2.xyz, r2, c5 temp2.xyz = temp2.xyz * DirectionalLight[0].Color.xyz; // mul r1.xyz, r1, r2 temp1.xyz = temp1.xyz * temp2.xyz; // mad_pp r0.xyz, r0, v3, r1 temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * i.color.xyz + temp1.xyz; // mul_pp r0.xyz, r0, c2 temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * TintColor.xyz; // texld r1, v2, s4 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; // return out_color; } // PS_M_Array_Shader_1 Pixel_3_0 Has PRES False struct PS_M_Array_Shader_1_Input { float2 texcoord : TEXCOORD; float3 texcoord2 : TEXCOORD2; float4 texcoord3 : TEXCOORD3; float3 texcoord4 : TEXCOORD4; float4 color : COLOR; float3 texcoord1 : TEXCOORD1; }; float4 PS_M_Array_Shader_1(PS_M_Array_Shader_1_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2; // def c0, 2, -1, 0, 1 // def c1, 0.25, 0, 0, 0 // dcl_texcoord v0.xy // dcl_texcoord2_centroid v1.xyz // dcl_texcoord3 v2 // dcl_texcoord4 v3.xyz // dcl_color v4 // dcl_texcoord1_centroid v5.xyz // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // dcl_2d s3 // dcl_2d s4 // dcl_2d s5 // texld r0, v0, s2 temp0 = /* not implemented _pp modifier */ tex2D(DiffuseTextureSampler, i.texcoord.xy); // mul_pp oC0.w, r0.w, v4.w out_color.w = /* not implemented _pp modifier */ temp0.w * i.color.w; // add r1.xy, c11.zxzw, v3 temp1.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx + i.texcoord4.xy; // texld r1, r1, s0 temp1 = tex2D(ShadowMapSampler, temp1.xy); // mov r1.y, r1.x temp1.y = temp1.x; // add r2.xy, c11.yzzw, v3 temp2.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz + i.texcoord4.xy; // texld r2, r2, s0 temp2 = tex2D(ShadowMapSampler, temp2.xy); // mov r1.z, r2.x temp1.z = temp2.x; // add r2.xy, c11.wzzw, v3 temp2.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz + i.texcoord4.xy; // texld r2, r2, s0 temp2 = tex2D(ShadowMapSampler, temp2.xy); // mov r1.w, r2.x temp1.w = temp2.x; // texld r2, v3, s0 temp2 = tex2D(ShadowMapSampler, i.texcoord4.xy); // mov r1.x, r2.x temp1.x = temp2.x; // add r1, r1, -v3.z temp1 = temp1 + -i.texcoord4.z; // cmp r1, r1, c0.w, c0.z temp1 = (temp1 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0); // dp4 r0.w, c0.w, r1 temp0.w = dot(float4(1, 1, 1, 1), temp1); // mul r0.w, r0.w, c1.x temp0.w = temp0.w * float1(0.25); // texld r1, v0, s3 temp1 = /* not implemented _pp modifier */ tex2D(NormalMapSampler, i.texcoord.xy); // mad_pp r1.xyz, r1, c0.x, c0.y temp1.xyz = /* not implemented _pp modifier */ temp1.xyz * float3(2, 2, 2) + float3(-1, -1, -1); // mul_pp r1.xy, r1, c12.x temp1.xy = /* not implemented _pp modifier */ temp1.xy * BumpScale.xx; // nrm_pp r2.xyz, r1 temp2.xyz = /* not implemented _pp modifier */ normalize(temp1.xyz).xyz; // dp3_pp r1.x, r2, v1 temp1.x = /* not implemented _pp modifier */ dot(temp2.xyz, i.texcoord2.xyz); // dp3_pp r1.y, r2, v5 temp1.y = /* not implemented _pp modifier */ dot(temp2.xyz, i.texcoord1.xyz); // cmp r1.z, -r1.x, c0.z, c0.w temp1.z = (-temp1.x >= 0) ? float1(0) : float1(1); // pow r2.x, r1.x, c15.x temp2.x = pow(temp1.x, SpecularExponent.x); // cmp r1.x, -r1.y, c0.z, c0.w temp1.x = (-temp1.y >= 0) ? float1(0) : float1(1); // mul r1.xy, r1.zyzw, r1.x temp1.xy = temp1.zy * temp1.xx; // mul_pp r1.w, r2.x, r1.x temp1.w = /* not