string DefaultParameterScopeBlock = "material"; // 1 float3 AmbientLightColor : register(vs_2_0, c4) = { 0.3, 0.3, 0.3 }; struct { float3 Color; float3 Direction; } DirectionalLight[3] : register(vs_2_0, c5) = { 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 }; int NumPointLights ; struct { float3 Color; float3 Position; float2 Range_Inner_Outer; } PointLight[3] : register(vs_2_0, c89) ; struct { float4 WorldPositionMultiplier_XYZZ; float2 CurrentOffsetUV; } Cloud ; float3 NoCloudMultiplier = { 1, 1, 1 }; float3 RecolorColorDummy ; column_major float4x4 ShadowMapWorldToShadow : register(vs_2_0, c113) ; float OpacityOverride : register(vs_2_0, c1) : register(ps_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) ; bool HasShadow ; texture ShadowMap ; // 6 sampler2D ShadowMapSampler = sampler_state { Texture = ; // 9 MinFilter = 1; MagFilter = 1; MipFilter = 0; AddressU = 3; AddressV = 3; }; float4 Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize : register(ps_2_0, c11) ; int _SasGlobal : SasGlobal ; int NumJointsPerVertex ; column_major float4x3 World : World : register(vs_2_0, c124); texture DiffuseTexture ; // 18 sampler2D DiffuseTextureSampler = sampler_state { Texture = ; // 20 MinFilter = 3; MagFilter = 2; MipFilter = 2; MaxAnisotropy = 8; AddressU = 1; AddressV = 1; }; float3 AmbientColor : register(vs_2_0, c15) = { 0.4, 0.4, 0.4 }; float4 DiffuseColor : register(vs_2_0, c16) = { 1, 1, 1, 1 }; bool SwayEnable : register(vs_2_0, c17) ; float Amp1 : register(vs_2_0, c18) = { 1 }; float Freq1 : register(vs_2_0, c19) = { 10 }; float Phase1 = { 1 }; struct { float4 ScaleUV_OffsetUV; } Shroud : register(vs_2_0, c20) = { 1, 1, 0, 0 }; texture ShroudTexture ; // 36 sampler2D ShroudTextureSampler = sampler_state { Texture = ; // 39 MinFilter = 2; MagFilter = 2; MipFilter = 2; AddressU = 3; AddressV = 3; }; 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 texcoord : TEXCOORD; float4 color : COLOR; }; struct VS_Array_Shader_0_Output { float3 texcoord3 : TEXCOORD3; float4 color : COLOR; float4 position : POSITION; float2 texcoord1 : TEXCOORD1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float color1 : COLOR1; }; VS_Array_Shader_0_Output VS_Array_Shader_0(VS_Array_Shader_0_Input i) { /* PRSI OutputRegisterOffset: 11 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 4 Unknown3: 0 Unknown4: 0 Unknown5: 11 Unknown6: 4 Mappings: 1 0 - ConstOutput: 0 ConstInput 0 */ float4 expr11; float4 expr12; float4 expr13; float4 expr14; { // Expression_2_1 // mul c11.x, c1.x, c2.x expr11.x = Phase1.x * Time.x; // lt c12.x, (0), c0.x expr12.x = (0) < NumPointLights.x; // lt c13.x, (1), c0.x expr13.x = (1) < NumPointLights.x; // lt c14.x, (2), c0.x expr14.x = (2) < NumPointLights.x; } VS_Array_Shader_0_Output o; float4 temp0, temp1, temp2, temp3; float3 temp4; // def c0, 1, 0, 0.1591549, 0.25 // def c2, 6.283185, -3.141593, -2.523985E-07, 2.47609E-05 // def c3, -0.00138884, 0.04166664, -0.5, 0.5 // def c21, 0, -0.0015, 0, 0 // dcl_position v0 // dcl_normal v1 // dcl_texcoord v2 // dcl_color v3 // 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.w, r0, c6 temp0.w = dot(temp0.xyz, DirectionalLight[0].Direction.xyz); // max r0.w, r0.w, c0.y temp0.w = max(temp0.w, float1(0)); // mul