string DefaultParameterScopeBlock = "material"; // 1 float3 AmbientLightColor = { 0.3, 0.3, 0.3 }; struct { float3 Color; float3 Direction; } DirectionalLight[3] : register(ps_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 }; struct { float3 Color; float3 Position; float2 Range_Inner_Outer; } PointLight[8] ; struct { float4 WorldPositionMultiplier_XYZZ; float2 CurrentOffsetUV; } Cloud ; float3 NoCloudMultiplier = { 1, 1, 1 }; float3 RecolorColorDummy ; row_major float4x4 ShadowMapWorldToShadow ; float OpacityOverride = { 1 }; float3 TintColor = { 1, 1, 1 }; float3 EyePosition ; row_major float4x4 ViewProjection ; float4 WorldBones[128] ; texture DepthLutSampler ; // 2 sampler2D DepthLutSamplerSampler : register(ps_2_0, s0) : register(ps_3_0, s0) = sampler_state { Texture = ; // 5 MinFilter = 2; MagFilter = 2; MipFilter = 2; AddressU = 3; AddressV = 3; }; texture CausticSampler ; // 9 sampler2D CausticSamplerSampler : register(ps_3_0, s1) = sampler_state { Texture = ; // 12 MinFilter = 2; MagFilter = 2; MipFilter = 2; AddressU = 1; AddressV = 1; }; texture DepthTexture ; // 16 sampler2D DepthTextureSampler : register(ps_2_0, s1) = sampler_state { Texture = ; // 18 MinFilter = 1; MagFilter = 1; MipFilter = 1; AddressU = 3; AddressV = 3; }; column_major float4x4 ViewI : ViewInverse : register(ps_2_0, c11) : register(vs_2_0, c15) : register(ps_3_0, c11) : register(vs_3_0, c15); column_major float4x4 ProjectionI : ProjectionInverse : register(vs_2_0, c11) : register(vs_3_0, c11); float Time : Time; // _Caustics_M_PixelShader1 Pixel_2_0 Has PRES False float4 _Caustics_M_PixelShader1() : COLOR { float4 out_color; float4 temp0; // def c0, 0, 0, 0, 0 // mov r0, c0.x temp0 = float4(0, 0, 0, 0); // mov oC0, r0 out_color = temp0; // return out_color; } // _Caustics_M_VertexShader2 Vertex_2_0 Has PRES False float4 _Caustics_M_VertexShader2() : POSITION { float4 out_position; // def c0, 0, 1, 0, 0 // mov oPos, c0.xxxy out_position = float4(0, 0, 0, 1); // return out_position; } // _Tint_M_PixelShader3 Pixel_2_0 Has PRES False struct _Tint_M_PixelShader3_Input { float2 texcoord : TEXCOORD; float3 texcoord1 : TEXCOORD1; }; float4 _Tint_M_PixelShader3(_Tint_M_PixelShader3_Input i) : COLOR { float4 out_color; float4 temp0, temp1; // def c0, 200, 201, 0.005, 0 // dcl t0.xy // dcl t1.xyz // dcl_2d s0 // dcl_2d s1 // texld r0, t0, s1 temp0 = tex2D(DepthTextureSampler, i.texcoord.xy); // mad r0.x, r0.x, t1.z, c13.w temp0.x = temp0.x * i.texcoord1.z + (ViewI._m02_m12_m22_m32).w; // add r1, -r0.x, c0.x temp1 = -temp0.x + float4(200, 200, 200, 200); // add r0.x, -r0.x, c0.y temp0.x = -temp0.x + float1(201); // mul r0.xy, r0.x, c0.z temp0.xy = temp0.xx * float2(0.005, 0.005); // texkill r1 clip(temp1); // texld r0, r0, s0 temp0 = tex2D(DepthLutSamplerSampler, temp0.xy); // mov oC0, r0 out_color = temp0; // return out_color; } // _Tint_M_VertexShader4 Vertex_2_0 Has PRES False struct _Tint_M_VertexShader4_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; }; struct _Tint_M_VertexShader4_Output { float3 texcoord1 : TEXCOORD1; float4 position : POSITION; float2 texcoord : TEXCOORD; }; _Tint_M_VertexShader4_Output _Tint_M_VertexShader4(_Tint_M_VertexShader4_Input i) { _Tint_M_VertexShader4_Output o; float4 temp0, temp1; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_texcoord v1 // mad r0, v0.xyxx, c0.xxyy, c0.yyxx temp0 = i.position.xyxx * float4(1, 1, 0, 0) + float4(0, 0, 1, 1); // dp4 r1.x, r0, c14 temp1.x = dot(temp0, (ProjectionI._m03_m13_m23_m33)); // rcp r1.x, r1.x temp1.x = 1.0f / temp1.x; // dp4 r1.y, r0, c11 temp1.y = dot(temp0, (ProjectionI._m00_m10_m20_m30)); // dp4 r1.z, r0, c12 temp1.z = dot(temp0, (ProjectionI._m01_m11_m21_m31)); // dp4 r1.w, r0, c13 temp1.w = dot(temp0, (ProjectionI._m02_m12_m22_m32)); // mul r0.xyz, r1.x, r1.yzww temp0.xyz = temp1.xxx * temp1.yzw; // rcp r0.w, r0.z temp0.w = 1.0f / temp0.z; // mul r0.xyz, r0, r0.w temp0.xyz = temp0.xyz * temp0.www; // dp3 oT1.x, r0, c15 o.texcoord1.x = dot(temp0.xyz, (ViewI._m00_m10_m20_m30).xyz); // dp3 oT1.y, r0, c16 o.texcoord1.y = dot(temp0.xyz, (ViewI._m01_m11_m21_m31).xyz); // dp3 oT1.z, r0, c17 o.texcoord1.z = dot(temp0.xyz, (ViewI._m02_m12_m22_m32).xyz); // mov oPos.xyz, v0 o.position.xyz = i.position.xyz; // mov oPos.w, c0.x o.position.w = float1(1); // mov oT0.xy, v1 o.texcoord = i.texcoord; // return o; } // Caustics_U_PixelShader5 Pixel_3_0 Has PRES True struct Caustics_U_PixelShader5_Input { float2 texcoord : TEXCOORD; float3 texcoord1 : TEXCOORD1; }; float4 Caustics_U_PixelShader5(Caustics_U_PixelShader5_Input i) : COLOR { /* 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; { // Expression_2_1 // mul c14.x, c0.x, (0.12) expr14.x = Time.x * (0.12); } float4 out_color; float4 temp0, temp1, temp2, temp3, temp4; // def c0, 200, 0.004, 0.4067543, 0.9135376 // def c1, -1, 0.3, 0.27, 0.33 // def c2, 201, 0.005, 0.75, 5 // def c3, -0.9135376, 0.4067543, 0, 0.9135376 // def c4, 2.2, 0, 0, 0 // dcl_texcoord v0.xy // dcl_texcoord1 v1.xyz // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // texld r0, v0, s2 temp0 = tex2D(DepthTextureSampler, i.texcoord.xy); // mov r0.w, c11.w temp0.w = (ViewI._m00_m10_m20_m30).w; // mov r0.y, c12.w temp0.y = (ViewI._m01_m11_m21_m31).w; // mov r0.z, c13.w temp0.z = (ViewI._m02_m12_m22_m32).w; // mad r0.xyz, r0.x, v1.yzxw, r0.yzww temp0.xyz = temp0.xxx * i.texcoord1.yzx + temp0.yzw; // add r1, -r0.y, c0.x temp1 = -temp0.y + float4(200, 200, 200, 200); // texkill r1 clip(temp1); // rcp r0.w, c6.z temp0.w = 1.0f / DirectionalLight[0].Direction.z; // mul r1.xy, r0.y, c6 temp1.xy = temp0.yy * DirectionalLight[0].Direction.xy; // mad r1.xy, r1, -r0.w, r0.zxzw temp1.xy = temp1.xy * -temp0.ww + temp0.zx; // mul r1.xy, r1, c0.y temp1.xy = temp1.xy * float2(0.004, 0.004); // dp2add r1.w, r1, c3, c3.z temp1.w = dot(temp1.xy, float2(-0.9135376, 0.40675429)) + float1(0); // mov