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 BaseTexture ; // 2 sampler2D BaseTextureSampler : register(ps_2_0, s0) = sampler_state { Texture = ; // 4 AddressU = 3; AddressV = 3; MinFilter = 2; MagFilter = 2; MipFilter = 2; }; column_major float4x4 World : World : register(vs_2_0, c11); // AptRenderer_PixelShader1 Pixel_2_0 Has PRES False struct AptRenderer_PixelShader1_Input { float4 color : COLOR; float2 texcoord : TEXCOORD; }; float4 AptRenderer_PixelShader1(AptRenderer_PixelShader1_Input i) : COLOR { float4 out_color; float4 temp0; // dcl v0 // dcl t0.xy // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(BaseTextureSampler, i.texcoord.xy); // mul r0, r0, v0 temp0 = temp0 * i.color; // mov oC0, r0 out_color = temp0; // return out_color; } // AptRenderer_VertexShader2 Vertex_2_0 Has PRES False struct AptRenderer_VertexShader2_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct AptRenderer_VertexShader2_Output { float4 position : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD; }; AptRenderer_VertexShader2_Output AptRenderer_VertexShader2(AptRenderer_VertexShader2_Input i) { AptRenderer_VertexShader2_Output o; float4 temp0; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_texcoord 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, (World._m00_m10_m20_m30)); // dp4 oPos.y, r0, c12 o.position.y = dot(temp0, (World._m01_m11_m21_m31)); // dp4 oPos.z, r0, c13 o.position.z = dot(temp0, (World._m02_m12_m22_m32)); // dp4 oPos.w, r0, c14 o.position.w = dot(temp0, (World._m03_m13_m23_m33)); // mov oD0, v2 o.color = i.color; // mov oT0.xy, v1 o.texcoord = i.texcoord; // return o; } // AlphaWithSolidTexture_PixelShader3 Pixel_2_0 Has PRES False struct AlphaWithSolidTexture_PixelShader3_Input { float4 color : COLOR; float2 texcoord : TEXCOORD; }; float4 AlphaWithSolidTexture_PixelShader3(AlphaWithSolidTexture_PixelShader3_Input i) : COLOR { float4 out_color; float4 temp0; // dcl v0 // dcl t0.xy // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(BaseTextureSampler, i.texcoord.xy); // mul r0.xyz, r0, v0 temp0.xyz = temp0.xyz * i.color.xyz; // mov r0.w, v0.w temp0.w = i.color.w; // mov oC0, r0 out_color = temp0; // return out_color; } // AlphaWithSolidTexture_VertexShader4 Vertex_2_0 Has PRES False struct AlphaWithSolidTexture_VertexShader4_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct AlphaWithSolidTexture_VertexShader4_Output { float4 position : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD; }; AlphaWithSolidTexture_VertexShader4_Output AlphaWithSolidTexture_VertexShader4(AlphaWithSolidTexture_VertexShader4_Input i) { AlphaWithSolidTexture_VertexShader4_Output o; float4 temp0; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_texcoord 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, (World._m00_m10_m20_m30)); // dp4 oPos.y, r0, c12 o.position.y = dot(temp0, (World._m01_m11_m21_m31)); // dp4 oPos.z, r0, c13 o.position.z = dot(temp0, (World._m02_m12_m22_m32)); // dp4 oPos.w, r0, c14 o.position.w = dot(temp0, (World._m03_m13_m23_m33)); // mov oD0, v2 o.color = i.color; // mov oT0.xy, v1 o.texcoord = i.texcoord; // return o; } // AlphaTestCopy_PixelShader5 Pixel_2_0 Has PRES False struct AlphaTestCopy_PixelShader5_Input { float4 color : COLOR; float2 texcoord : TEXCOORD; }; float4 AlphaTestCopy_PixelShader5(AlphaTestCopy_PixelShader5_Input i) : COLOR { float4 out_color; float4 temp0; // dcl v0 // dcl t0.xy // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(BaseTextureSampler, i.texcoord.xy); // mul r0, r0, v0 temp0 = temp0 * i.color; // mov oC0, r0 out_color = temp0; // return out_color; } // AlphaTestCopy_VertexShader6 Vertex_2_0 Has PRES False struct AlphaTestCopy_VertexShader6_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct AlphaTestCopy_VertexShader6_Output { float4 position : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD; }; AlphaTestCopy_VertexShader6_Output AlphaTestCopy_VertexShader6(AlphaTestCopy_VertexShader6_Input i) { AlphaTestCopy_VertexShader6_Output o; float4 temp0; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_texcoord 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, (World._m00_m10_m20_m30)); // dp4 oPos.y, r0, c12 o.position.y = dot(temp0, (World._m01_m11_m21_m31)); // dp4 oPos.z, r0, c13 o.position.z = dot(temp0, (World._m02_m12_m22_m32)); // dp4 oPos.w, r0, c14 o.position.w = dot(temp0, (World._m03_m13_m23_m33)); // mov oD0, v2 o.color = i.color; // mov oT0.xy, v1 o.texcoord = i.texcoord; // return o; } // GrayCopy_PixelShader7 