string DefaultParameterScopeBlock = "material"; // 1 float3 AmbientLightColor = { 0.3, 0.3, 0.3 }; struct { float3 Color; float3 Direction; } DirectionalLight[3] = { 1.625198, 1.512711, 1.097048, 0.62914, -0.34874, 0.69465, 0.5232916, 0.6654605, 0.7815244, -0.32877, 0.90329, 0.27563, 0.4420466, 0.4102767, 0.4420466, -0.80704, -0.58635, 0.06975 }; struct { float3 Color; float3 Position; float2 Range_Inner_Outer; } PointLight[8] ; struct { float4 WorldPositionMultiplier_XYZZ; float2 CurrentOffsetUV; } Cloud ; float3 NoCloudMultiplier = { 1, 1, 1 }; float3 RecolorColorDummy ; row_major float4x4 ShadowMapWorldToShadow ; float OpacityOverride = { 1 }; float3 TintColor = { 1, 1, 1 }; float3 EyePosition ; row_major float4x4 ViewProjection ; float4 WorldBones[128] ; texture ShadowMap ; // 2 sampler2D ShadowMapSampler : register(ps_2_0, s0) = sampler_state { Texture = ; // 4 MinFilter = 1; MagFilter = 1; MipFilter = 1; AddressU = 3; AddressV = 3; }; float4 FlatColorOverride ; column_major float4x4 WorldViewProjection : WorldViewProjection : register(vs_2_0, c11); // CollisionBox_PixelShader1 Pixel_2_0 Has PRES False float4 CollisionBox_PixelShader1(float4 color : COLOR) : COLOR { float4 out_color; // dcl v0 // mov oC0, v0 out_color = color; // return out_color; } // CollisionBox_VertexShader2 Vertex_2_0 Has PRES False struct CollisionBox_VertexShader2_Input { float4 position : POSITION; float4 normal : NORMAL; float4 color : COLOR; }; struct CollisionBox_VertexShader2_Output { float4 position : POSITION; float4 color : COLOR; }; CollisionBox_VertexShader2_Output CollisionBox_VertexShader2(CollisionBox_VertexShader2_Input i) { CollisionBox_VertexShader2_Output o; float4 temp0; // def c0, 1, 0, 0.5, 0.25 // def c1, 0.8, 0.7, 0.2, 0 // def c2, 0, 0.3, 0.9, 0 // dcl_position v0 // dcl_normal v1 // dcl_color v2 // mad r0, v0.xyzx, c0.xxxy, c0.yyyx temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 oPos.x, r0, c11 o.position.x = dot(temp0, (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)); // dp3 r0.x, v1.xzyw, -c0.zzww temp0.x = dot(i.normal.xzy, float3(-0.5, -0.5, -0.25)); // max r0.x, r0.x, c0.y temp0.x = max(temp0.x, float1(0)); // min r0.x, r0.x, c0.x temp0.x = min(temp0.x, float1(1)); // mul r0.xyz, r0.x, c2 temp0.xyz = temp0.xxx * float3(0, 0.3, 0.9); // dp3 r0.w, v1.xzyw, c0.zzww temp0.w = dot(i.normal.xzy, float3(0.5, 0.5, 0.25)); // max r0.w, r0.w, c0.y temp0.w = max(temp0.w, float1(0)); // min r0.w, r0.w, c0.x temp0.w = min(temp0.w, float1(1)); // mad oD0.xyz, r0.w, c1, r0 o.color.xyz = temp0.www * float3(0.8, 0.7, 0.2) + temp0.xyz; // mov oD0.w, v2.w o.color.w = i.color.w; // return o; } // DrawObject_Alpha_PixelShader3 Pixel_2_0 Has PRES False float4 DrawObject_Alpha_PixelShader3(float4 color : COLOR) : COLOR { float4 out_color; // dcl v0 // mov oC0, v0 out_color = color; // return out_color; } // DrawObject_Alpha_VertexShader4 Vertex_2_0 Has PRES False struct DrawObject_Alpha_VertexShader4_Input { float4 position : POSITION; float4 color : COLOR; }; struct DrawObject_Alpha_VertexShader4_Output { float4 position : POSITION; float4 color : COLOR; }; DrawObject_Alpha_VertexShader4_Output DrawObject_Alpha_VertexShader4(DrawObject_Alpha_VertexShader4_Input i) { DrawObject_Alpha_VertexShader4_Output o; float4 temp0; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_color