r1.xyz, r0.w, c5 temp1.xyz = temp0.www * DirectionalLight[0].Color.xyz; // mul oT3.xyz, r1, c16 o.texcoord3 = temp1 * DiffuseColor; // dp3 r0.w, r0, c10 temp0.w = dot(temp0.xyz, DirectionalLight[2].Direction.xyz); // max r0.w, r0.w, c0.y temp0.w = max(temp0.w, float1(0)); // mul r1.xyz, r0.w, c9 temp1.xyz = temp0.www * DirectionalLight[2].Color.xyz; // dp3 r0.w, r0, c8 temp0.w = dot(temp0.xyz, DirectionalLight[1].Direction.xyz); // max r0.w, r0.w, c0.y temp0.w = max(temp0.w, float1(0)); // mad r1.xyz, c7, r0.w, r1 temp1.xyz = DirectionalLight[1].Color.xyz * temp0.www + temp1.xyz; // add r0.w, -c91.x, c91.y temp0.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y; // rcp r0.w, r0.w temp0.w = 1.0f / temp0.w; // mad r2, v0.xyzx, c0.xxxy, c0.yyyx temp2 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1); // dp4 r3.x, r2, c124 temp3.x = dot(temp2, (World._m00_m10_m20_m30)); // frc r1.w, r3.x temp1.w = frac(temp3.x); // mov r4.x, c19.x temp4.x = Freq1.x; // mad r1.w, r1.w, r4.x, c11.x temp1.w = temp1.w * temp4.x + expr11.x; // mad r1.w, r1.w, c0.z, c0.w temp1.w = temp1.w * float1(0.15915494) + float1(0.25); // frc r1.w, r1.w temp1.w = frac(temp1.w); // mad r1.w, r1.w, c2.x, c2.y temp1.w = temp1.w * float1(6.2831855) + float1(-3.1415927); // mul r1.w, r1.w, r1.w temp1.w = temp1.w * temp1.w; // mad r3.w, r1.w, c2.z, c2.w temp3.w = temp1.w * float1(-2.523985E-07) + float1(2.47609E-05); // mad r3.w, r1.w, r3.w, c3.x temp3.w = temp1.w * temp3.w + float1(-0.0013888397); // mad r3.w, r1.w, r3.w, c3.y temp3.w = temp1.w * temp3.w + float1(0.04166664); // mad r3.w, r1.w, r3.w, c3.z temp3.w = temp1.w * temp3.w + float1(-0.5); // mad r1.w, r1.w, r3.w, c0.x temp1.w = temp1.w * temp3.w + float1(1); // mul r1.w, r1.w, c18.x temp1.w = temp1.w * Amp1.x; // mul r1.w, r1.w, v3.w temp1.w = temp1.w * i.color.w; // dp4 r3.y, r2, c125 temp3.y = dot(temp2, (World._m01_m11_m21_m31)); // dp4 r3.z, r2, c126 temp3.z = dot(temp2, (World._m02_m12_m22_m32)); // mad r2.xyz, c17.x, r1.w, r3 temp2.xyz = SwayEnable.xxx * temp1.www + temp3.xyz; // add r3.xyz, -r2, c90 temp3.xyz = -temp2.xyz + PointLight[0].Position.xyz; // dp3 r1.w, r3, r3 temp1.w = dot(temp3.xyz, temp3.xyz); // rsq r1.w, r1.w temp1.w = 1 / sqrt(temp1.w); // rcp r3.w, r1.w temp3.w = 1.0f / temp1.w; // mul r3.xyz, r3, r1.w temp3.xyz = temp3.xyz * temp1.www; // add r1.w, r3.w, -c91.x temp1.w = temp3.w + -PointLight[0].Range_Inner_Outer.x; // mad r0.w, r1.w, -r0.w, c0.x temp0.w = temp1.w * -temp0.w + float1(1); // max r0.w, r0.w, c0.y temp0.w = max(temp0.w, float1(0)); // min r0.w, r0.w, c0.x temp0.w = min(temp0.w, float1(1)); // mul r0.w, r0.w, r0.w temp0.w = temp0.w * temp0.w; // mul r4.xyz, r0.w, c89 temp4.xyz = temp0.www * PointLight[0].Color.xyz; // dp3 r0.w, r0, r3 temp0.w = dot(temp0.xyz, temp3.xyz); // max r0.w, r0.w, c0.y temp0.w = max(temp0.w, float1(0)); // mul r3.xyz, r4, r0.w temp3.xyz = temp4.xyz * temp0.www; // mad r1.xyz, c12.x, r3, r1 temp1.xyz = expr12.xxx * temp3.xyz + temp1.xyz; // add r0.w, -c94.x, c94.y temp0.