string DefaultParameterScopeBlock = "material"; // 1 float3 AmbientLightColor <bool unmanaged = 1;> = { 0.3, 0.3, 0.3 }; struct { float3 Color; float3 Direction; } DirectionalLight[3] <bool unmanaged = 1;> = { 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] <bool unmanaged = 1;>; struct { float4 WorldPositionMultiplier_XYZZ; float2 CurrentOffsetUV; } Cloud <bool unmanaged = 1;>; float3 NoCloudMultiplier <bool unmanaged = 1;> = { 1, 1, 1 }; float3 RecolorColorDummy <bool unmanaged = 1;>; row_major float4x4 ShadowMapWorldToShadow <bool unmanaged = 1;>; float OpacityOverride <bool unmanaged = 1;> = { 1 }; float3 TintColor <bool unmanaged = 1;> = { 1, 1, 1 }; float3 EyePosition <bool unmanaged = 1;>; column_major float4x4 ViewProjection : register(vs_2_0, c119) <bool unmanaged = 1;>; float4 WorldBones[128] <bool unmanaged = 1;>; texture Texture_0 <string UIWidget = "None"; string SasBindAddress = "WW3D.MiscTexture"; int WW3DDynamicSet = 2;>; // 2 sampler2D Texture_0Sampler : register(ps_2_0, s0) <string Texture = "Texture_0"; string UIWidget = "None"; string SasBindAddress = "WW3D.MiscTexture"; int WW3DDynamicSet = 2;> = sampler_state { Texture = <Texture_0>; // 5 AddressU = 3; AddressV = 3; MinFilter = 2; MagFilter = 2; MipFilter = 2; }; // Default_M_PixelShader1 Pixel_2_0 Has PRES False struct Default_M_PixelShader1_Input { float4 color : COLOR; float2 texcoord : TEXCOORD; }; float4 Default_M_PixelShader1(Default_M_PixelShader1_Input i) : COLOR { float4 out_color; float4 temp0; // dcl v0 // dcl t0.xy // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(Texture_0Sampler, i.texcoord.xy); // mul r0, r0, v0 temp0 = temp0 * i.color; // mov oC0, r0 out_color = temp0; // return out_color; } // Default_M_VertexShader2 Vertex_2_0 Has PRES False struct Default_M_VertexShader2_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct Default_M_VertexShader2_Output { float4 position : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD; }; Default_M_VertexShader2_Output Default_M_VertexShader2(Default_M_VertexShader2_Input i) { Default_M_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, 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)); // mov oD0, v2 o.color = i.color; // mov oT0.xy, v1 o.texcoord = i.texcoord; // return o; } // Default_PixelShader3 Pixel_2_0 Has PRES False struct Default_PixelShader3_Input { float4 color : COLOR; float2 texcoord : TEXCOORD; }; float4 Default_PixelShader3(Default_PixelShader3_Input i) : COLOR { float4 out_color; float4 temp0; float3 temp1; // def c0, 2.2, 0, 0, 0 // dcl v0 // dcl t0.xy // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(Texture_0Sampler, i.texcoord.xy); // 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, c0.x 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 r0, r0, v0 temp0 = temp0 * i.color; // mov oC0, r0 out_color = temp0; // return out_color; } // Default_VertexShader4 Vertex_2_0 Has PRES False struct Default_VertexShader4_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct Default_VertexShader4_Output { float4 position : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD; }; Default_VertexShader4_Output Default_VertexShader4(Default_VertexShader4_Input i) { Default_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, 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)); // mov oD0, v2 o.color = i.color; // mov oT0.xy, v1 o.texcoord = i.texcoord; // return o; } technique Default { pass P0 { VertexShader = compile vs_2_0 Default_VertexShader4(); // 9 PixelShader = compile ps_2_0 Default_PixelShader3(); // 10 ZEnable = 1; ZFunc = 4; ZWriteEnable = 0; CullMode = 2; ColorWriteEnable = 7; AlphaBlendEnable = 1; SrcBlend = 5; DestBlend = 6; AlphaTestEnable = 0; } } technique Default_M { pass P0 { VertexShader = compile vs_2_0 Default_M_VertexShader2(); // 11 PixelShader = compile ps_2_0 Default_M_PixelShader1(); // 12 ZEnable = 1; ZFunc = 4; ZWriteEnable = 0; CullMode = 2; ColorWriteEnable = 7; AlphaBlendEnable = 1; SrcBlend = 5; DestBlend = 6; AlphaTestEnable = 0; } }