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] ; row_major float4x4 WorldViewProjection : WorldViewProjection; texture Sampler_PostProcess ; // 2 sampler2D Sampler_PostProcessSampler : register(ps_2_0, s0) = sampler_state { Texture = ; // 4 MinFilter = 1; MagFilter = 1; MipFilter = 1; AddressU = 3; AddressV = 3; }; float4 ColorToWrite; // _ShadowMapPostProcess_PixelShader1 Pixel_2_0 Has PRES False float4 _ShadowMapPostProcess_PixelShader1(float2 texcoord : TEXCOORD) : COLOR { float4 out_color; float4 temp0, temp1, temp2, temp3, temp4; // def c0, 0.0009765625, 0, -0, -0.0009765625 // def c1, 0.5, 0, 0, 0 // def c2, 0, 0.0009765625, -0.0009765625, -0 // dcl t0.xy // dcl_2d s0 // add r0.xy, t0, c0 temp0.xy = texcoord.xy + float2(0.0009765625, 0); // add r1.xy, t0, c0.wzyx temp1.xy = texcoord.xy + float2(-0.0009765625, -0); // add r2.xy, t0, c2 temp2.xy = texcoord.xy + float2(0, 0.0009765625); // add r3.xy, t0, c2.wzyx temp3.xy = texcoord.xy + float2(-0, -0.0009765625); // texld r0, r0, s0 temp0 = tex2D(Sampler_PostProcessSampler, temp0.xy); // texld r1, r1, s0 temp1 = tex2D(Sampler_PostProcessSampler, temp1.xy); // texld r2, r2, s0 temp2 = tex2D(Sampler_PostProcessSampler, temp2.xy); // texld r3, r3, s0 temp3 = tex2D(Sampler_PostProcessSampler, temp3.xy); // texld r4, t0, s0 temp4 = tex2D(Sampler_PostProcessSampler, texcoord.xy); // max r2.y, r0.x, r1.x temp2.y = max(temp0.x, temp1.x); // max r0.x, r2.x, r3.x temp0.x = max(temp2.x, temp3.x); // max r1.x, r2.y, r0.x temp1.x = max(temp2.y, temp0.x); // lrp r0, c1.x, r1.x, r4.x temp0 = lerp(temp4.x, temp1.x, float4(0.5, 0.5, 0.5, 0.5)); // mov oC0, r0 out_color = temp0; // return out_color; } // _ShadowMapPostProcess_VertexShader2 Vertex_2_0 Has PRES False struct _ShadowMapPostProcess_VertexShader2_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; }; struct _ShadowMapPostProcess_VertexShader2_Output { float4 position : POSITION; float2 texcoord : TEXCOORD; }; _ShadowMapPostProcess_VertexShader2_Output _ShadowMapPostProcess_VertexShader2(_ShadowMapPostProcess_VertexShader2_Input i) { _ShadowMapPostProcess_VertexShader2_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; } // _WriteColor_PixelShader3 Pixel_2_0 Has PRES True float4 _WriteColor_PixelShader3() : COLOR { /* PRSI OutputRegisterOffset: 11 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 1 Unknown3: 0 Unknown4: 0 Unknown5: 11 Unknown6: 1 Mappings: 1 0 - ConstOutput: 0 ConstInput 0 */ float4 expr11; { // Expression_2_1 // mov c11, c0 expr11 = ColorToWrite; } float4 out_color; // mov oC0, c11 out_color = expr11; // return out_color; } // _WriteColor_VertexShader4 Vertex_2_0 Has PRES False float4 _WriteColor_VertexShader4(float4 position : POSITION) : POSITION { float4 out_position; // def c0, 1, 0, 0, 0 // dcl_position v0 // mov oPos.xyz, v0 out_position.xyz = position.xyz; // mov oPos.w, c0.x out_position.w = float1(1); // return out_position; } technique _WriteColor { pass P0 { VertexShader = compile vs_2_0 _WriteColor_VertexShader4(); // 7 PixelShader = compile ps_2_0 _WriteColor_PixelShader3(); // 8 ZEnable = 0; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 0; AlphaTestEnable = 0; } } technique _ShadowMapPostProcess { pass P0 { VertexShader = compile vs_2_0 _ShadowMapPostProcess_VertexShader2(); // 9 PixelShader = compile ps_2_0 _ShadowMapPostProcess_PixelShader1(); // 10 ZEnable = 0; ZWriteEnable = 0; CullMode = 1; AlphaBlendEnable = 0; AlphaTestEnable = 0; } }