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y; // rcp r0.w, r0.w temp0.w = 1.0f / temp0.w; // add r3.xyz, -r2, c93 temp3.xyz = -temp2.xyz + PointLight[1].Position.xyz; // dp3 r1.w, r3, r3 temp1.w = dot(temp3.xyz, temp3.xyz); // rsq r1.w, r1.w temp1.w = 1 / sqrt(temp1.w); // rcp r3.w, r1.w temp3.w = 1.0f / temp1.w; // mul r3.xyz, r3, r1.w temp3.xyz = temp3.xyz * temp1.www; // add r1.w, r3.w, -c94.x temp1.w = temp3.w + -PointLight[1].Range_Inner_Outer.x; // mad r0.w, r1.w, -r0.w, c0.x temp0.w = temp1.w * -temp0.w + float1(1); // max r0.w, r0.w, c0.y temp0.w = max(temp0.w, float1(0)); // min r0.w, r0.w, c0.x temp0.w = min(temp0.w, float1(1)); // mul r0.w, r0.w, r0.w temp0.w = temp0.w * temp0.w; // mul r4.xyz, r0.w, c92 temp4.xyz = temp0.www * PointLight[1].Color.xyz; // dp3 r0.w, r0, r3 temp0.w = dot(temp0.xyz, temp3.xyz); // max r0.w, r0.w, c0.y temp0.w = max(temp0.w, float1(0)); // mul r3.xyz, r4, r0.w temp3.xyz = temp4.xyz * temp0.www; // mad r1.xyz, c13.x, r3, r1 temp1.xyz = expr13.xxx * temp3.xyz + temp1.xyz; // add r3.xyz, -r2, c96 temp3.xyz = -temp2.xyz + PointLight[2].Position.xyz; // dp3 r0.w, r3, r3 temp0.w = dot(temp3.xyz, temp3.xyz); // rsq r0.w, r0.w temp0.w = 1 / sqrt(temp0.w); // mul r3.xyz, r3, r0.w temp3.xyz = temp3.xyz * temp0.www; // rcp r0.w, r0.w temp0.w = 1.0f / temp0.w; // dp3 r0.x, r0, r3 temp0.x = dot(temp0.xyz, temp3.xyz); // max r0.x, r0.x, c0.y temp0.x = max(temp0.x, float1(0)); // add r0.y, -c97.x, c97.y temp0.y = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y; // rcp r0.y, r0.y temp0.y = 1.0f / temp0.y; // add r0.z, r0.w, -c97.x temp0.z = temp0.w + -PointLight[2].Range_Inner_Outer.x; // mad r0.y, r0.z, -r0.y, c0.x temp0.y = temp0.z * -temp0.y + float1(1); // max r0.y, r0.y, c0.y temp0.y = max(temp0.y, float1(0)); // min r0.y, r0.y, c0.x temp0.y = min(temp0.y, float1(1)); // mul r0.y, r0.y, r0.y temp0.y = temp0.y * temp0.y; // mul r0.yzw, r0.y, c95.xxyz temp0.yzw = temp0.yyy * PointLight[2].Color.xyz; // mul r0.xyz, r0.x, r0.yzww temp0.xyz = temp0.xxx * temp0.yzw; // mad r0.xyz, c14.x, r0, r1 temp0.xyz = expr14.xxx * temp0.xyz + temp1.xyz; // mul r0.xyz, r0, c16 temp0.xyz = temp0.xyz * DiffuseColor.xyz; // mov r1.xyz, c4 temp1.xyz = AmbientLightColor.xyz; // mad r0.xyz, r1, c15, r0 temp0.xyz = temp1.xyz * AmbientColor.xyz + temp0.xyz; // mov r0.w, c1.x temp0.w = OpacityOverride.x; // mul oD0, r0, c3.w o.color = temp0 * float4(0.5, 0.5, 0.5, 0.5); // mov r2.w, c0.x temp2.w = float1(1); // dp4 oPos.x, r2, c119 o.position.x = dot(temp2, (ViewProjection._m00_m10_m20_m30)); // dp4 oPos.y, r2, c120 o.position.y = dot(temp2, (ViewProjection._m01_m11_m21_m31)); // dp4 oPos.z, r2, c121 o.position.z = dot(temp2, (ViewProjection._m02_m12_m22_m32)); // dp4 oPos.w, r2, c122 o.position.w = dot(temp2, (ViewProjection._m03_m13_m23_m33)); // add r0.xy, r2, c20.zwzw temp0.xy = temp2.xy + Shroud.ScaleUV_OffsetUV.zw; // mul oT1.xy, r0, c20 o.texcoord1 = temp0 * Shroud.ScaleUV_OffsetUV; // mov oT0.xy, v2 o.texcoord = i.texcoord; // dp4 r0.x, r2, c113 temp0.x = dot(temp2, (ShadowMapWorldToShadow._m00_m10_m20_m30)); // dp4 r0.y, r2, c114 temp0.y = dot(temp2, (ShadowMapWorldToShadow._m01_m11_m21_m31)); // dp4 r0.z, r2, c115 temp0.z = dot(temp2, (ShadowMapWorldToShadow._m02_m12_m22_m32)); // dp4 r0.w, r2, c116 temp0.w = dot(temp2, (ShadowMapWorldToShadow._m03_m13_m23_m33)); // rcp r1.x, r0.w temp1.x = 1.0f / temp0.w; // mov oT2.w, r0.w o.texcoord2.w = temp0.w; // mad