v1 // 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 oD0, v1 o.color = i.color; // return o; } // DrawObject_Opaque_ZTest_PixelShader5 Pixel_2_0 Has PRES False float4 DrawObject_Opaque_ZTest_PixelShader5(float4 color : COLOR) : COLOR { float4 out_color; // dcl v0 // mov oC0, v0 out_color = color; // return out_color; } // DrawObject_Opaque_ZTest_VertexShader6 Vertex_2_0 Has PRES False struct DrawObject_Opaque_ZTest_VertexShader6_Input { float4 position : POSITION; float4 color : COLOR; }; struct DrawObject_Opaque_ZTest_VertexShader6_Output { float4 position : POSITION; float4 color : COLOR; }; DrawObject_Opaque_ZTest_VertexShader6_Output DrawObject_Opaque_ZTest_VertexShader6(DrawObject_Opaque_ZTest_VertexShader6_Input i) { DrawObject_Opaque_ZTest_VertexShader6_Output o; float4 temp0; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_color v1 // 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 oD0, v1 o.color = i.color; // return o; } // DrawObject_Opaque_PixelShader7 Pixel_2_0 Has PRES False float4 DrawObject_Opaque_PixelShader7(float4 color : COLOR) : COLOR { float4 out_color; // dcl v0 // mov oC0, v0 out_color = color; // return out_color; } // DrawObject_Opaque_VertexShader8 Vertex_2_0 Has PRES False struct DrawObject_Opaque_VertexShader8_Input { float4 position : POSITION; float4 color : COLOR; }; struct DrawObject_Opaque_VertexShader8_Output { float4 position : POSITION; float4 color : COLOR; }; DrawObject_Opaque_VertexShader8_Output DrawObject_Opaque_VertexShader8(DrawObject_Opaque_VertexShader8_Input i) { DrawObject_Opaque_VertexShader8_Output o; float4 temp0; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_color v1 // 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 oD0, v1 o.color = i.color; // return o; } // DebugDisplay_PixelShader9 Pixel_2_0 Has PRES False float4 DebugDisplay_PixelShader9(float4 color : COLOR) : COLOR { float4 out_color; // dcl v0 // mov oC0, v0 out_color = color; // return out_color; } // DebugDisplay_VertexShader10 Vertex_2_0 Has PRES True struct DebugDisplay_VertexShader10_Output { float4 position : POSITION; float4 color : COLOR; }; DebugDisplay_VertexShader10_Output DebugDisplay_VertexShader10(float4 position : POSITION) { /* PRSI OutputRegisterOffset: 15 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 1 Unknown3: 0 Unknown4: 0 Unknown5: 15 Unknown6: 1 Mappings: 1 0 - ConstOutput: 0 ConstInput 0 */ float4 expr15; { // Expression_2_1 // mov c15, c0 expr15 = FlatColorOverride; } DebugDisplay_VertexShader10_Output o; float4 temp0; // def c0, 1, 0, 0, 0 // dcl_position v0 // mad r0, v0.xyzx, c0.xxxy, c0.yyyx temp0 = 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 oD0, c15 o.color = expr15; // return o; } // DebugIcons_Regular_PixelShader11 Pixel_2_0 Has PRES False float4 DebugIcons_Regular_PixelShader11(float4 color : COLOR) : COLOR { float4 out_color; // dcl v0 // mov oC0, v0 out_color = color; // return out_color; } // DebugIcons_Regular_VertexShader12 Vertex_2_0 Has PRES False struct DebugIcons_Regular_VertexShader12_Input { float4 position : POSITION; float4 color : COLOR; }; struct DebugIcons_Regular_VertexShader12_Output { float4 position : POSITION; float4 color : COLOR; }; DebugIcons_Regular_VertexShader12_Output DebugIcons_Regular_VertexShader12(DebugIcons_Regular_VertexShader12_Input