r2.zw, c0 temp2.zw = float2(0.40675429, 0.9135376); // dp2add r1.z, r1, r2.zwzw, c14.x temp1.z = dot(temp1.xy, temp2.zw) + expr14.x; // dp2add r2.y, r1, c3.wyzw, c3.z temp2.y = dot(temp1.xy, float2(0.9135376, 0.40675429)) + float1(0); // mov r3.xy, c3 temp3.xy = float2(-0.9135376, 0.40675429); // dp2add r2.x, r1, r3.yxzw, c14.x temp2.x = dot(temp1.xy, temp3.yx) + expr14.x; // texld r3, r2, s1 temp3 = tex2D(CausticSamplerSampler, temp2.xy); // texld r4, r1.zwzw, s1 temp4 = tex2D(CausticSamplerSampler, temp1.zw); // add r1.xy, r3, r4 temp1.xy = temp3.xy + temp4.xy; // add r1.xy, r1, c1.x temp1.xy = temp1.xy + float2(-1, -1); // mad r2.zw, r1.xyxy, c1.y, r1 temp2.zw = temp1.xy * float2(0.3, 0.3) + temp1.zw; // texld r3, r2.zwzw, s1 temp3 = tex2D(CausticSamplerSampler, temp2.zw); // mad r2.zw, r1.xyxy, -c1.y, -r2.xyxy temp2.zw = temp1.xy * float2(-0.3, -0.3) + -temp2.xy; // texld r4, r2.zwzw, s1 temp4 = tex2D(CausticSamplerSampler, temp2.zw); // mul r3.y, r3.w, r4.w temp3.y = temp3.w * temp4.w; // mad r2.zw, r1.xyxy, c1.z, r1 temp2.zw = temp1.xy * float2(0.27, 0.27) + temp1.zw; // mad r1.zw, r1.xyxy, c1.w, r1 temp1.zw = temp1.xy * float2(0.33, 0.33) + temp1.zw; // texld r4, r2.zwzw, s1 temp4 = tex2D(CausticSamplerSampler, temp2.zw); // mad r2.zw, r1.xyxy, -c1.z, -r2.xyxy temp2.zw = temp1.xy * float2(-0.27, -0.27) + -temp2.xy; // mad r1.xy, r1, -c1.w, -r2 temp1.xy = temp1.xy * float2(-0.33, -0.33) + -temp2.xy; // texld r2, r2.zwzw, s1 temp2 = tex2D(CausticSamplerSampler, temp2.zw); // mul r3.x, r4.w, r2.w temp3.x = temp4.w * temp2.w; // texld r2, r1.zwzw, s1 temp2 = tex2D(CausticSamplerSampler, temp1.zw); // texld r1, r1, s1 temp1 = tex2D(CausticSamplerSampler, temp1.xy); // mul r3.z, r2.w, r1.w temp3.z = temp2.w * temp1.w; // mul r1.xyz, r3, r3 temp1.xyz = temp3.xyz * temp3.xyz; // add r0.w, -r0.y, c2.x temp0.w = -temp0.y + float1(201); // mul r2.xy, r0.w, c2.y temp2.xy = temp0.ww * float2(0.005, 0.005); // mov r2.zw, c3.z temp2.zw = float2(0, 0); // texldl r2, r2, s0 temp2 = tex2Dlod(DepthLutSamplerSampler, temp2); // mul r1.xyz, r1, r2.w temp1.xyz = temp1.xyz * temp2.www; // mov r2.x, c1.x temp2.x = float1(-1); // mov r2.z, c2.z temp2.z = float1(0.75); // lrp r3.xyz, r2.z, -r2.x, c5 temp3.xyz = lerp(DirectionalLight[0].Color.xyz, -temp2.xxx, temp2.zzz); // mul r1.xyz, r1, r3 temp1.xyz = temp1.xyz * temp3.xyz; // dsy r2.xyz, r0.yzxw temp2.xyz = ddy(temp0.yzx); // dsx r0.xyz, r0 temp0.xyz = ddx(temp0.xyz); // mul r3.xyz, r2, r0 temp3.xyz = temp2.xyz * temp0.xyz; // mad r0.xyz, r2.zxyw, r0.yzxw, -r3 temp0.xyz = temp2.zxy * temp0.yzx + -temp3.xyz; // nrm r2.xyz, r0 temp2.xyz = normalize(temp0.xyz).xyz; // dp3 r0.x, r2, c6 temp0.x = dot(temp2.xyz, DirectionalLight[0].Direction.xyz); // max r1.w, r0.x, c3.z temp1.w = max(temp0.x, float1(0)); // mul r0.xyz, r1, r1.w temp0.xyz = temp1.xyz * temp1.www; // mul r0.xyz, r0, c2.w temp0.xyz = temp0.xyz * float3(5, 5, 5); // log