oT2.xyz, r0, r1.x, c21.xxyw o.texcoord2.xyz = temp0.xyz * temp1.xxx + float3(0, 0, -0.0015); // mov oD1.x, c0.x o.color1 = float4(1, 1, 1, 1); // 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 blendindices : BLENDINDICES; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct VS_Array_Shader_1_Output { float3 texcoord3 : TEXCOORD3; float4 color : COLOR; float4 position : POSITION; float2 texcoord1 : TEXCOORD1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float color1 : COLOR1; }; VS_Array_Shader_1_Output VS_Array_Shader_1(VS_Array_Shader_1_Input i) { /* PRSI OutputRegisterOffset: 11 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 4 Unknown3: 0 Unknown4: 0 Unknown5: 11 Unknown6: 4 Mappings: 1 0 - ConstOutput: 0 ConstInput 0 */ float4 expr11; float4 expr12; float4 expr13; float4 expr14; { // Expression_2_1 // mul c11.x, c1.x, c2.x expr11.x = Phase1.x * Time.x; // lt c12.x, (0), c0.x expr12.x = (0) < NumPointLights.x; // lt c13.x, (1), c0.x expr13.x = (1) < NumPointLights.x; // lt c14.x, (2), c0.x expr14.x = (2) < NumPointLights.x; } VS_Array_Shader_1_Output o; float4 temp0, temp1, temp2; float addr0; float3 temp3; // def c0, -0.00138884, 0.04166664, -0.5, 0 // def c2, 1, -1, 0.1591549, 0.25 // def c3, 6.283185, -3.141593, -2.523985E-07, 2.47609E-05 // def c21, 0, -0.0015, 0, 0 // dcl_position v0 // dcl_normal v1 // dcl_blendindices v2 // dcl_texcoord v3 // dcl_color v4 // add r0.x, v2.x, v2.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, v1.zxyy, c128[a0.x].yzxy temp0 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r0, c128[a0.x].wwwx, v1.xyzx, r0 temp0 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp0; // mul r1, v1.yzxz, c128[a0.x].zxyz temp1 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz; // mad r0, r0, c2.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; // dp3 r0.w, r0, c6 temp0.w = dot(temp0.xyz, DirectionalLight[0].Direction.xyz); // max r0.w, r0.w, c0.w temp0.w = max(temp0.w, float1(0)); // mul r1.xyz, r0.w, c5 temp1.xyz = temp0.www * DirectionalLight[0].Color.xyz; // mul oT3.xyz, r1, c16 o.texcoord3 = temp1 * DiffuseColor; // mul r1, v0.zxyy, c128[a0.x].yzxy temp1 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r1, c128[a0.x].wwwx, v0.xyzx, r1 temp1 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp1; // mul r2, v0.yzxz, c128[a0.x].zxyz temp2 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz; // mad r1, r1, c2.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; // frc r0.w, r1.x temp0.w = frac(temp1.x); // mov r2.x, c19.x temp2.x = Freq1.x; // mad r0.w, r0.w, r2.x, c11.x temp0.w = temp0.w * temp2.x + expr11.x; // mad r0.w, r0.w, c2.z, c2.w temp0.w = temp0.w * float1(0.15915494) + float1(0.25); // frc r0.w, r0.w temp0.w = frac(temp0.w); // mad r0.w, r0.w, c3.x, c3.y temp0.w = temp0.w * float1(6.2831855) + float1(-3.1415927); // mul r0.w, r0.w, r0.w temp0.w = temp0.w * temp0.w; // mad r1.w, r0.w, c3.z, c3.w temp1.w = temp0.w * float1(-2.523985E-07) + float1(2.47609E-05); // mad r1.w, r0.w, r1.w, c0.x temp1.w = temp0.w * temp1.w + float1(-0.0013888397); // mad r1.w, r0.w, r1.w, c0.y temp1.w = temp0.w * temp1.w + float1(0.04166664); // mad r1.w, r0.w, r1.w, c0.z temp1.w = temp0.w * temp1.w + float1(-0.5); // mad