i) { DebugIcons_Regular_VertexShader12_Output o; float4 temp0; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_color v1 // 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 oD0, v1 o.color = i.color; // return o; } // DisplayShadowMap_PixelShader13 Pixel_2_0 Has PRES False float4 DisplayShadowMap_PixelShader13(float2 texcoord : TEXCOORD) : COLOR { float4 out_color; float4 temp0; // dcl t0.xy // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(ShadowMapSampler, texcoord.xy); // mov r0, r0.x temp0 = temp0.x; // mov oC0, r0 out_color = temp0; // return out_color; } // DisplayShadowMap_VertexShader14 Vertex_2_0 Has PRES False struct DisplayShadowMap_VertexShader14_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; }; struct DisplayShadowMap_VertexShader14_Output { float4 position : POSITION; float2 texcoord : TEXCOORD; }; DisplayShadowMap_VertexShader14_Output DisplayShadowMap_VertexShader14(DisplayShadowMap_VertexShader14_Input i) { DisplayShadowMap_VertexShader14_Output o; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_texcoord v1 // 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; } technique DisplayShadowMap { pass P0 { VertexShader = compile vs_2_0 DisplayShadowMap_VertexShader14(); // 9 PixelShader = compile ps_2_0 DisplayShadowMap_PixelShader13(); // 10 ZEnable = 0; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 0; AlphaTestEnable = 0; } } technique DebugIcons_Regular { pass P0 { VertexShader = compile vs_2_0 DebugIcons_Regular_VertexShader12(); // 11 PixelShader = compile ps_2_0 DebugIcons_Regular_PixelShader11(); // 12 ZEnable = 0; ZFunc = 4; ZWriteEnable = 0; CullMode = 2; AlphaBlendEnable = 1; SrcBlend = 5; DestBlend = 6; ColorWriteEnable = 15; AlphaTestEnable = 0; } } technique DebugDisplay { pass P0 { VertexShader = compile vs_2_0 DebugDisplay_VertexShader10(); // 13 PixelShader = compile ps_2_0 DebugDisplay_PixelShader9(); // 14 ZEnable = 0; ZFunc = 4; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 0; AlphaTestEnable = 0; } } technique DrawObject_Opaque { pass P0 { VertexShader = compile vs_2_0 DrawObject_Opaque_VertexShader8(); // 15 PixelShader = compile ps_2_0 DrawObject_Opaque_PixelShader7(); // 16 FillMode = 3; ZEnable = 0; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 0; AlphaTestEnable = 0; ColorWriteEnable = 15; } } technique DrawObject_Opaque_ZTest { pass P0 { VertexShader = compile vs_2_0 DrawObject_Opaque_ZTest_VertexShader6(); // 17 PixelShader = compile ps_2_0 DrawObject_Opaque_ZTest_PixelShader5(); // 18 FillMode = 3; ZEnable = 1; ZFunc = 4; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 0; AlphaTestEnable = 0; ColorWriteEnable = 15; } } technique DrawObject_Alpha { pass P0 { VertexShader = compile vs_2_0 DrawObject_Alpha_VertexShader4(); // 19 PixelShader = compile ps_2_0 DrawObject_Alpha_PixelShader3(); // 20 FillMode = 3; ZEnable = 0; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 1; SrcBlend = 5; DestBlend = 6; AlphaTestEnable = 0; ColorWriteEnable = 15; } } technique CollisionBox { pass P0 { VertexShader = compile vs_2_0 CollisionBox_VertexShader2(); // 21 PixelShader = compile ps_2_0 CollisionBox_PixelShader1(); // 22 FillMode = 3; ZEnable = 1; ZFunc = 4; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 1; SrcBlend = 5; DestBlend = 6; AlphaTestEnable = 0; ColorWriteEnable = 15; } }