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 : register(vs_2_0, c1) = { 1 }; float3 TintColor = { 1, 1, 1 }; float3 EyePosition ; column_major float4x4 ViewProjection : register(vs_2_0, c119) ; float4 WorldBones[128] : register(vs_2_0, c128) ; int _SasGlobal : SasGlobal ; int NumJointsPerVertex ; column_major float4x3 World : World : register(vs_2_0, c124); texture NormalMap ; // 6 sampler2D NormalMapSampler : register(ps_2_0, s0) = sampler_state { Texture = ; // 8 MinFilter = 3; MagFilter = 2; MipFilter = 2; MaxAnisotropy = 8; AddressU = 1; AddressV = 1; }; float4 TexCoordTransform_0 : register(vs_2_0, c14) = { 1, 1, 0, 0 }; float BumpScale : register(ps_2_0, c11) = { 1 }; bool AlphaTestEnable ; struct { float4 ScaleUV_OffsetUV; } Shroud : register(vs_2_0, c15) = { 1, 1, 0, 0 }; texture ShroudTexture ; // 18 sampler2D ShroudTextureSampler : register(ps_2_0, s1) = sampler_state { Texture = ; // 21 MinFilter = 2; MagFilter = 2; MipFilter = 2; AddressU = 3; AddressV = 3; }; column_major float4x4 View : View : register(vs_2_0, c11); float Time : Time; // VS_Array_Shader_0 Vertex_2_0 Has PRES True struct VS_Array_Shader_0_Input { float4 position : POSITION; float4 normal : NORMAL; float4 tangent : TANGENT; float4 binormal : BINORMAL; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct VS_Array_Shader_0_Output { float4 position : POSITION; float3 texcoord2 : TEXCOORD2; float3 texcoord3 : TEXCOORD3; float3 texcoord4 : TEXCOORD4; float4 color : COLOR; float2 texcoord : TEXCOORD; float2 texcoord1 : TEXCOORD1; }; VS_Array_Shader_0_Output VS_Array_Shader_0(VS_Array_Shader_0_Input i) { /* PRSI OutputRegisterOffset: 16 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 1 Unknown3: 0 Unknown4: 0 Unknown5: 16 Unknown6: 1 Mappings: 1 0 - ConstOutput: 0 ConstInput 0 */ float4 expr16; { // Expression_2_1 // mul c16.xy, c1.x, c0.zw expr16.xy = Time.x * TexCoordTransform_0.zw; } VS_Array_Shader_0_Output o; float4 temp0, temp1; // def c0, 1, 0, 200, 500 // dcl_position v0 // dcl_normal v1 // dcl_tangent v2 // dcl_binormal v3 // dcl_texcoord v4 // dcl_color v5 // 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)); // dp4 r0.x, r1, c13 temp0.x = dot(temp1, (View._m02_m12_m22_m32)); // add r0.yz, r1.xxyw, c15.xzww temp0.yz = temp1.xy + Shroud.ScaleUV_OffsetUV.zw; // dp3 r1.x, v3, c124 temp1.x = dot(i.binormal.xyz, (World._m00_m10_m20_m30).xyz); // dp3 r1.y, v3, c125 temp1.y = dot(i.binormal.xyz, (World._m01_m11_m21_m31).xyz); // dp3 r1.z, v3, c126 temp1.z = dot(i.binormal.xyz, (World._m02_m12_m22_m32).xyz); // dp3 oT2.x, -r1, c11 o.texcoord2.x = dot(-temp1.xyz, (View._m00_m10_m20_m30).xyz); // dp3 oT3.x, -r1, c12 o.texcoord3.x = dot(-temp1.xyz, (View._m01_m11_m21_m31).xyz); // dp3 oT4.x, -r1, c13 o.texcoord4.x = dot(-temp1.xyz, (View._m02_m12_m22_m32).xyz); // dp3 r1.x, v2, c124 temp1.x = dot(i.tangent.xyz, (World._m00_m10_m20_m30).xyz); // dp3 r1.y, v2, c125 temp1.y = dot(i.tangent.xyz, (World._m01_m11_m21_m31).xyz); // dp3 r1.z, v2, c126 temp1.z = dot(i.tangent.xyz, (World._m02_m12_m22_m32).xyz); // dp3 oT2.y, -r1, c11 o.texcoord2.y = dot(-temp1.xyz, (View._m00_m10_m20_m30).xyz); // dp3 oT3.y, -r1, c12 o.texcoord3.y = dot(-temp1.xyz, (View._m01_m11_m21_m31).xyz); // dp3 oT4.y, -r1, c13 o.texcoord4.y = dot(-temp1.xyz, (View._m02_m12_m22_m32).xyz); // dp3 r1.x, v1, c124 temp1.x = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz); // dp3 r1.y, v1, c125 temp1.y = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz); // dp3 r1.z, v1, c126 temp1.z = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz); // dp3 oT2.z, r1, c11 o.texcoord2.z = dot(temp1.xyz, (View._m00_m10_m20_m30).xyz); // dp3 oT3.z, r1, c12 o.texcoord3.z = dot(temp1.xyz, (View._m01_m11_m21_m31).xyz); // dp3 oT4.z, r1, c13 o.texcoord4.z = dot(temp1.xyz, (View._m02_m12_m22_m32).xyz); // add r0.x, -r0.x, c0.z temp0.x = -temp0.x + float1(200); // rcp r0.x, r0.x temp0.x = 1.0f / temp0.x; // mul r1.xyz, r0.x, c0.w temp1.xyz = temp0.xxx * float3(500, 500, 500); // mov r1.w, c1.x temp1.w = OpacityOverride.x; // mul oD0, r1, v5 o.color = temp1 * i.color; // mov r1.xy, c14 temp1.xy = TexCoordTransform_0.xy; // mad oT0.xy, v4, r1, c16 o.texcoord = i.texcoord * temp1 + expr16; // mul oT1.xy, r0.yzzw, c15 o.texcoord1 = temp0.yzzw * Shroud.ScaleUV_OffsetUV; // return o; } // VS_Array_Shader_1 Vertex_2_0 Has PRES True struct VS_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_Array_Shader_1_Output { float4 position : POSITION; float3 texcoord2 : TEXCOORD2; float3 texcoord3 : TEXCOORD3; float3 texcoord4 : TEXCOORD4; float4 color : COLOR; float2 texcoord : TEXCOORD; float2 texcoord1 : TEXCOORD1; }; VS_Array_Shader_1_Output VS_Array_Shader_1(VS_Array_Shader_1_Input i) { /* PRSI OutputRegisterOffset: 16 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 1 Unknown3: 0 Unknown4: 0 Unknown5: 16 Unknown6: 1 Mappings: 1 0 - ConstOutput: 0 ConstInput 0 */ float4 expr16; { // Expression_2_1 // mul c16.xy, c1.x, c0.zw expr16.xy = Time.x * TexCoordTransform_0.zw; } VS_Array_Shader_1_Output o; float4 temp0, temp1, temp2; float addr0; // def c0, 1, -1, 200, 500 // dcl_position v0 // dcl_normal v1 // dcl_tangent v2 // dcl_binormal v3 // dcl_blendindices v4 // dcl_texcoord v5 // dcl_color v6 // 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 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)); // dp4 r0.z, r0, c13 temp0.z = dot(temp0, (View._m02_m12_m22_m32)); // add r0.xy, r0, c15.zwzw temp0.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw; // 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 oT2.x, -r1, c11 o.texcoord2.x = dot(-temp1.xyz, (View._m00_m10_m20_m30).xyz); // dp3 oT3.x, -r1, c12 o.texcoord3.x = dot(-temp1.xyz, (View._m01_m11_m21_m31).xyz); // dp3 oT4.x, -r1, c13 o.texcoord4.x = dot(-temp1.xyz, (View._m02_m12_m22_m32).xyz); // mul r1, v2.zxyy, c128[a0.x].yzxy temp1 = i.tangent.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r1, c128[a0.x].wwwx, v2.xyzx, r1 temp1 = WorldBones[0 + addr0.x].wwwx * i.tangent.xyzx + temp1; // mul r2, v2.yzxz, c128[a0.x].zxyz temp2 = i.tangent.yzxz * WorldBones[0 + addr0.x].zxyz; // mad r1, r1, c0.xxxy, -r2 temp1 = temp1 * float4(1, 1, 1, -1) + -temp2; // mul r2.xyz, r1.w, c128[a0.x] temp2.xyz = temp1.www * WorldBones[0 + addr0.x].xyz; // mad r2.xyz, c128[a0.x].w, r1, -r2 temp2.xyz = WorldBones[0 + addr0.x].www * temp1.xyz + -temp2.xyz; // mad r2.xyz, c128[a0.x].yzxw, r1.zxyw, r2 temp2.xyz = WorldBones[0 + addr0.x].yzx * temp1.zxy + temp2.xyz; // mad r1.xyz, c128[a0.x].zxyw, -r1.yzxw, r2 temp1.xyz = WorldBones[0 + addr0.x].zxy * -temp1.yzx + temp2.xyz; // dp3 oT2.y, -r1, c11 o.texcoord2.y = dot(-temp1.xyz, (View._m00_m10_m20_m30).xyz); // dp3 oT3.y, -r1, c12 o.texcoord3.y = dot(-temp1.xyz, (View._m01_m11_m21_m31).xyz); // dp3 oT4.y, -r1, c13 o.texcoord4.y = dot(-temp1.xyz, (View._m02_m12_m22_m32).xyz); // 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 oT2.z, r1, c11 o.texcoord2.z = dot(temp1.xyz, (View._m00_m10_m20_m30).xyz); // dp3 oT3.z, r1, c12 o.texcoord3.z = dot(temp1.xyz, (View._m01_m11_m21_m31).xyz); // dp3 oT4.z, r1, c13 o.texcoord4.z = dot(temp1.xyz, (View._m02_m12_m22_m32).xyz); // add r0.z, -r0.z, c0.z temp0.z = -temp0.z + float1(200); // rcp r0.z, r0.z temp0.z = 1.0f / temp0.z; // mul r1.xyz, r0.z, c0.w temp1.xyz = temp0.zzz * float3(500, 500, 500); // mov r1.w, c1.x temp1.w = OpacityOverride.x; // mul oD0, r1, v6 o.color = temp1 * i.color; // mov r1.xy, c14 temp1.xy = TexCoordTransform_0.xy; // mad oT0.xy, v5, r1, c16 o.texcoord = i.texcoord * temp1 + expr16; // mul oT1.xy, r0, c15 o.texcoord1 = temp0 * Shroud.ScaleUV_OffsetUV; // return o; } VertexShader VS_Array[2] = { compile vs_2_0 VS_Array_Shader_0(), // 25 compile vs_2_0 VS_Array_Shader_1(), // 26 }; // Default_M_Expression3 Expression_2_0 Has PRES False float Default_M_Expression3() { float1 expr0; // mov c0.x, c0.x expr0.x = AlphaTestEnable.x; return expr0; } // Default_M_PixelShader4 Pixel_2_0 Has PRES False struct Default_M_PixelShader4_Input { float4 color : COLOR; float2 texcoord : TEXCOORD; float2 texcoord1 : TEXCOORD1; float3 texcoord2 : TEXCOORD2; float3 texcoord3 : TEXCOORD3; float3 texcoord4 : TEXCOORD4; }; float4 Default_M_PixelShader4(Default_M_PixelShader4_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2; // def c0, 2, -1, 0.5, 0 // dcl v0 // dcl t0.xy // dcl t1.xy // dcl t2.xyz // dcl t3.xyz // dcl t4.xyz // dcl_2d s0 // dcl_2d s1 // texld r0, t0, s0 temp0 = tex2D(NormalMapSampler, i.texcoord.xy); // texld r1, t1, s1 temp1 = tex2D(ShroudTextureSampler, i.texcoord1.xy); // mad r0.xyz, r0, c0.x, c0.y temp0.xyz = temp0.xyz * float3(2, 2, 2) + float3(-1, -1, -1); // mul r0.w, r0.w, v0.w temp0.w = temp0.w * i.color.w; // mul r0.xy, r0, c11.x temp0.xy = temp0.xy * BumpScale.xx; // nrm r1.xyz, r0 temp1.xyz = normalize(temp0.xyz).xyz; // dp3 r0.x, r1, t2 temp0.x = dot(temp1.xyz, i.texcoord2.xyz); // dp3 r0.y, r1, t3 temp0.y = dot(temp1.xyz, i.texcoord3.xyz); // dp3 r0.z, r1, t4 temp0.z = dot(temp1.xyz, i.texcoord4.xyz); // mul r0.xyz, r0, v0 temp0.xyz = temp0.xyz * i.color.xyz; // mad r2.xyz, r0, c0.z, c0.z temp2.xyz = temp0.xyz * float3(0.5, 0.5, 0.5) + float3(0.5, 0.5, 0.5); // mul r2.w, r1.w, r0.w temp2.w = temp1.w * temp0.w; // mov oC0, r2 out_color = temp2; // return out_color; } // Default_M_Expression5 Expression_2_0 Has PRES False float Default_M_Expression5() { float1 expr0; // min c0.x, c0.x, (1) expr0.x = min(NumJointsPerVertex.x, (1)); return expr0; } technique Default_M { pass p0 { VertexShader = VS_Array[Default_M_Expression5()]; // 28 PixelShader = compile ps_2_0 Default_M_PixelShader4(); // 29 ZEnable = 1; ZFunc = 4; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 1; SrcBlend = 5; DestBlend = 6; AlphaTestEnable = Default_M_Expression3(); // 0 AlphaFunc = 7; AlphaRef = 96; } } technique Default_L { }