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 }; bool HasRecolorColors ; float3 RecolorColor : register(ps_2_0, c0) ; row_major float4x4 ShadowMapWorldToShadow ; float OpacityOverride = { 1 }; float3 TintColor = { 1, 1, 1 }; float3 EyePosition : register(vs_2_0, c123) ; column_major float4x4 ViewProjection : register(vs_2_0, c119) ; float4 WorldBones[128] : register(vs_2_0, c128) ; int NumJointsPerVertex ; column_major float4x3 World : World : register(vs_2_0, c124); float Time : Time; texture Texture_0 ; // 6 sampler2D Texture_0Sampler : register(ps_2_0, s0) = sampler_state { Texture = ; // 8 MinFilter = 3; MagFilter = 2; MipFilter = 2; AddressU = 1; AddressV = 1; }; float3 ColorDiffuse = { 1, 1, 1 }; bool MultiTextureEnable : register(ps_2_0, c11) ; float HDRMultiplier : register(ps_2_0, c12) = { 1 }; float4 DiffuseCoordOffset : register(vs_2_0, c22) = { 0, 0, 1, 1 }; bool MultiplyBlendEnable : register(ps_2_0, c13) ; float EdgeFadeOut ; texture Texture_1 ; // 21 sampler2D Texture_1Sampler : register(ps_2_0, s1) = sampler_state { Texture = ; // 23 MinFilter = 3; MagFilter = 2; MipFilter = 2; AddressU = 1; AddressV = 1; }; bool UniqueWorldCoordEnable ; float UniqueWorldCoordScalar : register(vs_2_0, c23) = { 0.01 }; float DisplaceScalar : register(vs_2_0, c24) = { 1 }; float DisplaceAmp : register(ps_2_0, c14) = { 1 }; float DisplaceDivergenceAngle ; float DisplaceSpeed = { 1 }; bool UseRecolorColors : register(ps_2_0, c15) ; bool CullingEnable = { 1 }; // VS_Array_Shader_0 Vertex_2_0 Has PRES True struct VS_Array_Shader_0_Input { float4 position : POSITION; float4 normal : NORMAL; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct VS_Array_Shader_0_Output { float4 texcoord1 : TEXCOORD1; float4 position : POSITION; float4 color : COLOR; float4 texcoord : TEXCOORD; float texcoord3 : TEXCOORD3; }; VS_Array_Shader_0_Output VS_Array_Shader_0(VS_Array_Shader_0_Input i) { /* PRSI OutputRegisterOffset: 11 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 11 Unknown3: 0 Unknown4: 0 Unknown5: 11 Unknown6: 5 Mappings: 3 0 - ConstOutput: 17 ConstInput 3 1 - ConstOutput: 21 ConstInput 1 2 - ConstOutput: 0 ConstInput 0 */ float4 expr11; float4 expr12; float4 expr13; float4 expr14; float4 expr15; float4 expr16; float4 expr17; float4 expr18; float4 expr19; float4 expr20; float4 expr21; { float4 temp0; float4 temp1; // Expression_2_1 // mul r0.x, c0.x, c8.x temp0.x = Time.x * DisplaceSpeed.x; // mul c14.x, r0.x, (0.01) expr14.x = temp0.x * (0.01); // add r0.x, c6.x, (-1) temp0.x = UniqueWorldCoordEnable.x + (-1); // mul r1.x, r0.x, r0.x temp1.x = temp0.x * temp0.x; // neg r0.x, r1.x temp0.x = -temp1.x; // ge c11.x, r0.x, r1.x expr11.x = temp0.x >= temp1.x; // rcp c15.x, c5.x expr15.x = 1.0f / (EdgeFadeOut.x); // add r0.x, c4.x, (-1) temp0.x = MultiplyBlendEnable.x + (-1); // mul r1.x, r0.x, r0.x temp1.x = temp0.x * temp0.x; // neg r0.x, r1.x temp0.x = -temp1.x; // ge c18.x, r0.x, r1.x expr18.x = temp0.x >= temp1.x; // neg r0.xyz, c1.xyz temp0.xyz = -ColorDiffuse.xyz; // add c17.xyz, (1, 1, 1), r0.xyz expr17.xyz = float3(1, 1, 1) + temp0.xyz; // mul c19, c0.x, c3 expr19 = Time.x * DiffuseCoordOffset; // add r0.x, c2.x, (-1) temp0.x = MultiTextureEnable.x + (-1); // mul r1.x, r0.x, r0.x temp1.x = temp0.x * temp0.x; // neg r0.x, r1.x temp0.x = -temp1.x; // ge c21.x, r0.x, r1.x expr21.x = temp0.x >= temp1.x; // mul r0.x, c7.x, (0.0027777312217828493) temp0.x = DisplaceDivergenceAngle.x * (0.0027777312217828493); // add r1.x, r0.x, (0.5) temp1.x = temp0.x + (0.5); // frc r0.x, r1.x temp0.x = frac(temp1.x); // mul r1.x, r0.x, (6.283185307179586) temp1.x = temp0.x * (6.283185307179586); // add r0.x, r1.x, (-3.141592653589793) temp0.x = temp1.x + (-3.141592653589793); // cos r1.x, r0.x temp1.x = cos(temp0.x); // sin r1.y, r0.x temp1.y = sin(temp0.x); // mov c12.x, r1.y expr12.x = temp1.y; // mov c13.x, r1.x expr13.x = temp1.x; } VS_Array_Shader_0_Output o; float4 temp0, temp1; // def c0, -2, 3, 0, 0 // def c1, 1, 0, 0.1, 0 // dcl_position v0 // dcl_normal v1 // dcl_texcoord v2 // dcl_color v3 // mad r0, v0.xyzx, c1.xxxy, c1.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)); // add r0.x, r1.x, r1.y temp0.x = temp1.x + temp1.y; // mul r0.x, r0.x, c23.x temp0.x = temp0.x * UniqueWorldCoordScalar.x; // mul r0.x, r0.x, c11.x temp0.x = temp0.x * expr11.x; // mul r0.yz, v2.xxyw, c24.x temp0.yz = i.texcoord.xy * DisplaceScalar.xx; // mad r0.x, r0.x, c1.z, r0.z temp0.x = temp0.x * float1(0.1) + temp0.z; // mul r0.z, r0.x, c13.x temp0.z = temp0.x * expr13.x; // mad oT1.y, r0.y, -c12.x, r0.z o.texcoord1.y = temp0.y * -expr12.x + temp0.z; // mad oT1.w, r0.y, c12.x, r0.z o.texcoord1.w = temp0.y * expr12.x + temp0.z; // mul r0.y, r0.y, c13.x temp0.y = temp0.y * expr13.x; // mad r0.z, r0.x, c12.x, r0.y temp0.z = temp0.x * expr12.x + temp0.y; // mad r0.x, r0.x, -c12.x, r0.y temp0.x = temp0.x * -expr12.x + temp0.y; // add oT1.xz, r0.zyxw, c14.x o.texcoord1.xz = temp0.zx + expr14.xx; // mov r1.w, c1.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 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.xyz, -r1, c123 temp0.xyz = -temp1.xyz + EyePosition.xyz; // nrm r1.xyz, r0 temp1.xyz = normalize(temp0.xyz).xyz; // 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.x, r1, r0 temp0.x = dot(temp1.xyz, temp0.xyz); // abs r0.x, r0.x temp0.x = abs(temp0.x); // mul r0.x, r0.x, c15.x temp0.x = temp0.x * expr15.x; // max r0.x, r0.x, c1.y temp0.x = max(temp0.x, float1(0)); // min r0.x, r0.x, c1.x temp0.x = min(temp0.x, float1(1)); // mad r0.y, r0.x, c0.x, c0.y temp0.y = temp0.x * float1(-2) + float1(3); // mul r0.x, r0.x, r0.x temp0.x = temp0.x * temp0.x; // mul r0.x, r0.y, r0.x temp0.x = temp0.y * temp0.x; // mul r0.w, r0.x, v3.w temp0.w = temp0.x * i.color.w; // mov r1.xy, c1 temp1.xy = float2(1, 0); // mad r1, c17.xyzx, r1.xxxy, r1.yyyx temp1 = expr17.xyzx * temp1.xxxy + temp1.yyyx; // mov r0.xyz, v3 temp0.xyz = i.color.xyz; // mad r1, r0, r1, -r0 temp1 = temp0 * temp1 + -temp0; // mad oD0, c18.x, r1, r0 o.color = expr18.x * temp1 + temp0; // mov r0.xy, c19 temp0.xy = expr19.xy; // mad r0.xy, v2, c22.zwzw, -r0 temp0.xy = i.texcoord.xy * DiffuseCoordOffset.zw + -temp0.xy; // add r1, v2.xyxy, c19 temp1 = i.texcoord.xyxy + expr19; // add r0.xy, r0, -r1.zwzw temp0.xy = temp0.xy + -temp1.zw; // mad oT0.zw, c21.x, r0.xyxy, r1 o.texcoord.zw = expr21.xx * temp0.xy + temp1.zw; // mov oT0.xy, r1 o.texcoord.xy = temp1.xy; // mov oT3.x, c1.x o.texcoord3 = float4(1, 1, 1, 1); // return o; } // VS_Array_Shader_1 Vertex_2_0 Has PRES True struct VS_Array_Shader_1_Input { float4 blendindices : BLENDINDICES; float4 position : POSITION; float4 normal : NORMAL; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct VS_Array_Shader_1_Output { float4 texcoord1 : TEXCOORD1; float4 position : POSITION; float4 color : COLOR; float4 texcoord : TEXCOORD; float texcoord3 : TEXCOORD3; }; VS_Array_Shader_1_Output VS_Array_Shader_1(VS_Array_Shader_1_Input i) { /* PRSI OutputRegisterOffset: 11 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 11 Unknown3: 0 Unknown4: 0 Unknown5: 11 Unknown6: 5 Mappings: 3 0 - ConstOutput: 17 ConstInput 3 1 - ConstOutput: 21 ConstInput 1 2 - ConstOutput: 0 ConstInput 0 */ float4 expr11; float4 expr12; float4 expr13; float4 expr14; float4 expr15; float4 expr16; float4 expr17; float4 expr18; float4 expr19; float4 expr20; float4 expr21; { float4 temp0; float4 temp1; // Expression_2_1 // mul r0.x, c0.x, c8.x temp0.x = Time.x * DisplaceSpeed.x; // mul c14.x, r0.x, (0.01) expr14.x = temp0.x * (0.01); // add r0.x, c6.x, (-1) temp0.x = UniqueWorldCoordEnable.x + (-1); // mul r1.x, r0.x, r0.x temp1.x = temp0.x * temp0.x; // neg r0.x, r1.x temp0.x = -temp1.x; // ge c11.x, r0.x, r1.x expr11.x = temp0.x >= temp1.x; // rcp c15.x, c5.x expr15.x = 1.0f / (EdgeFadeOut.x); // add r0.x, c4.x, (-1) temp0.x = MultiplyBlendEnable.x + (-1); // mul r1.x, r0.x, r0.x temp1.x = temp0.x * temp0.x; // neg r0.x, r1.x temp0.x = -temp1.x; // ge c18.x, r0.x, r1.x expr18.x = temp0.x >= temp1.x; // neg r0.xyz, c1.xyz temp0.xyz = -ColorDiffuse.xyz; // add c17.xyz, (1, 1, 1), r0.xyz expr17.xyz = float3(1, 1, 1) + temp0.xyz; // mul c19, c0.x, c3 expr19 = Time.x * DiffuseCoordOffset; // add r0.x, c2.x, (-1) temp0.x = MultiTextureEnable.x + (-1); // mul r1.x, r0.x, r0.x temp1.x = temp0.x * temp0.x; // neg r0.x, r1.x temp0.x = -temp1.x; // ge c21.x, r0.x, r1.x expr21.x = temp0.x >= temp1.x; // mul r0.x, c7.x, (0.0027777312217828493) temp0.x = DisplaceDivergenceAngle.x * (0.0027777312217828493); // add r1.x, r0.x, (0.5) temp1.x = temp0.x + (0.5); // frc r0.x, r1.x temp0.x = frac(temp1.x); // mul r1.x, r0.x, (6.283185307179586) temp1.x = temp0.x * (6.283185307179586); // add r0.x, r1.x, (-3.141592653589793) temp0.x = temp1.x + (-3.141592653589793); // cos r1.x, r0.x temp1.x = cos(temp0.x); // sin r1.y, r0.x temp1.y = sin(temp0.x); // mov c12.x, r1.y expr12.x = temp1.y; // mov c13.x, r1.x expr13.x = temp1.x; } VS_Array_Shader_1_Output o; float4 temp0, temp1, temp2; float addr0; // def c0, 1, -1, 0.1, 0 // def c1, -2, 3, 0, 0 // dcl_blendindices v0 // dcl_position v1 // dcl_normal v2 // dcl_texcoord v3 // dcl_color v4 // slt r0.x, v0.x, -v0.x temp0.x = (i.blendindices.x < -i.blendindices.x) ? 