implemented _pp modifier */ temp2.x * temp1.x; // mul_pp r1.xy, r0.w, r1.ywzw temp1.xy = /* not implemented _pp modifier */ temp0.ww * temp1.yw; // texld r2, v0, s4 temp2 = /* not implemented _pp modifier */ tex2D(SpecMapSampler, i.texcoord.xy); // mul_pp r2.xyz, r2.x, c14 temp2.xyz = /* not implemented _pp modifier */ temp2.xxx * SpecularColor.xyz; // mul_pp r1.yzw, r1.y, r2.xxyz temp1.yzw = /* not implemented _pp modifier */ temp1.yyy * temp2.xyz; // mul_pp r2.xyz, r0, c13 temp2.xyz = /* not implemented _pp modifier */ temp0.xyz * DiffuseColor.xyz; // mad_pp r1.xyz, r2, r1.x, r1.yzww temp1.xyz = /* not implemented _pp modifier */ temp2.xyz * temp1.xxx + temp1.yzw; // texld r2, v2.zwzw, s1 temp2 = /* not implemented _pp modifier */ tex2D(CloudTextureSampler, i.texcoord3.zw); // mul r2.xyz, r2, c5 temp2.xyz = temp2.xyz * DirectionalLight[0].Color.xyz; // mul r1.xyz, r1, r2 temp1.xyz = temp1.xyz * temp2.xyz; // mad_pp r0.xyz, r0, v4, r1 temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * i.color.xyz + temp1.xyz; // mul_pp r0.xyz, r0, c2 temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * TintColor.xyz; // texld r1, v2, s5 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; // return out_color; } // PS_M_Array_Shader_2 Pixel_3_0 Has PRES False struct PS_M_Array_Shader_2_Input { float2 texcoord : TEXCOORD; float3 texcoord2 : TEXCOORD2; float4 texcoord3 : TEXCOORD3; float4 color : COLOR; float3 texcoord1 : TEXCOORD1; }; float4 PS_M_Array_Shader_2(PS_M_Array_Shader_2_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2; // def c0, 2, -1, 0, 1 // dcl_texcoord v0.xy // dcl_texcoord2_centroid v1.xyz // dcl_texcoord3 v2 // dcl_color v3 // dcl_texcoord1_centroid v4.xyz // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // dcl_2d s3 // dcl_2d s4 // texld r0, v0, s1 temp0 = /* not implemented _pp modifier */ tex2D(DiffuseTextureSampler, i.texcoord.xy); // mul_pp oC0.w, r0.w, v3.w out_color.w = /* not implemented _pp modifier */ temp0.w * i.color.w; // texld r1, v0, s2 temp1 = /* not implemented _pp modifier */ tex2D(NormalMapSampler, i.texcoord.xy); // mad_pp r1.xyz, r1, c0.x, c0.y temp1.xyz = /* not implemented _pp modifier */ temp1.xyz * float3(2, 2, 2) + float3(-1, -1, -1); // mul_pp r1.xy, r1, c11.x temp1.xy = /* not implemented _pp modifier */ temp1.xy * BumpScale.xx; // nrm_pp r2.xyz, r1 temp2.xyz = /* not implemented _pp modifier */ normalize(temp1.xyz).xyz; // dp3_pp r0.w, r2, v1 temp0.w = /* not implemented _pp modifier */ dot(temp2.xyz, i.texcoord2.xyz); // dp3_pp r1.x, r2, v4 temp1.x = /* not implemented _pp modifier */ dot(temp2.xyz, i.texcoord1.xyz); // cmp r1.y, -r0.w, c0.z, c0.w temp1.y = (-temp0.w >= 0) ? float1(0) : float1(1); // pow r1.z, r0.w, c14.x temp1.z = pow(temp0.w, SpecularExponent.x); // cmp r0.w, -r1.x, c0.z, c0.w temp0.w = (-temp1.x >= 0) ? float1(0) : float1(1); // mul_pp r1.x, r1.x, r0.w temp1.x = /* not implemented _pp modifier */ temp1.x * temp0.w; // mul r0.w, r1.y, r0.w temp0.w = temp1.y * temp0.w; // mul_pp r0.w, r1.z, r0.w temp0.w = /* not implemented _pp modifier */ temp1.z * temp0.w; // texld r2, v0, s3 temp2 = /* not implemented _pp modifier */ tex2D(SpecMapSampler, i.texcoord.xy); // mul_pp r1.yzw, r2.x, c13.xxyz temp1.yzw = /* not implemented _pp