r0.w, r0.w, r1.w, c2.x temp0.w = temp0.w * temp1.w + float1(1); // mul r0.w, r0.w, c18.x temp0.w = temp0.w * Amp1.x; // mul r0.w, r0.w, v4.w temp0.w = temp0.w * i.color.w; // mad r1.xyz, c17.x, r0.w, r1 temp1.xyz = SwayEnable.xxx * temp0.www + temp1.xyz; // add r2.xyz, -r1, c90 temp2.xyz = -temp1.xyz + PointLight[0].Position.xyz; // dp3 r0.w, r2, r2 temp0.w = dot(temp2.xyz, temp2.xyz); // rsq r0.w, r0.w temp0.w = 1 / sqrt(temp0.w); // rcp r2.w, r0.w temp2.w = 1.0f / temp0.w; // mul r2.xyz, r2, r0.w temp2.xyz = temp2.xyz * temp0.www; // add r0.w, r2.w, -c91.x temp0.w = temp2.w + -PointLight[0].Range_Inner_Outer.x; // add r2.w, -c91.x, c91.y temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y; // rcp r2.w, r2.w temp2.w = 1.0f / temp2.w; // mad r0.w, r0.w, -r2.w, c2.x temp0.w = temp0.w * -temp2.w + float1(1); // max r0.w, r0.w, c0.w temp0.w = max(temp0.w, float1(0)); // min r0.w, r0.w, c2.x temp0.w = min(temp0.w, float1(1)); // mul r0.w, r0.w, r0.w temp0.w = temp0.w * temp0.w; // mul r3.xyz, r0.w, c89 temp3.xyz = temp0.www * PointLight[0].Color.xyz; // dp3 r0.w, r0, r2 temp0.w = dot(temp0.xyz, temp2.xyz); // max r0.w, r0.w, c0.w temp0.w = max(temp0.w, float1(0)); // mul r2.xyz, r3, r0.w temp2.xyz = temp3.xyz * temp0.www; // dp3 r0.w, r0, c10 temp0.w = dot(temp0.xyz, DirectionalLight[2].Direction.xyz); // max r0.w, r0.w, c0.w temp0.w = max(temp0.w, float1(0)); // mul r3.xyz, r0.w, c9 temp3.xyz = temp0.www * DirectionalLight[2].Color.xyz; // dp3 r0.w, r0, c8 temp0.w = dot(temp0.xyz, DirectionalLight[1].Direction.xyz); // max r0.w, r0.w, c0.w temp0.w = max(temp0.w, float1(0)); // mad r3.xyz, c7, r0.w, r3 temp3.xyz = DirectionalLight[1].Color.xyz * temp0.www + temp3.xyz; // mad r2.xyz, c12.x, r2, r3 temp2.xyz = expr12.xxx * temp2.xyz + temp3.xyz; // add r3.xyz, -r1, c93 temp3.xyz = -temp1.xyz + PointLight[1].Position.xyz; // dp3 r0.w, r3, r3 temp0.w = dot(temp3.xyz, temp3.xyz); // rsq r0.w, r0.w temp0.w = 1 / sqrt(temp0.w); // mul r3.xyz, r3, r0.w temp3.xyz = temp3.xyz * temp0.www; // rcp r0.w, r0.w temp0.w = 1.0f / temp0.w; // dp3 r2.w, r0, r3 temp2.w = dot(temp0.xyz, temp3.xyz); // max r2.w, r2.w, c0.w temp2.w = max(temp2.w, float1(0)); // add r0.w, r0.w, -c94.x temp0.w = temp0.w + -PointLight[1].Range_Inner_Outer.x; // add r3.x, -c94.x, c94.y temp3.x = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y; // rcp r3.x, r3.x temp3.x = 1.0f / temp3.x; // mad r0.w, r0.w, -r3.x, c2.x temp0.w = temp0.w * -temp3.x + float1(1); // max r0.w, r0.w, c0.w temp0.w = max(temp0.w, float1(0)); // min r0.w, r0.w, c2.x temp0.w = min(temp0.w, float1(1)); // mul r0.w, r0.w, r0.w temp0.w = temp0.w * temp0.w; // mul r3.xyz, r0.w, c92 temp3.xyz = temp0.www * PointLight[1].Color.xyz; // mul r3.xyz, r2.w, r3 temp3.xyz = temp2.www * temp3.xyz; // mad r2.xyz, c13.x, r3, r2 temp2.xyz = expr13.xxx * temp3.xyz + temp2.xyz; // add r3.xyz, -r1, c96 temp3.xyz = -temp1.xyz + PointLight[2].Position.xyz; // dp3 r0.w, r3, r3 temp0.w = dot(temp3.xyz, temp3.xyz); // rsq r0.w, r0.w temp0.w = 1 / sqrt(temp0.w); // mul r3.xyz, r3, r0.w temp3.xyz = temp3.xyz * temp0.www; // rcp r0.w, r0.w temp0.w = 1.0f / temp0.w; // dp3 r0.x, r0, r3 temp0.x = dot(temp0.xyz, temp3.xyz); // max r0.x, r0.x, c0.w temp0.x = max(temp0.x, float1(0)); // add r0.y, r0.w, -c97.x temp0.y = temp0.w + -PointLight[2].Range_Inner_Outer.x; // add r0.z, -c97.x, c97.y temp0.z = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y; // rcp r0.z, r0.z temp0.z = 1.0f / temp0.z; // mad r0.y, r0.y, -r0.z, c2.x temp0.y = temp0.y * -temp0.z + float1(1); // max r0.y, r0.y, c0.w temp0.y = max(temp0.y, float1(0)); // min r0.y, r0.y, c2.x temp0.y = min(temp0.y, float1(1)); // mul r0.y, r0.y, r0.y temp0.y = temp0.y * temp0.y; // mul r0.yzw, r0.y, c95.xxyz temp0.yzw = temp0.yyy * PointLight[2].Color.xyz; // mul r0.xyz, r0.x, r0.yzww temp0.xyz = temp0.xxx * temp0.yzw; // mad r0.xyz, c14.x, r0, r2 temp0.xyz = expr14.xxx * temp0.xyz + temp2.xyz; // mul r0.xyz, r0, c16 temp0.xyz = temp0.xyz * DiffuseColor.xyz; // mov r2.xyz, c4 temp2.xyz = AmbientLightColor.xyz; // mad r0.xyz, r2, c15, r0 temp0.xyz = temp2.xyz * AmbientColor.xyz + temp0.xyz; // mov r0.w, c1.x temp0.w = OpacityOverride.x; // mul oD0, r0, -c0.z o.color = temp0 * float4(0.5, 0.5, 0.5, 0.5); // mov r1.w, c2.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.xy, r1, c20.zwzw temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw; // mul oT1.xy, r0, c20 o.texcoord1 = temp0 * Shroud.ScaleUV_OffsetUV; // mov oT0.xy, v3 o.texcoord = i.texcoord; // dp4 r0.x, r1, c113 temp0.x = dot(temp1, (ShadowMapWorldToShadow._m00_m10_m20_m30)); // dp4 r0.y, r1, c114 temp0.y = dot(temp1, (ShadowMapWorldToShadow._m01_m11_m21_m31)); // dp4 r0.z, r1, c115 temp0.z = dot(temp1, (ShadowMapWorldToShadow._m02_m12_m22_m32)); // dp4 r0.w, r1, c116 temp0.w = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33)); // rcp r1.x, r0.w temp1.x = 1.0f / temp0.w; // mov oT2.w, r0.w o.texcoord2.w = temp0.w; // mad oT2.xyz, r0, r1.x, c21.xxyw o.texcoord2.xyz = temp0.xyz * temp1.xxx + float3(0, 0, -0.0015); // mov oD1.x, c2.x o.color1 = float4(1, 1, 1, 1); // return o; } VertexShader VS_Array[2] = { compile vs_2_0 VS_Array_Shader_0(), // 43 compile vs_2_0 VS_Array_Shader_1(), // 44 }; // PS_Array_Shader_0 Pixel_2_0 Has PRES False struct PS_Array_Shader_0_Input { float2 texcoord : TEXCOORD; float2 texcoord1 : TEXCOORD1; float3 texcoord3 : TEXCOORD3; float4 color : COLOR; }; float4 PS_Array_Shader_0(PS_Array_Shader_0_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2, temp3; float3 temp4; // def c0, 2.2, 2, 0, 0 // dcl t0.xy // dcl t1.xy // dcl t3.xyz // dcl v0 // dcl_2d s0 // dcl_2d s1 // texld r0, t0, s0 temp0 = tex2D(DiffuseTextureSampler, i.texcoord.xy); // texld r1, t1, s1 temp1 = tex2D(ShroudTextureSampler, i.texcoord1.xy); // mov r2.xyz, c0.y temp2.xyz = float3(2, 2, 2); // mov r3.xyz, v0 temp3.xyz = i.color.xyz; // mad r2.xyz, r3, r2, t3 temp2.xyz = temp3.xyz * temp2.xyz + i.texcoord3.xyz; // mov r3.w, c0.y temp3.w = float1(2); // log r4.x, r0.x temp4.x = log2(temp0.x); // log r4.y, r0.y temp4.y = log2(temp0.y); // log r4.z, r0.z temp4.z = log2(temp0.z); // mul r0.xyz, r4, c0.x temp0.xyz = temp4.xyz * float3(2.2, 2.2, 2.2); // exp r3.x, r0.x temp3.x = exp2(temp0.x); // exp r3.y, r0.y temp3.y = exp2(temp0.y); // exp r3.z, r0.z temp3.z = exp2(temp0.z); // mul r2.w, r0.w, v0.w temp2.w = temp0.w * i.color.w; // mul r0, r2, r3 temp0 = temp2 * temp3; // mul r0.xyz, r1, r0 temp0.xyz = temp1.xyz * temp0.xyz; // mov