r1.x, r0.x temp1.x = log2(temp0.x); // log r1.y, r0.y temp1.y = log2(temp0.y); // log r1.z, r0.z temp1.z = log2(temp0.z); // mul r0.xyz, r1, c4.x temp0.xyz = temp1.xyz * float3(2.2, 2.2, 2.2); // exp oC0.x, r0.x out_color.x = exp2(temp0.x); // exp oC0.y, r0.y out_color.y = exp2(temp0.y); // exp oC0.z, r0.z out_color.z = exp2(temp0.z); // mov oC0.w, -c1.x out_color.w = float1(1); // return out_color; } // Caustics_U_VertexShader6 Vertex_3_0 Has PRES False struct Caustics_U_VertexShader6_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; }; struct Caustics_U_VertexShader6_Output { float4 position : POSITION; float2 texcoord : TEXCOORD; float3 texcoord1 : TEXCOORD1; }; Caustics_U_VertexShader6_Output Caustics_U_VertexShader6(Caustics_U_VertexShader6_Input i) { Caustics_U_VertexShader6_Output o; float4 temp0, temp1; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_texcoord v1 // dcl_position o0 // dcl_texcoord o1.xy // dcl_texcoord1 o2.xyz // mad r0, v0.xyxx, c0.xxyy, c0.yyxx temp0 = i.position.xyxx * float4(1, 1, 0, 0) + float4(0, 0, 1, 1); // dp4 r1.x, r0, c14 temp1.x = dot(temp0, (ProjectionI._m03_m13_m23_m33)); // rcp r1.x, r1.x temp1.x = 1.0f / temp1.x; // dp4 r1.y, r0, c11 temp1.y = dot(temp0, (ProjectionI._m00_m10_m20_m30)); // dp4 r1.z, r0, c12 temp1.z = dot(temp0, (ProjectionI._m01_m11_m21_m31)); // dp4 r1.w, r0, c13 temp1.w = dot(temp0, (ProjectionI._m02_m12_m22_m32)); // mul r0.xyz, r1.x, r1.yzww temp0.xyz = temp1.xxx * temp1.yzw; // rcp r0.w, r0.z temp0.w = 1.0f / temp0.z; // mul r0.xyz, r0, r0.w temp0.xyz = temp0.xyz * temp0.www; // dp3 o2.x, r0, c15 o.texcoord1.x = dot(temp0.xyz, (ViewI._m00_m10_m20_m30).xyz); // dp3 o2.y, r0, c16 o.texcoord1.y = dot(temp0.xyz, (ViewI._m01_m11_m21_m31).xyz); // dp3 o2.z, r0, c17 o.texcoord1.z = dot(temp0.xyz, (ViewI._m02_m12_m22_m32).xyz); // mov o0.xyz, v0 o.position.xyz = i.position.xyz; // mov o0.w, c0.x o.position.w = float1(1); // mov o1.xy, v1 o.texcoord = i.texcoord; // return o; } // Caustics_PixelShader7 Pixel_3_0 Has PRES True struct Caustics_PixelShader7_Input { float2 texcoord : TEXCOORD; float3 texcoord1 : TEXCOORD1; }; float4 Caustics_PixelShader7(Caustics_PixelShader7_Input i) : COLOR { /* 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; { // Expression_2_1 // mul c14.x, c0.x, (0.12) expr14.x = Time.x * (0.12); } float4 out_color; float4 temp0, temp1, temp2, temp3; // def c0, 200, 0.004, 0.4067543, 0.9135376 // def c1, -1, 0.3, 201, 0.005 // def c2, -0.9135376, 0.4067543, 0, 0.9135376 // def c3, 0.75, 5, 2.2, 0 // dcl_texcoord v0.xy // dcl_texcoord1 v1.xyz // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // texld r0, v0, s2 temp0 = tex2D(DepthTextureSampler, i.texcoord.xy); // mov r0.w, c11.w temp0.w = (ViewI._m00_m10_m20_m30).w; // mov r0.y, c12.w temp0.y = (ViewI._m01_m11_m21_m31).w; // mov r0.z, c13.w temp0.z = (ViewI._m02_m12_m22_m32).w; // mad r0.xyz, r0.x, v1.yzxw, r0.yzww temp0.xyz = temp0.xxx * i.texcoord1.yzx + temp0.yzw; // add r1, -r0.y, c0.x temp1 = -temp0.y + float4(200, 200, 200, 200); // texkill r1 clip(temp1); // rcp r0.w, c6.z temp0.w = 1.0f / DirectionalLight[0].Direction.z; // mul r1.xy, r0.y, c6 temp1.xy = temp0.yy * DirectionalLight[0].Direction.xy; // mad r1.xy, r1, -r0.w, r0.zxzw temp1.xy = temp1.xy * -temp0.ww + temp0.zx; // mul r1.xy, r1, c0.y temp1.xy = temp1.xy * float2(0.004, 0.004); // dp2add r1.w, r1, c2, c2.z temp1.w = dot(temp1.xy, float2(-0.9135376, 0.40675429)) + float1(0); // mov r2.zw, c0 temp2.zw = float2(0.40675429, 0.9135376); // dp2add r1.z, r1, r2.zwzw, c14.x temp1.z = dot(temp1.xy, temp2.zw) + expr14.x; // texld r2, r1.zwzw, s1 temp2 = tex2D(CausticSamplerSampler, temp1.zw); // dp2add r2.w, r1, c2.wyzw, c2.z temp2.w = dot(temp1.xy, float2(0.9135376, 0.40675429)) + float1(0); // mov r3.xy, c2 temp3.xy = float2(-0.9135376, 0.40675429); // dp2add r2.z, r1, r3.yxzw, c14.x temp2.z = dot(temp1.xy, temp3.yx) + expr14.x; // texld r3, r2.zwzw, s1 temp3 = tex2D(CausticSamplerSampler, temp2.zw); // add r1.xy, r2, r3 temp1.xy = temp2.xy + temp3.xy; // add r1.xy, r1, c1.x temp1.xy = temp1.xy + float2(-1, -1); // mad r1.zw, r1.xyxy, c1.y, r1 temp1.zw = temp1.xy * float2(0.3, 0.3) + temp1.zw; // mad r1.xy, r1, -c1.y, -r2.zwzw temp1.xy = temp1.xy * float2(-0.3, -0.3) + -temp2.zw; // texld r2, r1.zwzw, s1 temp2 = tex2D(CausticSamplerSampler, temp1.zw); // texld r1, r1, s1 temp1 = tex2D(CausticSamplerSampler, temp1.xy); // mul r0.w, r2.w, r1.w temp0.w = temp2.w * temp1.w; // mul r0.w, r0.w, r0.w temp0.w = temp0.w * temp0.w; // add r1.x, -r0.y, c1.z temp1.x = -temp0.y + float1(201); // mul r1.xy, r1.x, c1.w temp1.xy = temp1.xx * float2(0.005, 0.005); // mov r1.zw, c2.z temp1.zw = float2(0, 0); // texldl r1, r1, s0 temp1 = tex2Dlod(DepthLutSamplerSampler, temp1); // mul r0.w, r0.w, r1.w temp0.w = temp0.w * temp1.w; // mov r1.x, c1.x temp1.x = float1(-1); // mov r2.x, c3.x temp2.x = float1(0.75); // lrp r3.xyz, r2.x, -r1.x, c5 temp3.xyz = lerp(DirectionalLight[0].Color.xyz, -temp1.xxx, temp2.xxx); // mul r1.xyz, r0.w, r3 temp1.xyz = temp0.www * temp3.xyz; // dsy r2.xyz, r0.yzxw temp2.xyz = ddy(temp0.yzx); // dsx r0.xyz, r0 temp0.xyz = ddx(temp0.xyz); // mul r3.xyz, r2, r0 temp3.xyz = temp2.xyz * temp0.xyz; // mad r0.xyz, r2.zxyw, r0.yzxw, -r3 temp0.xyz = temp2.zxy * temp0.yzx + -temp3.xyz; // nrm r2.xyz, r0 temp2.xyz = normalize(temp0.xyz).xyz; // dp3 r0.x, r2, c6 temp0.x = dot(temp2.xyz, DirectionalLight[0].Direction.xyz); // max r1.w, r0.x, c2.z temp1.w = max(temp0.x, float1(0)); // mul r0.xyz, r1, r1.w temp0.xyz = temp1.xyz * temp1.www; // mul r0.xyz, r0, c3.y temp0.xyz = temp0.xyz * float3(5, 5, 5); // log r1.x, r0.x temp1.x = log2(temp0.x); // log r1.y, r0.y temp1.y = log2(temp0.y); // log r1.z, r0.z temp1.z = log2(temp0.z); // mul r0.xyz, r1, c3.z temp0.xyz = temp1.xyz * float3(2.2, 2.2, 2.2); // exp oC0.x, r0.x out_color.x = exp2(temp0.x); // exp