modifier */ temp2.xxx * SpecularColor.xyz; // mul_pp r1.yzw, r0.w, r1 temp1.yzw = /* not implemented _pp modifier */ temp0.www * temp1.yzw; // mul_pp r2.xyz, r0, c12 temp2.xyz = /* not implemented _pp modifier */ temp0.xyz * DiffuseColor.xyz; // mad_pp r1.xyz, r2, r1.x, r1.yzww temp1.xyz = /* not implemented _pp modifier */ temp2.xyz * temp1.xxx + temp1.yzw; // texld r2, v2.zwzw, s0 temp2 = /* not implemented _pp modifier */ tex2D(CloudTextureSampler, i.texcoord3.zw); // mul r2.xyz, r2, c5 temp2.xyz = temp2.xyz * DirectionalLight[0].Color.xyz; // mul r1.xyz, r1, r2 temp1.xyz = temp1.xyz * temp2.xyz; // mad_pp r0.xyz, r0, v3, r1 temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * i.color.xyz + temp1.xyz; // mul_pp r0.xyz, r0, c2 temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * TintColor.xyz; // texld r1, v2, s4 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; // return out_color; } // PS_M_Array_Shader_3 Pixel_3_0 Has PRES False struct PS_M_Array_Shader_3_Input { float2 texcoord : TEXCOORD; float3 texcoord2 : TEXCOORD2; float4 texcoord3 : TEXCOORD3; float3 texcoord4 : TEXCOORD4; float4 color : COLOR; float3 texcoord1 : TEXCOORD1; }; float4 PS_M_Array_Shader_3(PS_M_Array_Shader_3_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2; // def c0, 2, -1, 0, 1 // def c1, 0.25, 0, 0, 0 // dcl_texcoord v0.xy // dcl_texcoord2_centroid v1.xyz // dcl_texcoord3 v2 // dcl_texcoord4 v3.xyz // dcl_color v4 // dcl_texcoord1_centroid v5.xyz // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // dcl_2d s3 // dcl_2d s4 // dcl_2d s5 // texld r0, v0, s2 temp0 = /* not implemented _pp modifier */ tex2D(DiffuseTextureSampler, i.texcoord.xy); // mul_pp oC0.w, r0.w, v4.w out_color.w = /* not implemented _pp modifier */ temp0.w * i.color.w; // add r1.xy, c11.zxzw, v3 temp1.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx + i.texcoord4.xy; // texld r1, r1, s0 temp1 = tex2D(ShadowMapSampler, temp1.xy); // mov r1.y, r1.x temp1.y = temp1.x; // add r2.xy, c11.yzzw, v3 temp2.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz + i.texcoord4.xy; // texld r2, r2, s0 temp2 = tex2D(ShadowMapSampler, temp2.xy); // mov r1.z, r2.x temp1.z = temp2.x; // add r2.xy, c11.wzzw, v3 temp2.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz + i.texcoord4.xy; // texld r2, r2, s0 temp2 = tex2D(ShadowMapSampler, temp2.xy); // mov r1.w, r2.x temp1.w = temp2.x; // texld r2, v3, s0 temp2 = tex2D(ShadowMapSampler, i.texcoord4.xy); // mov r1.x, r2.x temp1.x = temp2.x; // add r1, r1, -v3.z temp1 = temp1 + -i.texcoord4.z; // cmp r1, r1, c0.w, c0.z temp1 = (temp1 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0); // dp4 r0.w, c0.w, r1 temp0.w = dot(float4(1, 1, 1, 1), temp1); // mul r0.w, r0.w, c1.x temp0.w = temp0.w * float1(0.25); // texld r1, v0, s3 temp1 = /* not implemented _pp modifier */ tex2D(NormalMapSampler, i.texcoord.xy); // mad_pp r1.xyz, r1, c0.x, c0.y temp1.xyz = /* not implemented _pp modifier */ temp1.xyz * float3(2, 2, 2) + float3(-1, -1, -1); // mul_pp r1.xy, r1, c12.x temp1.xy = /* not implemented _pp modifier */ temp1.xy * BumpScale.xx; // nrm_pp r2.xyz, r1 temp2.xyz = /* not implemented _pp modifier */ normalize(temp1.xyz).xyz; // dp3_pp r1.x, r2, v1 temp1.x = /* not implemented _pp modifier */ dot(temp2.xyz, i.texcoord2.xyz); // dp3_pp r1.y, r2, v5 temp1.y = /* not implemented _pp modifier */ dot(temp2.xyz, i.texcoord1.xyz); // cmp r1.z, -r1.x, c0.z, c0.w temp1.z = (-temp1.x >= 0) ? float1(0) : float1(1); // pow r2.x, r1.x, c15.x temp2.x = pow(temp1.x, SpecularExponent.x); // cmp r1.x, -r1.y, c0.z, c0.w temp1.x = (-temp1.y >= 0) ? float1(0) : float1(1); // mul r1.xy, r1.zyzw, r1.x temp1.xy = temp1.zy * temp1.xx; // mul_pp r1.w, r2.x, r1.x temp1.w = /* not implemented _pp modifier */ temp2.x * temp1.x; // mul_pp r1.xy, r0.w, r1.ywzw temp1.xy = /* not implemented _pp modifier */ temp0.ww * temp1.yw; // texld r2, v0, s4 temp2 = /* not implemented _pp modifier */ tex2D(SpecMapSampler, i.texcoord.xy); // mul_pp r2.xyz, r2.x, c14 temp2.xyz = /* not implemented _pp modifier */ temp2.xxx * SpecularColor.xyz; // mul_pp r1.yzw, r1.y, r2.xxyz temp1.yzw = /* not implemented _pp modifier */ temp1.yyy * temp2.xyz; // mul_pp r2.xyz, r0, c13 temp2.xyz = /* not implemented _pp modifier */ temp0.xyz * DiffuseColor.xyz; // mad_pp r1.xyz, r2, r1.x, r1.yzww temp1.xyz = /* not implemented _pp modifier */ temp2.xyz * temp1.xxx + temp1.yzw; // texld r2, v2.zwzw, s1 temp2 = /* not implemented _pp modifier */ tex2D(CloudTextureSampler, i.texcoord3.zw); // mul r2.xyz, r2, c5 temp2.xyz = temp2.xyz * DirectionalLight[0].Color.xyz; // mul r1.xyz, r1, r2 temp1.xyz = temp1.xyz * temp2.xyz; // mad_pp r0.xyz, r0, v4, r1 temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * i.color.xyz + temp1.xyz; // mul_pp r0.xyz, r0, c2 temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * TintColor.xyz; // texld r1, v2, s5 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; // return out_color; } PixelShader PS_M_Array[4] = { compile ps_3_0 PS_M_Array_Shader_0(), // 95 compile ps_3_0 PS_M_Array_Shader_1(), // 96 compile ps_3_0 PS_M_Array_Shader_2(), // 97 compile ps_3_0 PS_M_Array_Shader_3(), // 98 }; // VS_L_Array_Shader_0 Vertex_2_0 Has PRES False struct VS_L_Array_Shader_0_Input { float4 position : POSITION; float4 normal : NORMAL; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct VS_L_Array_Shader_0_Output { float4 position : POSITION; float4 color : COLOR; float2 texcoord1 : TEXCOORD1; float4 texcoord : TEXCOORD; }; VS_L_Array_Shader_0_Output VS_L_Array_Shader_0(VS_L_Array_Shader_0_Input i) { VS_L_Array_Shader_0_Output o; float4 temp0, temp1; float3 temp2; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_normal v1 // dcl_texcoord v2 // dcl_color v3 // mad r0, v0.xyzx, c0.xxxy, c0.yyyx temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 r1.z, r0, c126 temp1.z = dot(temp0, (World._m02_m12_m22_m32)); // mov r1.w, c0.x temp1.w = float1(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 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 oPos.z, r1, c121 o.position.z = dot(temp1, (ViewProjection._m02_m12_m22_m32)); // dp4 oPos.w, r1, c122 o.position.w = dot(temp1, (ViewProjection._m03_m13_m23_m33)); // add r0.xy, r1, c13.zwzw temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw; // 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, r1, c8 temp0.z = dot(temp1.xyz, DirectionalLight[1].Direction.xyz); // max r0.z, r0.z, c0.y temp0.z = max(temp0.z, float1(0)); // mul r2.xyz, r0.z, c7 temp2.xyz = temp0.zzz * DirectionalLight[1].Color.xyz; // dp3 r0.z, r1, c6 temp0.z = dot(temp1.xyz, DirectionalLight[0].Direction.xyz); // dp3 r0.w, r1, c10 temp0.w = dot(temp1.xyz, DirectionalLight[2].Direction.xyz); // max r0.z, r0.z, c0.y temp0.z = max(temp0.z, float1(0)); // mad r1.xyz, c5, r0.z, r2 temp1.xyz = DirectionalLight[0].Color.xyz * temp0.zzz + temp2.xyz; // max r0.z, r0.w, c0.y temp0.z = max(temp0.w, float1(0)); // mad r1.xyz, c9, r0.z, r1 temp1.xyz = DirectionalLight[2].Color.xyz * temp0.zzz + temp1.xyz; // mul r1.xyz, r1, c12 temp1.xyz = temp1.xyz * DiffuseColor.xyz; // mov r2.xyz, c4 temp2.xyz = AmbientLightColor.xyz; // mad r1.xyz, r2, c11, r1 temp1.xyz = temp2.xyz * AmbientColor.xyz + temp1.xyz; // mov r1.w, c1.x temp1.w = OpacityOverride.x; // mul oD0, r1, v3 o.color = temp1 * i.color; // mul oT1.xy, r0, c13 o.texcoord1 = temp0 * Shroud.ScaleUV_OffsetUV; // mov oT0, v2.xyyx o.texcoord = i.texcoord.xyyx; // return o; } // VS_L_Array_Shader_1 Vertex_2_0 Has PRES False struct VS_L_Array_Shader_1_Input { float4 position : POSITION; float4 normal : NORMAL; float4 blendindices : BLENDINDICES; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct VS_L_Array_Shader_1_Output { float4 position : POSITION; float4 color : COLOR; float2 texcoord1 : TEXCOORD1; float4 texcoord : TEXCOORD; }; VS_L_Array_Shader_1_Output VS_L_Array_Shader_1(VS_L_Array_Shader_1_Input i) { VS_L_Array_Shader_1_Output o; float4 temp0, temp1, temp2; float addr0; // def c0, 1, -1, 0, 0 // dcl_position v0 // dcl_normal v1 // dcl_blendindices v2 // dcl_texcoord v3 // dcl_color v4 // 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)); // add r0.xy, r0, c13.zwzw temp0.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw; // 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; // dp3 r0.z, r1, c6 temp0.z = dot(temp1.xyz, DirectionalLight[0].Direction.xyz); // max r0.z, r0.z, c0.z temp0.z = max(temp0.z, float1(0)); // dp3 r0.w, r1, c8 temp0.w = dot(temp1.xyz, DirectionalLight[1].Direction.xyz); // dp3 r1.x, r1, c10 temp1.x = dot(temp1.xyz, DirectionalLight[2].Direction.xyz); // max r0.w, r0.w, c0.z temp0.w = max(temp0.w, float1(0)); // mul r1.yzw, r0.w, c7.xxyz temp1.yzw = temp0.www * DirectionalLight[1].Color.xyz; // mad r1.yzw, c5.xxyz, r0.z, r1 temp1.yzw = DirectionalLight[0].Color.xyz * temp0.zzz + temp1.yzw; // max r0.z, r1.x, c0.z temp0.z = max(temp1.x, float1(0)); // mad r1.xyz, c9, r0.z, r1.yzww temp1.xyz = DirectionalLight[2].Color.xyz * temp0.zzz + temp1.yzw; // mul r1.xyz, r1, c12 temp1.xyz = temp1.xyz * DiffuseColor.xyz; // mov r2.xyz, c4 temp2.xyz = AmbientLightColor.xyz; // mad r1.xyz, r2, c11, r1 temp1.xyz = temp2.xyz * AmbientColor.xyz + temp1.xyz; // slt r0.z, v2.x, -v2.x temp0.z = (i.blendindices.x < -i.blendindices.x) ? 1 : 0; // frc r0.w, v2.x temp0.w = frac(i.blendindices.x); // add r2.x, -r0.w, v2.x temp2.x = -temp0.w + i.blendindices.x; // slt r0.w, -r0.w, r0.w temp0.w = (-temp0.w < temp0.w) ? 