1 : 0; // frc r0.y, v0.x temp0.y = frac(i.blendindices.x); // add r0.z, -r0.y, v0.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, v1.zxyy, c128[a0.x].yzxy temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r0, c128[a0.x].wwwx, v1.xyzx, r0 temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0; // mul r1, v1.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; // add r1.x, r0.x, r0.y temp1.x = temp0.x + temp0.y; // mul r1.x, r1.x, c23.x temp1.x = temp1.x * UniqueWorldCoordScalar.x; // mul r1.x, r1.x, c11.x temp1.x = temp1.x * expr11.x; // mul r1.yz, v3.xxyw, c24.x temp1.yz = i.texcoord.xy * DisplaceScalar.xx; // mad r1.x, r1.x, c0.z, r1.z temp1.x = temp1.x * float1(0.1) + temp1.z; // mul r1.z, r1.x, c13.x temp1.z = temp1.x * expr13.x; // mad oT1.y, r1.y, -c12.x, r1.z o.texcoord1.y = temp1.y * -expr12.x + temp1.z; // mad oT1.w, r1.y, c12.x, r1.z o.texcoord1.w = temp1.y * expr12.x + temp1.z; // mul r1.y, r1.y, c13.x temp1.y = temp1.y * expr13.x; // mad r1.z, r1.x, c12.x, r1.y temp1.z = temp1.x * expr12.x + temp1.y; // mad r1.x, r1.x, -c12.x, r1.y temp1.x = temp1.x * -expr12.x + temp1.y; // add oT1.xz, r1.zyxw, c14.x o.texcoord1.xz = temp1.zx + expr14.xx; // 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.xyz, -r0, c123 temp0.xyz = -temp0.xyz + EyePosition.xyz; // mul r1, v2.zxyy, c128[a0.x].yzxy temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r1, c128[a0.x].wwwx, v2.xyzx, r1 temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1; // mul r2, v2.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; // nrm r2.xyz, r0 temp2.xyz = normalize(temp0.xyz).xyz; // dp3 r0.x, r2, r1 temp0.x = dot(temp2.xyz, temp1.xyz); // abs r0.x, r0.x temp0.x = abs(temp0.x); // mul r0.x, r0.x, c15.x temp0.x = temp0.x * expr15.x; // max r0.x, r0.x, c0.w temp0.x = max(temp0.x, float1(0)); // min r0.x, r0.x, c0.x temp0.x = min(temp0.x, float1(1)); // mad r0.y, r0.x, c1.x, c1.y temp0.y = temp0.x * float1(-2) + float1(3); // mul r0.x, r0.x, r0.x temp0.x = temp0.x * temp0.x; // mul r0.x, r0.y, r0.x temp0.x = temp0.y * temp0.x; // mul r0.w, r0.x, v4.w temp0.w = temp0.x * i.color.w; // mov r1.xw, c0 temp1.xw = float2(1, 0); // mad r1, c17.xyzx, r1.xxxw, r1.wwwx temp1 = expr17.xyzx * temp1.xxxw + temp1.wwwx; // mov r0.xyz, v4 temp0.xyz = i.color.xyz; // mad r1, r0, r1, -r0 temp1 = temp0 * temp1 + -temp0; // mad oD0, c18.x, r1, r0 o.color = expr18.x * temp1 + temp0; // mov r0.xy, c19 temp0.xy = expr19.xy; // mad r0.xy, v3, c22.zwzw, -r0 temp0.xy = i.texcoord.xy * DiffuseCoordOffset.zw + -temp0.xy; // add r1, v3.xyxy, c19 temp1 = i.texcoord.xyxy + expr19; // add r0.xy, r0, -r1.zwzw temp0.xy = temp0.xy + -temp1.zw; // mad oT0.zw, c21.x, r0.xyxy, r1 o.texcoord.zw = expr21.xx * temp0.xy + temp1.zw; // mov oT0.xy, r1 o.texcoord.xy = temp1.xy; // mov oT3.x, c0.x o.texcoord3 = float4(1, 1, 1, 1); // return o; } // VS_Array_Shader_2 Vertex_2_0 Has PRES True struct VS_Array_Shader_2_Input { float4 blendindices : BLENDINDICES; float4 blendweight : BLENDWEIGHT; float4 position : POSITION; float4 