oC0.y, r0.y out_color.y = exp2(temp0.y); // exp oC0.z, r0.z out_color.z = exp2(temp0.z); // mov oC0.w, -c1.x out_color.w = float1(1); // return out_color; } // Caustics_VertexShader8 Vertex_3_0 Has PRES False struct Caustics_VertexShader8_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; }; struct Caustics_VertexShader8_Output { float4 position : POSITION; float2 texcoord : TEXCOORD; float3 texcoord1 : TEXCOORD1; }; Caustics_VertexShader8_Output Caustics_VertexShader8(Caustics_VertexShader8_Input i) { Caustics_VertexShader8_Output o; float4 temp0, temp1; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_texcoord v1 // dcl_position o0 // dcl_texcoord o1.xy // dcl_texcoord1 o2.xyz // mad r0, v0.xyxx, c0.xxyy, c0.yyxx temp0 = i.position.xyxx * float4(1, 1, 0, 0) + float4(0, 0, 1, 1); // dp4 r1.x, r0, c14 temp1.x = dot(temp0, (ProjectionI._m03_m13_m23_m33)); // rcp r1.x, r1.x temp1.x = 1.0f / temp1.x; // dp4 r1.y, r0, c11 temp1.y = dot(temp0, (ProjectionI._m00_m10_m20_m30)); // dp4 r1.z, r0, c12 temp1.z = dot(temp0, (ProjectionI._m01_m11_m21_m31)); // dp4 r1.w, r0, c13 temp1.w = dot(temp0, (ProjectionI._m02_m12_m22_m32)); // mul r0.xyz, r1.x, r1.yzww temp0.xyz = temp1.xxx * temp1.yzw; // rcp r0.w, r0.z temp0.w = 1.0f / temp0.z; // mul r0.xyz, r0, r0.w temp0.xyz = temp0.xyz * temp0.www; // dp3 o2.x, r0, c15 o.texcoord1.x = dot(temp0.xyz, (ViewI._m00_m10_m20_m30).xyz); // dp3 o2.y, r0, c16 o.texcoord1.y = dot(temp0.xyz, (ViewI._m01_m11_m21_m31).xyz); // dp3 o2.z, r0, c17 o.texcoord1.z = dot(temp0.xyz, (ViewI._m02_m12_m22_m32).xyz); // mov o0.xyz, v0 o.position.xyz = i.position.xyz; // mov o0.w, c0.x o.position.w = float1(1); // mov o1.xy, v1 o.texcoord = i.texcoord; // return o; } // Tint_PixelShader9 Pixel_3_0 Has PRES False struct Tint_PixelShader9_Input { float2 texcoord : TEXCOORD; float3 texcoord1 : TEXCOORD1; }; float4 Tint_PixelShader9(Tint_PixelShader9_Input i) : COLOR { float4 out_color; float4 temp0, temp1; // def c0, 200, 201, 0.005, 0 // def c1, 2.2, 0, 0, 0 // dcl_texcoord v0.xy // dcl_texcoord1 v1.z // dcl_2d s0 // dcl_2d s1 // texld r0, v0, s1 temp0 = tex2D(DepthTextureSampler, i.texcoord.xy); // mad r0.x, r0.x, v1.z, c13.w temp0.x = temp0.x * i.texcoord1.z + (ViewI._m02_m12_m22_m32).w; // add r1, -r0.x, c0.x temp1 = -temp0.x + float4(200, 200, 200, 200); // add r0.x, -r0.x, c0.y temp0.x = -temp0.x + float1(201); // texkill r1 clip(temp1); // mul r0.xy, r0.x, c0.z temp0.xy = temp0.xx * float2(0.005, 0.005); // mov r0.zw, c0.w temp0.zw = float2(0, 0); // texldl r0, r0, s0 temp0 = tex2Dlod(DepthLutSamplerSampler, temp0); // log r1.x, r0.x temp1.x = log2(temp0.x); // log r1.y, r0.y temp1.y = log2(temp0.y); // log r1.z, r0.z temp1.z = log2(temp0.z); // mov oC0.w, r0.w out_color.w = temp0.w; // mul r0.xyz, r1, c1.x temp0.xyz = temp1.xyz * float3(2.2, 2.2, 2.2); // exp oC0.x, r0.x out_color.x = exp2(temp0.x); // exp oC0.y, r0.y out_color.y = exp2(temp0.y); // exp oC0.z, r0.z