Pixel_2_0 Has PRES False struct GrayCopy_PixelShader7_Input { float4 color : COLOR; float2 texcoord : TEXCOORD; }; float4 GrayCopy_PixelShader7(GrayCopy_PixelShader7_Input i) : COLOR { float4 out_color; float4 temp0, temp1; // def c0, 0.3, 0.59, 0.11, 0 // dcl v0 // dcl t0.xy // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(BaseTextureSampler, i.texcoord.xy); // dp3 r0.x, r0, c0 temp0.x = dot(temp0.xyz, float3(0.3, 0.59, 0.11)); // mul r1.w, r0.w, v0.w temp1.w = temp0.w * i.color.w; // mul r1.xyz, r0.x, v0 temp1.xyz = temp0.xxx * i.color.xyz; // mov oC0, r1 out_color = temp1; // return out_color; } // GrayCopy_VertexShader8 Vertex_2_0 Has PRES False struct GrayCopy_VertexShader8_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct GrayCopy_VertexShader8_Output { float4 position : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD; }; GrayCopy_VertexShader8_Output GrayCopy_VertexShader8(GrayCopy_VertexShader8_Input i) { GrayCopy_VertexShader8_Output o; float4 temp0; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_texcoord 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, (World._m00_m10_m20_m30)); // dp4 oPos.y, r0, c12 o.position.y = dot(temp0, (World._m01_m11_m21_m31)); // dp4 oPos.z, r0, c13 o.position.z = dot(temp0, (World._m02_m12_m22_m32)); // dp4 oPos.w, r0, c14 o.position.w = dot(temp0, (World._m03_m13_m23_m33)); // mov oD0, v2 o.color = i.color; // mov oT0.xy, v1 o.texcoord = i.texcoord; // return o; } // Gray_PixelShader9 Pixel_2_0 Has PRES False struct Gray_PixelShader9_Input { float4 color : COLOR; float2 texcoord : TEXCOORD; }; float4 Gray_PixelShader9(Gray_PixelShader9_Input i) : COLOR { float4 out_color; float4 temp0, temp1; // def c0, 0.3, 0.59, 0.11, 0 // dcl v0 // dcl t0.xy // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(BaseTextureSampler, i.texcoord.xy); // dp3 r0.x, r0, c0 temp0.x = dot(temp0.xyz, float3(0.3, 0.59, 0.11)); // mul r1.w, r0.w, v0.w temp1.w = temp0.w * i.color.w; // mul r1.xyz, r0.x, v0 temp1.xyz = temp0.xxx * i.color.xyz; // mov oC0, r1 out_color = temp1; // return out_color; } // Gray_VertexShader10 Vertex_2_0 Has PRES False struct Gray_VertexShader10_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct Gray_VertexShader10_Output { float4 position : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD; }; Gray_VertexShader10_Output Gray_VertexShader10(Gray_VertexShader10_Input i) { Gray_VertexShader10_Output o; float4 temp0; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_texcoord 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, (World._m00_m10_m20_m30)); // dp4 oPos.y, r0, c12 o.position.y = dot(temp0, (World._m01_m11_m21_m31)); // dp4 oPos.z, r0, c13 o.position.z = dot(temp0, (World._m02_m12_m22_m32)); // dp4 oPos.w, r0, c14 o.position.w = dot(temp0, (World._m03_m13_m23_m33)); // mov oD0, v2 o.color = i.color; // mov oT0.xy, v1 o.texcoord = i.texcoord; // return o; } // AlphaBlend_PixelShader11 Pixel_2_0 Has PRES False struct AlphaBlend_PixelShader11_Input { float4 color : COLOR; float2 texcoord : TEXCOORD; }; float4 AlphaBlend_PixelShader11(AlphaBlend_PixelShader11_Input i) : COLOR { float4 out_color; float4 temp0; // dcl v0 // dcl t0.xy // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(BaseTextureSampler, i.texcoord.xy); // mul r0, r0, v0 temp0 = temp0 * i.color; // mov oC0, r0 out_color = temp0; // return out_color; } // AlphaBlend_VertexShader12 Vertex_2_0 Has PRES False struct AlphaBlend_VertexShader12_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct AlphaBlend_VertexShader12_Output { float4 position : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD; }; AlphaBlend_VertexShader12_Output AlphaBlend_VertexShader12(AlphaBlend_VertexShader12_Input i) { AlphaBlend_VertexShader12_Output o; float4 temp0; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_texcoord 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, (World._m00_m10_m20_m30)); // dp4 oPos.y, r0, c12 o.position.y = dot(temp0, (World._m01_m11_m21_m31)); // dp4 oPos.z, r0, c13 o.position.z = dot(temp0, (World._m02_m12_m22_m32)); // dp4 oPos.w, r0, c14 o.position.w = dot(temp0, (World._m03_m13_m23_m33)); // mov oD0, v2 o.color = i.color; // mov oT0.xy, v1 o.texcoord = i.texcoord; // return o; } // Additive_PixelShader13 Pixel_2_0 Has PRES False struct Additive_PixelShader13_Input { float4 color : COLOR; float2 texcoord : TEXCOORD; }; float4 Additive_PixelShader13(Additive_PixelShader13_Input i) : COLOR { float4 out_color; float4 temp0; // dcl v0 // dcl t0.xy // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(BaseTextureSampler, i.texcoord.xy); // mul r0, r0, v0 temp0 = temp0 * i.color; // mov oC0, r0 out_color = temp0; // return out_color; } // Additive_VertexShader14 Vertex_2_0 Has PRES False struct Additive_VertexShader14_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct Additive_VertexShader14_Output { float4 position : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD; }; Additive_VertexShader14_Output Additive_VertexShader14(Additive_VertexShader14_Input i) { Additive_VertexShader14_Output o; float4 temp0; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_texcoord 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, (World._m00_m10_m20_m30)); // dp4 oPos.y, r0, c12 o.position.y = dot(temp0, (World._m01_m11_m21_m31)); // dp4 oPos.z, r0, c13 o.position.z = dot(temp0, (World._m02_m12_m22_m32)); // dp4 oPos.w, r0, c14 o.position.w = dot(temp0, (World._m03_m13_m23_m33)); // mov oD0, v2 o.color = i.color; // mov oT0.xy, v1 o.texcoord = i.texcoord; // return o; } // Copy_PixelShader15 Pixel_2_0 Has PRES False struct Copy_PixelShader15_Input { float4 color : COLOR; float2 texcoord : TEXCOORD; }; float4 Copy_PixelShader15(Copy_PixelShader15_Input i) : COLOR { float4 out_color; float4 temp0; // dcl v0 // dcl t0.xy // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(BaseTextureSampler, i.texcoord.xy); // mul r0, r0, v0 temp0 = temp0 * i.color; // mov oC0, r0 out_color = temp0; // return out_color; } // Copy_VertexShader16 Vertex_2_0 Has PRES False struct Copy_VertexShader16_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct Copy_VertexShader16_Output { float4 position : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD; }; Copy_VertexShader16_Output Copy_VertexShader16(Copy_VertexShader16_Input i) { Copy_VertexShader16_Output o; float4 temp0; // def c0, 1, 0, 0, 0 // dcl_position v0 // dcl_texcoord 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, (World._m00_m10_m20_m30)); // dp4 oPos.y, r0, c12 o.position.y = dot(temp0, (World._m01_m11_m21_m31)); // dp4 oPos.z, r0, c13 o.position.z = dot(temp0, (World._m02_m12_m22_m32)); // dp4 oPos.w, r0, c14 o.position.w = dot(temp0, (World._m03_m13_m23_m33)); // mov oD0, v2 o.color = i.color; // mov oT0.xy, v1 o.texcoord = i.texcoord; // return o; } technique Copy { pass P0 { VertexShader = compile vs_2_0 Copy_VertexShader16(); // 7 PixelShader = compile ps_2_0 Copy_PixelShader15(); // 8 ZEnable = 0; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 0; AlphaTestEnable = 0; } } technique Additive { pass P0 { VertexShader = compile vs_2_0 Additive_VertexShader14(); // 9 PixelShader = compile ps_2_0 Additive_PixelShader13(); // 10 ZEnable = 0; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 1; SrcBlend = 2; DestBlend = 2; AlphaTestEnable = 0; } } technique AlphaBlend { pass P0 { VertexShader = compile vs_2_0 AlphaBlend_VertexShader12(); // 11 PixelShader = compile ps_2_0 AlphaBlend_PixelShader11(); // 12 ZEnable = 0; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 1; SrcBlend = 5; DestBlend = 6; AlphaTestEnable = 0; } } technique Gray { pass P0 { VertexShader = compile vs_2_0 Gray_VertexShader10(); // 13 PixelShader = compile ps_2_0 Gray_PixelShader9(); // 14 ZEnable = 0; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 1; SrcBlend = 5; DestBlend = 6; AlphaTestEnable = 0; } } technique GrayCopy { pass P0 { VertexShader = compile vs_2_0 GrayCopy_VertexShader8(); // 15 PixelShader = compile ps_2_0 GrayCopy_PixelShader7(); // 16 ZEnable = 0; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 0; AlphaTestEnable = 0; } } technique AlphaTestCopy { pass P0 { VertexShader = compile vs_2_0 AlphaTestCopy_VertexShader6(); // 17 PixelShader = compile ps_2_0 AlphaTestCopy_PixelShader5(); // 18 ZEnable = 0; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 0; AlphaTestEnable = 1; AlphaFunc = 7; AlphaRef = 96; } } technique AlphaWithSolidTexture { pass P0 { VertexShader = compile vs_2_0 AlphaWithSolidTexture_VertexShader4(); // 19 PixelShader = compile ps_2_0 AlphaWithSolidTexture_PixelShader3(); // 20 ZEnable = 0; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 0; SrcBlend = 5; DestBlend = 6; AlphaTestEnable = 0; } } technique AptRenderer { pass P0 { VertexShader = compile vs_2_0 AptRenderer_VertexShader2(); // 21 PixelShader = compile ps_2_0 AptRenderer_PixelShader1(); // 22 ZEnable = 0; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 1; SrcBlend = 5; DestBlend = 6; AlphaTestEnable = 0; } }