position1 : POSITION1; float4 normal : NORMAL; float4 normal1 : NORMAL1; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct VS_Array_Shader_2_Output { float4 texcoord1 : TEXCOORD1; float4 position : POSITION; float4 color : COLOR; float4 texcoord : TEXCOORD; float texcoord3 : TEXCOORD3; }; VS_Array_Shader_2_Output VS_Array_Shader_2(VS_Array_Shader_2_Input i) { /* PRSI OutputRegisterOffset: 11 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 11 Unknown3: 0 Unknown4: 0 Unknown5: 11 Unknown6: 5 Mappings: 3 0 - ConstOutput: 17 ConstInput 3 1 - ConstOutput: 21 ConstInput 1 2 - ConstOutput: 0 ConstInput 0 */ float4 expr11; float4 expr12; float4 expr13; float4 expr14; float4 expr15; float4 expr16; float4 expr17; float4 expr18; float4 expr19; float4 expr20; float4 expr21; { float4 temp0; float4 temp1; // Expression_2_1 // mul r0.x, c0.x, c8.x temp0.x = Time.x * DisplaceSpeed.x; // mul c14.x, r0.x, (0.01) expr14.x = temp0.x * (0.01); // add r0.x, c6.x, (-1) temp0.x = UniqueWorldCoordEnable.x + (-1); // mul r1.x, r0.x, r0.x temp1.x = temp0.x * temp0.x; // neg r0.x, r1.x temp0.x = -temp1.x; // ge c11.x, r0.x, r1.x expr11.x = temp0.x >= temp1.x; // rcp c15.x, c5.x expr15.x = 1.0f / (EdgeFadeOut.x); // add r0.x, c4.x, (-1) temp0.x = MultiplyBlendEnable.x + (-1); // mul r1.x, r0.x, r0.x temp1.x = temp0.x * temp0.x; // neg r0.x, r1.x temp0.x = -temp1.x; // ge c18.x, r0.x, r1.x expr18.x = temp0.x >= temp1.x; // neg r0.xyz, c1.xyz temp0.xyz = -ColorDiffuse.xyz; // add c17.xyz, (1, 1, 1), r0.xyz expr17.xyz = float3(1, 1, 1) + temp0.xyz; // mul c19, c0.x, c3 expr19 = Time.x * DiffuseCoordOffset; // add r0.x, c2.x, (-1) temp0.x = MultiTextureEnable.x + (-1); // mul r1.x, r0.x, r0.x temp1.x = temp0.x * temp0.x; // neg r0.x, r1.x temp0.x = -temp1.x; // ge c21.x, r0.x, r1.x expr21.x = temp0.x >= temp1.x; // mul r0.x, c7.x, (0.0027777312217828493) temp0.x = DisplaceDivergenceAngle.x * (0.0027777312217828493); // add r1.x, r0.x, (0.5) temp1.x = temp0.x + (0.5); // frc r0.x, r1.x temp0.x = frac(temp1.x); // mul r1.x, r0.x, (6.283185307179586) temp1.x = temp0.x * (6.283185307179586); // add r0.x, r1.x, (-3.141592653589793) temp0.x = temp1.x + (-3.141592653589793); // cos r1.x, r0.x temp1.x = cos(temp0.x); // sin r1.y, r0.x temp1.y = sin(temp0.x); // mov c12.x, r1.y expr12.x = temp1.y; // mov c13.x, r1.x expr13.x = temp1.x; } VS_Array_Shader_2_Output o; float4 temp0, temp1, temp2, temp3; float2 addr0; // def c0, -2, 3, 0, 0 // def c1, 1, -1, 0.1, 0 // dcl_blendindices v0 // dcl_blendweight v1 // dcl_position v2 // dcl_position1 v3 // dcl_normal v4 // dcl_normal1 v5 // dcl_texcoord v6 // dcl_color v7 // slt r0.xy, v0, -v0 temp0.xy = (i.blendindices.xy < -i.blendindices.xy) ? 1 : 0; // frc r0.zw, v0.xyxy temp0.zw = frac(i.blendindices.xy); // add r1.xy, -r0.zwzw, v0 temp1.xy = -temp0.zw + i.blendindices.xy; // slt r0.zw, -r0, r0 temp0.zw = (-temp0.zw < temp0.zw) ? 