string DefaultParameterScopeBlock = "material"; // 1 float3 AmbientLightColor = { 0.3, 0.3, 0.3 }; struct { float3 Color; float3 Direction; } DirectionalLight[3] = { 1.625198, 1.512711, 1.097048, 0.62914, -0.34874, 0.69465, 0.5232916, 0.6654605, 0.7815244, -0.32877, 0.90329, 0.27563, 0.4420466, 0.4102767, 0.4420466, -0.80704, -0.58635, 0.06975 }; struct { float3 Color; float3 Position; float2 Range_Inner_Outer; } PointLight[8] ; struct { float4 WorldPositionMultiplier_XYZZ; float2 CurrentOffsetUV; } Cloud ; float3 NoCloudMultiplier = { 1, 1, 1 }; float3 RecolorColorDummy ; row_major float4x4 ShadowMapWorldToShadow ; float OpacityOverride = { 1 }; float3 TintColor = { 1, 1, 1 }; float3 EyePosition : register(vs_2_0, c123) ; row_major float4x4 ViewProjection ; float4 WorldBones[128] ; texture RiverTexture ; // 2 sampler2D RiverTextureSampler : register(ps_2_0, s0) = sampler_state { Texture = ; // 4 MipFilter = 2; MinFilter = 2; MagFilter = 2; AddressU = 1; AddressV = 1; }; texture NormalTexture ; // 7 sampler2D NormalTextureSampler : register(ps_2_0, s1) = sampler_state { Texture = ; // 9 MipFilter = 2; MinFilter = 2; MagFilter = 2; AddressU = 1; AddressV = 1; }; float4 Opacity : register(vs_2_0, c21) = { 1, 1, 1, 1 }; texture WaterReflectionTexture ; // 13 sampler2D WaterReflectionTextureSampler = sampler_state { Texture = ; // 16 MipFilter = 1; MinFilter = 2; MagFilter = 2; AddressU = 3; AddressV = 3; }; texture EnvironmentTexture ; // 20 samplerCUBE EnvironmentTextureSampler = sampler_state { Texture = ; // 24 MinFilter = 2; MagFilter = 2; MipFilter = 2; AddressU = 3; AddressV = 3; AddressW = 3; }; struct { float4 ScaleUV_OffsetUV; } Shroud : register(vs_2_0, c22) = { 1, 1, 0, 0 }; texture ShroudTexture ; // 31 sampler2D ShroudTextureSampler : register(ps_2_0, s3) = sampler_state { Texture = ; // 35 MinFilter = 2; MagFilter = 2; MipFilter = 2; AddressU = 3; AddressV = 3; }; column_major float4x4 WorldViewProjection : WorldViewProjection : register(vs_2_0, c11); column_major float4x4 World : World; float Time : Time; // _Default_L_PixelShader1 Pixel_2_0 Has PRES False struct _Default_L_PixelShader1_Input { float4 color : COLOR; float2 texcoord : TEXCOORD; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; }; float4 _Default_L_PixelShader1(_Default_L_PixelShader1_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2; // dcl v0 // dcl t0.xy // dcl t1.xy // dcl t2.xy // dcl_2d s0 // dcl_2d s1 // texld r0, t0, s0 temp0 = tex2D(RiverTextureSampler, i.texcoord.xy); // texld r1, t1, s0 temp1 = tex2D(RiverTextureSampler, i.texcoord1.xy); // texld r2, t2, s1 temp2 = tex2D(ShroudTextureSampler, i.texcoord2.xy); // add r0, r0, r1 temp0 = temp0 + temp1; // mul r0, r0, v0 temp0 = temp0 * i.color; // mul r0.xyz, r2, r0 temp0.xyz = temp2.xyz * temp0.xyz; // mov oC0, r0 out_color = temp0; // return out_color; } // _Default_L_VertexShader2 Vertex_2_0 Has PRES True struct _Default_L_VertexShader2_Input { float4 position : POSITION; float4 color : COLOR; float4 texcoord1 : TEXCOORD1; }; struct _Default_L_VertexShader2_Output { float4 position : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; }; _Default_L_VertexShader2_Output _Default_L_VertexShader2(_Default_L_VertexShader2_Input i) { /* PRSI OutputRegisterOffset: 17 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 2 Unknown3: 0 Unknown4: 0 Unknown5: 17 Unknown6: 2 Mappings: 1 0 - ConstOutput: 0 ConstInput 0 */ float4 expr17; float4 expr18; { // Expression_2_1 // mul c17.x, c0.x, (-0.004) expr17.x = Time.x * (-0.004); // mul c18.x, c0.x, (-0.016) expr18.x = Time.x * (-0.016); } _Default_L_VertexShader2_Output o; float4 temp0, temp1; // def c0, 1, 0, 0.75, 0.95 // def c1, 1, 0.5, 0, 0 // dcl_position v0 // dcl_color v1 // dcl_texcoord1 v2 // mad r0, v0.xyzx, c0.xxxy, c0.yyyx temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 oPos.x, r0, c11 o.position.x = dot(temp0, (WorldViewProjection._m00_m10_m20_m30)); // dp4 oPos.y, r0, c12 o.position.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31)); // dp4 oPos.z, r0, c13 o.position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32)); // dp4 oPos.w, r0, c14 o.position.w = dot(temp0, (WorldViewProjection._m03_m13_m23_m33)); // mov r1.x, c19.w temp1.x = Opacity.w; // mul r1.x, r1.x, v1.w temp1.x = temp1.x * i.color.w; // mul r1.x, r1.x, c0.z temp1.x = temp1.x * float1(0.75); // max r1.x, r1.x, c0.y temp1.x = max(temp1.x, float1(0)); // min oD0.w, r1.x, c0.w o.color.w = min(temp1.x, float1(0.95)); // mov r1.xy, c0 temp1.xy = float2(1, 0); // mul r1.zw, r1.xyyx, c17.x temp1.zw = temp1.yx * expr17.xx; // mad oT0.xy, v2, c1, r1.zwzw o.texcoord = i.texcoord1 * float4(1, 0.5, 0, 0) + temp1.zwzw; // mad oT1.xy, c18.x, r1.yxzw, v2 o.texcoord1 = expr18.x * temp1.yxzw + i.texcoord1; // dp4 r1.x, r0, c15 temp1.x = dot(temp0, (World._m00_m10_m20_m30)); // dp4 r1.y, r0, c16 temp1.y = dot(temp0, (World._m01_m11_m21_m31)); // add r0.xy, r1, c20.zwzw temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw; // mul oT2.xy, r0, c20 o.texcoord2 = temp0 * Shroud.ScaleUV_OffsetUV; // mul oD0.xyz, v1, c0.z o.color.xyz = i.color.xyz * float3(0.75, 0.75, 0.75); // return o; } // _Default_M_PixelShader3 Pixel_2_0 Has PRES False struct _Default_M_PixelShader3_Input { float4 color : COLOR; float color1 : COLOR1; float4 texcoord : TEXCOORD; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; float3 texcoord3 : TEXCOORD3; }; float4 _Default_M_PixelShader3(_Default_M_PixelShader3_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2, temp3; // def c0, 2, -1, 0.5, 0 // def c1, 0.75, 0, 0, 0 // dcl v0 // dcl v1.x // dcl t0 // dcl t1.xy // dcl t2.xy // dcl t3.xyz // dcl_2d s0 // dcl_2d s1 // dcl_cube s2 // dcl_2d s3 // texld r0, t1, s1 temp0 = tex2D(NormalTextureSampler, i.texcoord1.xy); // mad r0.xy, r0, c0.x, c0.y temp0.xy = temp0.xy * float2(2, 2) + float2(-1, -1); // mul r0.xy, r0, c0.z temp0.xy = temp0.xy * float2(0.5, 0.5); // mov r0.z, c0.w temp0.z = float1(0); // add r0.xyz, r0, t3 temp0.xyz = temp0.xyz + i.texcoord3.xyz; // mov r1.xy, t0.wzyx temp1.xy = i.texcoord.wz; // texld r0, r0, s2 temp0 = texCUBE(EnvironmentTextureSampler, temp0.xyz); // texld r1, r1, s0 temp1 = tex2D(RiverTextureSampler, temp1.xy); // texld r2, t0, s0 temp2 = tex2D(RiverTextureSampler, i.texcoord.xy); // texld r3, t2, s3 temp3 = tex2D(ShroudTextureSampler, i.texcoord2.xy); // add r1, r1, r2 temp1 = temp1 + temp2; // mul r1, r1, v0 temp1 = temp1 * i.color; // mad r0.xyz, r0, c1.x, r1 temp0.xyz = temp0.xyz * float3(0.75, 0.75, 0.75) + temp1.xyz; // lrp r2.xyz, v1.x, r0, -c0.y temp2.xyz = lerp(float3(1, 1, 1), temp0.xyz, i.color1.xxx); // mul r1.xyz, r3, r2 temp1.xyz = temp3.xyz * temp2.xyz; // mov oC0, r1 out_color = temp1; // return out_color; } // _Default_M_VertexShader4 Vertex_2_0 Has PRES True struct _Default_M_VertexShader4_Input { float4 position : POSITION; float4 color : COLOR; float4 texcoord1 : TEXCOORD1; }; struct _Default_M_VertexShader4_Output { float4 position : POSITION; float4 color : COLOR; float4 texcoord : TEXCOORD; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; float3 texcoord3 : TEXCOORD3; float color1 : COLOR1; }; _Default_M_VertexShader4_Output _Default_M_VertexShader4(_Default_M_VertexShader4_Input i) { /* PRSI OutputRegisterOffset: 18 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 3 Unknown3: 0 Unknown4: 0 Unknown5: 18 Unknown6: 3 Mappings: 1 0 - ConstOutput: 0 ConstInput 0 */ float4 expr18; float4 expr19; float4 expr20; { // Expression_2_1 // mul c18.x, c0.x, (-0.004) expr18.x = Time.x * (-0.004); // mul c19.x, c0.x, (-0.016) expr19.x = Time.x * (-0.016); // mul c20.x, c0.x, (0.03) expr20.x = Time.x * (0.03); } _Default_M_VertexShader4_Output o; float4 temp0, temp1; float2 temp2; // def c0, 1, 0, 0.75, 0.95 // def c1, 1, 0.5, 0.9, 0 // def c2, -0, -2, 0, 0 // dcl_position v0 // dcl_color v1 // dcl_texcoord1 v2 // mad r0, v0.xyzx, c0.xxxy, c0.yyyx temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 oPos.x, r0, c11 o.position.x = dot(temp0, (WorldViewProjection._m00_m10_m20_m30)); // dp4 oPos.y, r0, c12 o.position.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31)); // dp4 oPos.z, r0, c13 o.position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32)); // dp4 oPos.w, r0, c14 o.position.w = dot(temp0, (WorldViewProjection._m03_m13_m23_m33)); // mov r1.x, c21.w temp1.x = Opacity.w; // mul r1.x, r1.x, v1.w temp1.x = temp1.x * i.color.w; // mul r1.x, r1.x, c0.z temp1.x = temp1.x * float1(0.75); // max r1.x, r1.x, c0.y temp1.x = max(temp1.x, float1(0)); // min oD0.w, r1.x, c0.w o.color.w = min(temp1.x, float1(0.95)); // mul r1, v2.xyxy, c1.xyxz temp1 = i.texcoord1.xyxy * float4(1, 0.5, 1, 0.9); // mov r2.xy, c0 temp2.xy = float2(1, 0); // mad oT0.xy, c18.x, r2.yxzw, r1 o.texcoord.xy = expr18.xx * temp2.yx + temp1.xy; // mad oT1.xy, c20.x, r2.yxzw, r1.zwzw o.texcoord1 = expr20.x * temp2.yxzw + temp1.zwzw; // mad oT0.zw, c19.x, r2.xyxy, v2.xyyx o.texcoord.zw = expr19.xx * temp2.xy + i.texcoord1.yx; // dp4 r1.x, r0, c15 temp1.x = dot(temp0, (World._m00_m10_m20_m30)); // dp4 r1.y, r0, c16 temp1.y = dot(temp0, (World._m01_m11_m21_m31)); // dp4 r1.z, r0, c17 temp1.z = dot(temp0, (World._m02_m12_m22_m32)); // add r0.xy, r1, c22.zwzw temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw; // add r1.xyz, -r1, c123 temp1.xyz = -temp1.xyz + EyePosition.xyz; // mul oT2.xy, r0, c22 o.texcoord2 = temp0 * Shroud.ScaleUV_OffsetUV; // nrm r0.xyz, r1 temp0.xyz = normalize(temp1.xyz).xyz; // mad r0.xyz, r0.z, c2.xxyw, r0 