oC0, r0 out_color = temp0; // return out_color; } // PS_Array_Shader_1 Pixel_2_0 Has PRES False struct PS_Array_Shader_1_Input { float2 texcoord : TEXCOORD; float2 texcoord1 : TEXCOORD1; float3 texcoord2 : TEXCOORD2; float3 texcoord3 : TEXCOORD3; float4 color : COLOR; }; float4 PS_Array_Shader_1(PS_Array_Shader_1_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2, temp3, temp4, temp5; // def c0, 2.2, 2, 1, 0 // def c1, 0.25, 0, 0, 0 // dcl t0.xy // dcl t1.xy // dcl t2.xyz // dcl t3.xyz // dcl v0 // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // add r0.xy, t2, c11.zxyw temp0.xy = i.texcoord2.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx; // add r1.xy, t2, c11.yzxw temp1.xy = i.texcoord2.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz; // add r2.xy, t2, c11.wzyx temp2.xy = i.texcoord2.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz; // texld r0, r0, s0 temp0 = tex2D(ShadowMapSampler, temp0.xy); // texld r1, r1, s0 temp1 = tex2D(ShadowMapSampler, temp1.xy); // texld r2, r2, s0 temp2 = tex2D(ShadowMapSampler, temp2.xy); // texld r3, t2, s0 temp3 = tex2D(ShadowMapSampler, i.texcoord2.xy); // texld r4, t0, s1 temp4 = tex2D(DiffuseTextureSampler, i.texcoord.xy); // texld r5, t1, s2 temp5 = tex2D(ShroudTextureSampler, i.texcoord1.xy); // mov r3.y, r0.x temp3.y = temp0.x; // mov r3.z, r1.x temp3.z = temp1.x; // mov r3.w, r2.x temp3.w = temp2.x; // add r0, r3, -t2.z temp0 = temp3 + -i.texcoord2.z; // cmp r0, r0, c0.z, c0.w temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0); // dp4 r5.w, c0.z, r0 temp5.w = dot(float4(1, 1, 1, 1), temp0); // mul r5.w, r5.w, c1.x temp5.w = temp5.w * float1(0.25); // mov r0.xyz, c0.y temp0.xyz = float3(2, 2, 2); // mov r0.w, r4.w temp0.w = temp4.w; // mul r0, r0, v0 temp0 = temp0 * i.color; // mad r0.xyz, t3, r5.w, r0 temp0.xyz = i.texcoord3.xyz * temp5.www + temp0.xyz; // mov r1.w, c0.y temp1.w = float1(2); // log r2.x, r4.x temp2.x = log2(temp4.x); // log r2.y, r4.y temp2.y = log2(temp4.y); // log r2.z, r4.z temp2.z = log2(temp4.z); // mul r2.xyz, r2, c0.x temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2); // exp r1.x, r2.x temp1.x = exp2(temp2.x); // exp r1.y, r2.y temp1.y = exp2(temp2.y); // exp r1.z, r2.z temp1.z = exp2(temp2.z); // mul r0, r0, r1 temp0 = temp0 * temp1; // mul r0.xyz, r5, r0 temp0.xyz = temp5.xyz * temp0.xyz; // mov oC0, r0 out_color = temp0; // return out_color; } PixelShader PS_Array[2] = { compile ps_2_0 PS_Array_Shader_0(), // 45 compile ps_2_0 PS_Array_Shader_1(), // 46 }; // VS_M_Array_Shader_0 Vertex_2_0 Has PRES True struct VS_M_Array_Shader_0_Input { float4 position : POSITION; float4 normal : NORMAL; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct VS_M_Array_Shader_0_Output { float3 texcoord3 : TEXCOORD3; float4 color : COLOR; float4 position : POSITION; float2 texcoord1 : TEXCOORD1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float color1 : COLOR1; }; VS_M_Array_Shader_0_Output VS_M_Array_Shader_0(VS_M_Array_Shader_0_Input i) { /* PRSI OutputRegisterOffset: 17 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 1 Unknown3: 0 Unknown4: 0 Unknown5: 17 Unknown6: 1 Mappings: 1 0 - ConstOutput: 0 ConstInput 0 */ float4 expr17; { // Expression_2_1 // mul