1 : 0; // mad r0.xy, r0, r0.zwzw, r1 temp0.xy = temp0.xy * temp0.zw + temp1.xy; // add r0.xy, r0, r0 temp0.xy = temp0.xy + temp0.xy; // mova a0.xy, r0 addr0.xy = temp0.xy; // mul r0, v3.zxyy, c128[a0.y].yzxy temp0 = i.position1.zxyy * WorldBones[0 + addr0.y].yzxy; // mad r0, c128[a0.y].wwwx, v3.xyzx, r0 temp0 = WorldBones[0 + addr0.y].wwwx * i.position1.xyzx + temp0; // mul r1, v3.yzxz, c128[a0.y].zxyz temp1 = i.position1.yzxz * WorldBones[0 + addr0.y].zxyz; // mad r0, r0, c1.xxxy, -r1 temp0 = temp0 * float4(1, 1, 1, -1) + -temp1; // mul r1.xyz, r0.w, c128[a0.y] temp1.xyz = temp0.www * WorldBones[0 + addr0.y].xyz; // mad r1.xyz, c128[a0.y].w, r0, -r1 temp1.xyz = WorldBones[0 + addr0.y].www * temp0.xyz + -temp1.xyz; // mad r1.xyz, c128[a0.y].yzxw, r0.zxyw, r1 temp1.xyz = WorldBones[0 + addr0.y].yzx * temp0.zxy + temp1.xyz; // mad r0.xyz, c128[a0.y].zxyw, -r0.yzxw, r1 temp0.xyz = WorldBones[0 + addr0.y].zxy * -temp0.yzx + temp1.xyz; // add r0.xyz, r0, c129[a0.y] temp0.xyz = temp0.xyz + WorldBones[1 + addr0.y].xyz; // mul r0.xyz, r0, v1.y temp0.xyz = temp0.xyz * i.blendweight.yyy; // mul r1, v2.zxyy, c128[a0.x].yzxy temp1 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r1, c128[a0.x].wwwx, v2.xyzx, r1 temp1 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp1; // mul r2, v2.yzxz, c128[a0.x].zxyz temp2 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz; // mad r1, r1, c1.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; // add r1.xyz, r1, c129[a0.x] temp1.xyz = temp1.xyz + WorldBones[1 + addr0.x].xyz; // mad r0.xyz, r1, v1.x, r0 temp0.xyz = temp1.xyz * i.blendweight.xxx + temp0.xyz; // add r1.x, r0.x, r0.y temp1.x = temp0.x + temp0.y; // mul r1.x, r1.x, c23.x temp1.x = temp1.x * UniqueWorldCoordScalar.x; // mul r1.x, r1.x, c11.x temp1.x = temp1.x * expr11.x; // mul r1.yz, v6.xxyw, c24.x temp1.yz = i.texcoord.xy * DisplaceScalar.xx; // mad r1.x, r1.x, c1.z, r1.z temp1.x = temp1.x * float1(0.1) + temp1.z; // mul r1.z, r1.x, c13.x temp1.z = temp1.x * expr13.x; // mad oT1.y, r1.y, -c12.x, r1.z o.texcoord1.y = temp1.y * -expr12.x + temp1.z; // mad oT1.w, r1.y, c12.x, r1.z o.texcoord1.w = temp1.y * expr12.x + temp1.z; // mul r1.y, r1.y, c13.x temp1.y = temp1.y * expr13.x; // mad r1.z, r1.x, c12.x, r1.y temp1.z = temp1.x * expr12.x + temp1.y; // mad r1.x, r1.x, -c12.x, r1.y temp1.x = temp1.x * -expr12.x + temp1.y; // add oT1.xz, r1.zyxw, c14.x o.texcoord1.xz = temp1.zx + expr14.xx; // mov r0.w, c1.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.xyz, -r0, c123 temp0.xyz = -temp0.xyz + EyePosition.xyz; // mul r1, v5.zxyy, c128[a0.y].yzxy temp1 = i.normal1.zxyy * WorldBones[0 + addr0.y].yzxy; // mad r1, c128[a0.y].wwwx, v5.xyzx, r1 temp1 = WorldBones[0 + addr0.y].wwwx * i.normal1.xyzx + temp1; // mul r2, v5.yzxz, c128[a0.y].zxyz temp2 = i.normal1.yzxz * WorldBones[0 + addr0.y].zxyz; // mad r1, r1, c1.xxxy, -r2 temp1 = temp1 * float4(1, 1, 1, -1) + -temp2; // mul r2.xyz, r1.w, c128[a0.y] temp2.xyz = temp1.www * WorldBones[0 + addr0.y].xyz; // mad r2.xyz, c128[a0.y].w, r1, -r2 temp2.xyz = WorldBones[0 + addr0.y].www * temp1.xyz + -temp2.xyz; // mad r2.xyz, c128[a0.y].yzxw, r1.zxyw, r2 temp2.xyz = WorldBones[0 + addr0.y].yzx * temp1.zxy + temp2.xyz; // mad