temp0.xyz = temp0.zzz * float3(-0, -0, -2) + temp0.xyz; // mov oT3.xyz, -r0 o.texcoord3 = -temp0; // mul oD0.xyz, v1, c0.z o.color.xyz = i.color.xyz * float3(0.75, 0.75, 0.75); // mov oD1.x, c0.x o.color1 = float4(1, 1, 1, 1); // return o; } // Default_PixelShader5 Pixel_2_0 Has PRES False struct Default_PixelShader5_Input { float4 color : COLOR; float color1 : COLOR1; float4 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; float3 texcoord3 : TEXCOORD3; }; float4 Default_PixelShader5(Default_PixelShader5_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2, temp3; // def c0, 2.2, 2, -1, 0.25 // def c1, 0.75, 0, 0, 0 // dcl v0 // dcl v1.x // dcl t0 // dcl t1 // dcl t2.xy // dcl t3.xyz // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // dcl_2d s3 // texld r0, t1, s1 temp0 = tex2D(NormalTextureSampler, i.texcoord1.xy); // mad r0.xy, r0, c0.y, c0.z temp0.xy = temp0.xy * float2(2, 2) + float2(-1, -1); // mov r1.xy, t1.wzyx temp1.xy = i.texcoord1.wz; // texld r1, r1, s1 temp1 = tex2D(NormalTextureSampler, temp1.xy); // mad r0.xy, r1, c0.y, r0 temp0.xy = temp1.xy * float2(2, 2) + temp0.xy; // add r0.xy, r0, c0.z temp0.xy = temp0.xy + float2(-1, -1); // mul r0.xy, r0, c0.w temp0.xy = temp0.xy * float2(0.25, 0.25); // rcp r0.z, t3.z temp0.z = 1.0f / i.texcoord3.z; // mad r0.xy, t3, r0.z, r0 temp0.xy = i.texcoord3.xy * temp0.zz + temp0.xy; // mov r1.xy, t0.wzyx temp1.xy = i.texcoord.wz; // texld r0, r0, s2 temp0 = tex2D(WaterReflectionTextureSampler, temp0.xy); // texld r1, r1, s0 temp1 = tex2D(RiverTextureSampler, temp1.xy); // texld r2, t0, s0 temp2 = tex2D(RiverTextureSampler, i.texcoord.xy); // texld r3, t2, s3 temp3 = tex2D(ShroudTextureSampler, i.texcoord2.xy); // add r1, r1, r2 temp1 = temp1 + temp2; // log r2.x, r1.x temp2.x = log2(temp1.x); // log r2.y, r1.y temp2.y = log2(temp1.y); // log r2.z, r1.z temp2.z = log2(temp1.z); // mul r2.xyz, r2, c0.x temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2); // exp r1.x, r2.x temp1.x = exp2(temp2.x); // exp r1.y, r2.y temp1.y = exp2(temp2.y); // exp r1.z, r2.z temp1.z = exp2(temp2.z); // mul r1, r1, v0 temp1 = temp1 * i.color; // mad r0.xyz, r0, c1.x, r1 temp0.xyz = temp0.xyz * float3(0.75, 0.75, 0.75) + temp1.xyz; // lrp r2.xyz, v1.x, r0, -c0.z temp2.xyz = lerp(float3(1, 1, 1), temp0.xyz, i.color1.xxx); // mul r1.xyz, r3, r2 temp1.xyz = temp3.xyz * temp2.xyz; // mov oC0, r1 out_color = temp1; // return out_color; } // Default_VertexShader6 Vertex_2_0 Has PRES True struct Default_VertexShader6_Input { float4 position : POSITION; float4 color : COLOR; float4 texcoord1 : TEXCOORD1; }; struct Default_VertexShader6_Output { float4 position : POSITION; float4 color : COLOR; float4 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; float3 texcoord3 : TEXCOORD3; float color1 : COLOR1; }; Default_VertexShader6_Output Default_VertexShader6(Default_VertexShader6_Input i) { /* PRSI OutputRegisterOffset: 15 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 4 Unknown3: 0 Unknown4: 0 Unknown5: 15 Unknown6: 4 Mappings: 1 0 - ConstOutput: 0 ConstInput 0 */ float4 expr15; float4 expr16; float4 expr17; float4 expr18; { // Expression_2_1 // mul