1 : 0; // mad r0.z, r0.z, r0.w, r2.x temp0.z = temp0.z * temp0.w + temp2.x; // add r0.z, r0.z, r0.z temp0.z = temp0.z + temp0.z; // mova a0.x, r0.z addr0.x = temp0.z; // mul r2.w, v4.w, c129[a0.x].w temp2.w = i.color.w * WorldBones[1 + addr0.x].w; // mov r1.w, c1.x temp1.w = OpacityOverride.x; // mov r2.xyz, v4 temp2.xyz = i.color.xyz; // mul oD0, r1, r2 o.color = temp1 * temp2; // mul oT1.xy, r0, c13 o.texcoord1 = temp0 * Shroud.ScaleUV_OffsetUV; // mov oT0, v3.xyyx o.texcoord = i.texcoord.xyyx; // return o; } VertexShader VS_L_Array[2] = { compile vs_2_0 VS_L_Array_Shader_0(), // 102 compile vs_2_0 VS_L_Array_Shader_1(), // 103 }; // PS_L_Array_Shader_0 Pixel_2_0 Has PRES False struct PS_L_Array_Shader_0_Input { float4 color : COLOR; float2 texcoord : TEXCOORD; float2 texcoord1 : TEXCOORD1; }; float4 PS_L_Array_Shader_0(PS_L_Array_Shader_0_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2; // dcl v0 // dcl t0.xy // dcl t1.xy // dcl_2d s0 // dcl_2d s1 // texld r0, t0, s0 temp0 = tex2D(DiffuseTextureSampler, i.texcoord.xy); // texld r1, t1, s1 temp1 = tex2D(ShroudTextureSampler, i.texcoord1.xy); // mul r0.xyz, r0, v0 temp0.xyz = temp0.xyz * i.color.xyz; // mul r2.w, r0.w, v0.w temp2.w = temp0.w * i.color.w; // mul r0.xyz, r0, c2 temp0.xyz = temp0.xyz * TintColor.xyz; // mul r2.xyz, r1, r0 temp2.xyz = temp1.xyz * temp0.xyz; // mov oC0, r2 out_color = temp2; // return out_color; } // PS_L_Array_Shader_1 Pixel_2_0 Has PRES False struct PS_L_Array_Shader_1_Input { float4 color : COLOR; float2 texcoord : TEXCOORD; float2 texcoord1 : TEXCOORD1; }; float4 PS_L_Array_Shader_1(PS_L_Array_Shader_1_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2; // dcl v0 // dcl t0.xy // dcl t1.xy // dcl_2d s0 // dcl_2d s1 // texld r0, t0, s0 temp0 = tex2D(DiffuseTextureSampler, i.texcoord.xy); // texld r1, t1, s1 temp1 = tex2D(ShroudTextureSampler, i.texcoord1.xy); // mul r0.xyz, r0, v0 temp0.xyz = temp0.xyz * i.color.xyz; // mul r2.w, r0.w, v0.w temp2.w = temp0.w * i.color.w; // mul r0.xyz, r0, c2 temp0.xyz = temp0.xyz * TintColor.xyz; // mul r2.xyz, r1, r0 temp2.xyz = temp1.xyz * temp0.xyz; // mov oC0, r2 out_color = temp2; // return out_color; } PixelShader PS_L_Array[2] = { compile ps_2_0 PS_L_Array_Shader_0(), // 104 compile ps_2_0 PS_L_Array_Shader_1(), // 105 }; // 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(), // 109 compile vs_2_0 VSCreateShadowMap_Array_Shader_1(), // 110 }; // 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(), // 111 compile ps_2_0 PSCreateShadowMap_Array_Shader_1(), // 112 }; // _CreateShadowMap_Expression21 Expression_2_0 Has PRES False float _CreateShadowMap_Expression21() { float1 expr0; // mov c0.x, c0.x expr0.x = AlphaTestEnable.x; return expr0; } // _CreateShadowMap_Expression22 Expression_2_0 Has PRES False float _CreateShadowMap_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()]; // 91 PixelShader = PS_H_Array[Default_Expression26()]; // 92 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()]; // 100 PixelShader = PS_M_Array[Default_M_Expression24()]; // 101 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()]; // 107 PixelShader = ; // 108 ZEnable = 1; ZFunc = 4; ZWriteEnable = 1; CullMode = 2; SrcBlend = 5; DestBlend = 6; AlphaFunc = 7; AlphaRef = 96; } } technique _CreateShadowMap { pass p0 { VertexShader = VSCreateShadowMap_Array[_CreateShadowMap_Expression22()]; // 113 PixelShader = PSCreateShadowMap_Array[_CreateShadowMap_Expression21()]; // 114 ZEnable = 1; ZFunc = 4; ZWriteEnable = 1; CullMode = 2; AlphaBlendEnable = 0; AlphaTestEnable = 0; } }