r1.xyz, c128[a0.y].zxyw, -r1.yzxw, r2 temp1.xyz = WorldBones[0 + addr0.y].zxy * -temp1.yzx + temp2.xyz; // mul r1.xyz, r1, v1.y temp1.xyz = temp1.xyz * i.blendweight.yyy; // mul r2, v4.zxyy, c128[a0.x].yzxy temp2 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r2, c128[a0.x].wwwx, v4.xyzx, r2 temp2 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp2; // mul r3, v4.yzxz, c128[a0.x].zxyz temp3 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz; // mad r2, r2, c1.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; // mad r1.xyz, r2, v1.x, r1 temp1.xyz = temp2.xyz * i.blendweight.xxx + temp1.xyz; // nrm r2.xyz, r0 temp2.xyz = normalize(temp0.xyz).xyz; // dp3 r0.x, r2, r1 temp0.x = dot(temp2.xyz, temp1.xyz); // abs r0.x, r0.x temp0.x = abs(temp0.x); // mul r0.x, r0.x, c15.x temp0.x = temp0.x * expr15.x; // max r0.x, r0.x, c1.w temp0.x = max(temp0.x, float1(0)); // min r0.x, r0.x, c1.x temp0.x = min(temp0.x, float1(1)); // mad r0.y, r0.x, c0.x, c0.y temp0.y = temp0.x * float1(-2) + float1(3); // mul r0.x, r0.x, r0.x temp0.x = temp0.x * temp0.x; // mul r0.x, r0.y, r0.x temp0.x = temp0.y * temp0.x; // mul r0.w, r0.x, v7.w temp0.w = temp0.x * i.color.w; // mov r1.xw, c1 temp1.xw = float2(1, 0); // mad r1, c17.xyzx, r1.xxxw, r1.wwwx temp1 = expr17.xyzx * temp1.xxxw + temp1.wwwx; // mov r0.xyz, v7 temp0.xyz = i.color.xyz; // mad r1, r0, r1, -r0 temp1 = temp0 * temp1 + -temp0; // mad oD0, c18.x, r1, r0 o.color = expr18.x * temp1 + temp0; // mov r0.xy, c19 temp0.xy = expr19.xy; // mad r0.xy, v6, c22.zwzw, -r0 temp0.xy = i.texcoord.xy * DiffuseCoordOffset.zw + -temp0.xy; // add r1, v6.xyxy, c19 temp1 = i.texcoord.xyxy + expr19; // add r0.xy, r0, -r1.zwzw temp0.xy = temp0.xy + -temp1.zw; // mad oT0.zw, c21.x, r0.xyxy, r1 o.texcoord.zw = expr21.xx * temp0.xy + temp1.zw; // mov oT0.xy, r1 o.texcoord.xy = temp1.xy; // mov oT3.x, c1.x o.texcoord3 = float4(1, 1, 1, 1); // return o; } VertexShader VS_Array[3] = { compile vs_2_0 VS_Array_Shader_0(), // 39 compile vs_2_0 VS_Array_Shader_1(), // 40 compile vs_2_0 VS_Array_Shader_2(), // 41 }; // Default_Expression4 Expression_2_0 Has PRES False float Default_Expression4() { float4 temp0; float4 temp1; float4 temp2; float1 expr0; // add r0.x, c0.x, (-1) temp0.x = MultiplyBlendEnable.x + (-1); // mul r1.x, r0.x, r0.x temp1.x = temp0.x * temp0.x; // neg r0.x, r1.x temp0.x = -temp1.x; // ge r2.x, r0.x, r1.x temp2.x = temp0.x >= temp1.x; // neg r0.x, r2.x temp0.x = -temp2.x; // add c0.x, r0.x, (2) expr0.x = temp0.x + (2); return expr0; } // Default_Expression5 Expression_2_0 Has PRES False float Default_Expression5() { float4 temp0; float4 temp1; float4 temp2; float1 expr0; // add r0.x, c0.x, (-1) temp0.x = MultiplyBlendEnable.x + (-1); // mul r1.x, r0.x, r0.x temp1.x = temp0.x * temp0.x; // neg r0.x, r1.x temp0.x = -temp1.x; // ge r2.x, r0.x, r1.x temp2.x = temp0.x >= temp1.x; // mul r0.x, r2.x, (7) temp0.x = temp2.x * (7); // add c0.x, r0.x, (2) expr0.x = temp0.x + (2); return expr0; } // Default_Expression6 Expression_2_0 Has PRES False float Default_Expression6() { float1 