out_color.z = exp2(temp0.z); // return out_color; } // Tint_VertexShader10 Vertex_3_0 Has PRES False struct Tint_VertexShader10_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; }; struct Tint_VertexShader10_Output { float4 position : POSITION; float2 texcoord : TEXCOORD; float3 texcoord1 : TEXCOORD1; }; Tint_VertexShader10_Output Tint_VertexShader10(Tint_VertexShader10_Input i) { Tint_VertexShader10_Output o; float4 temp0, temp1; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_texcoord v1 // dcl_position o0 // dcl_texcoord o1.xy // dcl_texcoord1 o2.xyz // mad r0, v0.xyxx, c0.xxyy, c0.yyxx temp0 = i.position.xyxx * float4(1, 1, 0, 0) + float4(0, 0, 1, 1); // dp4 r1.x, r0, c14 temp1.x = dot(temp0, (ProjectionI._m03_m13_m23_m33)); // rcp r1.x, r1.x temp1.x = 1.0f / temp1.x; // dp4 r1.y, r0, c11 temp1.y = dot(temp0, (ProjectionI._m00_m10_m20_m30)); // dp4 r1.z, r0, c12 temp1.z = dot(temp0, (ProjectionI._m01_m11_m21_m31)); // dp4 r1.w, r0, c13 temp1.w = dot(temp0, (ProjectionI._m02_m12_m22_m32)); // mul r0.xyz, r1.x, r1.yzww temp0.xyz = temp1.xxx * temp1.yzw; // rcp r0.w, r0.z temp0.w = 1.0f / temp0.z; // mul r0.xyz, r0, r0.w temp0.xyz = temp0.xyz * temp0.www; // dp3 o2.x, r0, c15 o.texcoord1.x = dot(temp0.xyz, (ViewI._m00_m10_m20_m30).xyz); // dp3 o2.y, r0, c16 o.texcoord1.y = dot(temp0.xyz, (ViewI._m01_m11_m21_m31).xyz); // dp3 o2.z, r0, c17 o.texcoord1.z = dot(temp0.xyz, (ViewI._m02_m12_m22_m32).xyz); // mov o0.xyz, v0 o.position.xyz = i.position.xyz; // mov o0.w, c0.x o.position.w = float1(1); // mov o1.xy, v1 o.texcoord = i.texcoord; // return o; } technique Tint { pass p0 { VertexShader = compile vs_3_0 Tint_VertexShader10(); // 21 PixelShader = compile ps_3_0 Tint_PixelShader9(); // 22 ZEnable = 0; ZWriteEnable = 0; CullMode = 1; AlphaTestEnable = 0; AlphaBlendEnable = 1; SrcBlend = 9; DestBlend = 1; } } technique Caustics { pass p0 { VertexShader = compile vs_3_0 Caustics_VertexShader8(); // 23 PixelShader = compile ps_3_0 Caustics_PixelShader7(); // 24 ZEnable = 0; ZWriteEnable = 0; CullMode = 1; AlphaTestEnable = 0; AlphaBlendEnable = 1; SrcBlend = 2; DestBlend = 2; } } technique Caustics_U { pass p0 { VertexShader = compile vs_3_0 Caustics_U_VertexShader6(); // 25 PixelShader = compile ps_3_0 Caustics_U_PixelShader5(); // 26 ZEnable = 0; ZWriteEnable = 0; CullMode = 1; AlphaTestEnable = 0; AlphaBlendEnable = 1; SrcBlend = 2; DestBlend = 2; } } technique _Tint_M { pass p0 { VertexShader = compile vs_2_0 _Tint_M_VertexShader4(); // 27 PixelShader = compile ps_2_0 _Tint_M_PixelShader3(); // 28 ZEnable = 0; ZWriteEnable = 0; CullMode = 1; AlphaTestEnable = 0; AlphaBlendEnable = 1; SrcBlend = 9; DestBlend = 1; } } technique _Caustics_M { pass p0 { VertexShader = compile vs_2_0 _Caustics_M_VertexShader2(); // 29 PixelShader = compile ps_2_0 _Caustics_M_PixelShader1(); // 30 ZEnable = 0; ZWriteEnable = 0; CullMode = 1; AlphaTestEnable = 0; AlphaBlendEnable = 0; } }