c15.x, c0.x, (-0.004) expr15.x = Time.x * (-0.004); // mul c16.x, c0.x, (-0.016) expr16.x = Time.x * (-0.016); // mul c17.x, c0.x, (0.03) expr17.x = Time.x * (0.03); // mul c18.x, c0.x, (-0.08) expr18.x = Time.x * (-0.08); } Default_VertexShader6_Output o; float4 temp0, temp1; float2 temp2; // def c0, 1, 0, 0.75, 0.95 // def c1, 1, 0.5, 0.9, 2 // dcl_position v0 // dcl_color v1 // dcl_texcoord1 v2 // mad r0, v0.xyzx, c0.xxxy, c0.yyyx temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 oPos.z, r0, c13 o.position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32)); // mov r1.x, c21.w temp1.x = Opacity.w; // mul r1.x, r1.x, v1.w temp1.x = temp1.x * i.color.w; // mul r1.x, r1.x, c0.z temp1.x = temp1.x * float1(0.75); // max r1.x, r1.x, c0.y temp1.x = max(temp1.x, float1(0)); // min oD0.w, r1.x, c0.w o.color.w = min(temp1.x, float1(0.95)); // mul r1, v2.xyxy, c1.xyxz temp1 = i.texcoord1.xyxy * float4(1, 0.5, 1, 0.9); // mov r2.xy, c0 temp2.xy = float2(1, 0); // mad oT0.xy, c15.x, r2.yxzw, r1 o.texcoord.xy = expr15.xx * temp2.yx + temp1.xy; // mad oT1.xy, c17.x, r2.yxzw, r1.zwzw o.texcoord1.xy = expr17.xx * temp2.yx + temp1.zw; // mad oT0.zw, c16.x, r2.xyxy, v2.xyyx o.texcoord.zw = expr16.xx * temp2.xy + i.texcoord1.yx; // mul r1.xy, r2, c18.x temp1.xy = temp2.xy * expr18.xx; // mad oT1.zw, v2.xyyx, c1.xywx, r1.xyxy o.texcoord1.zw = i.texcoord1.yx * float2(2, 1) + temp1.xy; // dp4 r1.x, r0, c19 temp1.x = dot(temp0, (World._m00_m10_m20_m30)); // dp4 r1.y, r0, c20 temp1.y = dot(temp0, (World._m01_m11_m21_m31)); // add r1.xy, r1, c22.zwzw temp1.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw; // mul oT2.xy, r1, c22 o.texcoord2 = temp1 * Shroud.ScaleUV_OffsetUV; // dp4 r1.x, r0, c11 temp1.x = dot(temp0, (WorldViewProjection._m00_m10_m20_m30)); // dp4 r1.y, r0, c12 temp1.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31)); // dp4 r1.z, r0, c14 temp1.z = dot(temp0, (WorldViewProjection._m03_m13_m23_m33)); // add r0.xy, r1, r1.z temp0.xy = temp1.xy + temp1.zz; // mov oPos.xyw, r1.xyzz o.position.xyw = temp1.xyz; // mov oT3.z, r1.z o.texcoord3.z = temp1.z; // mul oT3.xy, r0, c1.y o.texcoord3.xy = temp0.xy * float2(0.5, 0.5); // mul oD0.xyz, v1, c0.z o.color.xyz = i.color.xyz * float3(0.75, 0.75, 0.75); // mov oD1.x, c0.x o.color1 = float4(1, 1, 1, 1); // return o; } technique Default { pass P0 { VertexShader = compile vs_2_0 Default_VertexShader6(); // 40 PixelShader = compile ps_2_0 Default_PixelShader5(); // 41 ZEnable = 1; ZFunc = 4; ZWriteEnable = 0; CullMode = 1; AlphaTestEnable = 0; AlphaBlendEnable = 1; SrcBlend = 5; DestBlend = 6; } } technique _Default_M { pass P0 { VertexShader = compile vs_2_0 _Default_M_VertexShader4(); // 42 PixelShader = compile ps_2_0 _Default_M_PixelShader3(); // 43 ZEnable = 1; ZFunc = 4; ZWriteEnable = 0; CullMode = 1; AlphaTestEnable = 0; AlphaBlendEnable = 1; SrcBlend = 5; DestBlend = 6; } } technique _Default_L { pass P0 { VertexShader = compile vs_2_0 _Default_L_VertexShader2(); // 44 PixelShader = compile ps_2_0 _Default_L_PixelShader1(); // 45 ZEnable = 1; ZFunc = 4; ZWriteEnable = 0; CullMode = 1; AlphaTestEnable = 0; AlphaBlendEnable = 1; SrcBlend = 5; DestBlend = 6; } }