expr0; // add c0.x, c0.x, (1) expr0.x = CullingEnable.x + (1); return expr0; } // Default_PixelShader7 Pixel_2_0 Has PRES False struct Default_PixelShader7_Input { float4 color : COLOR; float4 texcoord : TEXCOORD; float4 texcoord1 : TEXCOORD1; float texcoord3 : TEXCOORD3; }; float4 Default_PixelShader7(Default_PixelShader7_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2; // def c1, -1, 2.2, 0.5, 1 // def c2, 0.35, 0, 0, 0 // dcl v0 // dcl t0 // dcl t1 // dcl t3.x // dcl_2d s0 // dcl_2d s1 // mov r0.x, t1.z temp0.x = i.texcoord1.z; // mov r0.y, t1.w temp0.y = i.texcoord1.w; // texld r0, r0, s1 temp0 = tex2D(Texture_1Sampler, temp0.xy); // texld r1, t1, s1 temp1 = tex2D(Texture_1Sampler, i.texcoord1.xy); // add r2.yw, r0.y, r1.y temp2.yw = temp0.y + temp1.y; // add r2.xz, r0.x, r1.x temp2.xz = temp0.x + temp1.x; // add r0, r2, c1.x temp0 = temp2 + float4(-1, -1, -1, -1); // mad r0, r0, c14.x, t0 temp0 = temp0 * DisplaceAmp.x + i.texcoord; // mov r1.x, r0.z temp1.x = temp0.z; // mov r1.y, r0.w temp1.y = temp0.w; // texld r0, r0, s0 temp0 = tex2D(Texture_0Sampler, temp0.xy); // texld r1, r1, s0 temp1 = tex2D(Texture_0Sampler, temp1.xy); // mul r1, r0, r1 temp1 = temp0 * temp1; // cmp r0, -c11.x, r0, r1 temp0 = (-MultiTextureEnable.x >= 0) ? temp0 : temp1; // 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 r1.xyz, r1, c1.y temp1.xyz = temp1.xyz * float3(2.2, 2.2, 2.2); // exp r0.x, r1.x temp0.x = exp2(temp1.x); // exp r0.y, r1.y temp0.y = exp2(temp1.y); // exp r0.z, r1.z temp0.z = exp2(temp1.z); // mul r1.xyz, v0, c12.x temp1.xyz = i.color.xyz * HDRMultiplier.xxx; // mul r1.w, v0.w, v0.w temp1.w = i.color.w * i.color.w; // mov r2.xyz, v0.w temp2.xyz = i.color.w; // mov r2.w, c12.x temp2.w = HDRMultiplier.x; // mul r1, r1, r2 temp1 = temp1 * temp2; // mul r2, r0, r1 temp2 = temp0 * temp1; // mad r0, r1, -r0, c1.z temp0 = temp1 * -temp0 + float4(0.5, 0.5, 0.5, 0.5); // cmp r0, -c13.x, r2, r0 temp0 = (-MultiplyBlendEnable.x >= 0) ? temp2 : temp0; // mov r1.w, c1.w temp1.w = float1(1); // add r1.xyz, r1.w, -c0 temp1.xyz = temp1.www + -RecolorColor.xyz; // mov r2.xyz, c0 temp2.xyz = RecolorColor.xyz; // mad r1.xyz, r1, c2.x, r2 temp1.xyz = temp1.xyz * float3(0.35, 0.35, 0.35) + temp2.xyz; // mul r1.xyz, r0, r1 temp1.xyz = temp0.xyz * temp1.xyz; // cmp r1.xyz, -c15.x, r0, r1 temp1.xyz = (-UseRecolorColors.xxx >= 0) ? temp0.xyz : temp1.xyz; // add r1.xyz, r1, r1 temp1.xyz = temp1.xyz + temp1.xyz; // mul r0.xyz, r1, t3.x temp0.xyz = temp1.xyz * i.texcoord3.xxx; // mov oC0, r0 out_color = temp0; // return out_color; } // Default_Expression8 Expression_2_0 Has PRES False float Default_Expression8() { float1 expr0; // min c0.x, c0.x, (2) expr0.x = min(NumJointsPerVertex.x, (2)); return expr0; } technique Default { pass P0 { VertexShader = VS_Array[Default_Expression8()]; // 42 PixelShader = compile ps_2_0 Default_PixelShader7(); // 43 ZEnable = 1; ZFunc = 4; ZWriteEnable = 0; AlphaBlendEnable = 1; CullMode = Default_Expression6(); // 0 SrcBlend = Default_Expression5(); // 0 DestBlend = Default_Expression4(); // 0 } }