c17.x, c0.x, c1.x expr17.x = Phase1.x * Time.x; } VS_M_Array_Shader_0_Output o; float4 temp0, temp1; float temp2; // def c0, 1, 0, 0.1591549, 0.25 // def c2, 6.283185, -3.141593, -2.523985E-07, 2.47609E-05 // def c3, -0.00138884, 0.04166664, -0.5, 0.5 // def c18, 0, -0.0015, 0, 0 // dcl_position v0 // dcl_normal v1 // dcl_texcoord v2 // dcl_color v3 // 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.w, r0, c6 temp0.w = dot(temp0.xyz, DirectionalLight[0].Direction.xyz); // max r0.w, r0.w, c0.y temp0.w = max(temp0.w, float1(0)); // mul r1.xyz, r0.w, c5 temp1.xyz = temp0.www * DirectionalLight[0].Color.xyz; // mul oT3.xyz, r1, c12 o.texcoord3 = temp1 * DiffuseColor; // dp3 r0.w, r0, c10 temp0.w = dot(temp0.xyz, DirectionalLight[2].Direction.xyz); // dp3 r0.x, r0, c8 temp0.x = dot(temp0.xyz, DirectionalLight[1].Direction.xyz); // max r0.y, r0.w, c0.y temp0.y = max(temp0.w, float1(0)); // mul r0.yzw, r0.y, c9.xxyz temp0.yzw = temp0.yyy * DirectionalLight[2].Color.xyz; // max r0.x, r0.x, c0.y temp0.x = max(temp0.x, float1(0)); // mad r0.xyz, c7, r0.x, r0.yzww temp0.xyz = DirectionalLight[1].Color.xyz * temp0.xxx + temp0.yzw; // mul r0.xyz, r0, c12 temp0.xyz = temp0.xyz * DiffuseColor.xyz; // mov r1.xyz, c4 temp1.xyz = AmbientLightColor.xyz; // mad r0.xyz, r1, c11, r0 temp0.xyz = temp1.xyz * AmbientColor.xyz + temp0.xyz; // mov r0.w, c1.x temp0.w = OpacityOverride.x; // mul oD0, r0, c3.w o.color = temp0 * float4(0.5, 0.5, 0.5, 0.5); // mad r0, v0.xyzx, c0.xxxy, c0.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)); // frc r1.w, r1.x temp1.w = frac(temp1.x); // mov r2.x, c15.x temp2.x = Freq1.x; // mad r1.w, r1.w, r2.x, c17.x temp1.w = temp1.w * temp2.x + expr17.x; // mad r1.w, r1.w, c0.z, c0.w temp1.w = temp1.w * float1(0.15915494) + float1(0.25); // frc r1.w, r1.w temp1.w = frac(temp1.w); // mad r1.w, r1.w, c2.x, c2.y temp1.w = temp1.w * float1(6.2831855) + float1(-3.1415927); // mul r1.w, r1.w, r1.w temp1.w = temp1.w * temp1.w; // mad r2.x, r1.w, c2.z, c2.w temp2.x = temp1.w * float1(-2.523985E-07) + float1(2.47609E-05); // mad r2.x, r1.w, r2.x, c3.x temp2.x = temp1.w * temp2.x + float1(-0.0013888397); // mad r2.x, r1.w, r2.x, c3.y temp2.x = temp1.w * temp2.x + float1(0.04166664); // mad r2.x, r1.w, r2.x, c3.z temp2.x = temp1.w * temp2.x + float1(-0.5); // mad r1.w, r1.w, r2.x, c0.x temp1.w = temp1.w * temp2.x + float1(1); // mul r1.w, r1.w, c14.x temp1.w = temp1.w * Amp1.x; // mul r1.w, r1.w, v3.w temp1.w = temp1.w * i.color.w; // 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)); // mad r0.xyz, c13.x, r1.w, r1 temp0.xyz = SwayEnable.xxx * temp1.www + temp1.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)); // add r1.xy, r0, c16.zwzw temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw; // mul oT1.xy, r1, c16 o.texcoord1 = temp1 * Shroud.ScaleUV_OffsetUV; // mov oT0.xy, v2 o.texcoord = i.texcoord; // dp4 r1.x, r0, c113 temp1.x = dot(temp0, (ShadowMapWorldToShadow._m00_m10_m20_m30)); // dp4 r1.y, r0, c114 temp1.y = dot(temp0, (ShadowMapWorldToShadow._m01_m11_m21_m31)); // dp4 r1.z, r0, c115 temp1.z = dot(temp0, (ShadowMapWorldToShadow._m02_m12_m22_m32)); // dp4 r0.x, r0, c116 temp0.x = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33)); // rcp r0.y, r0.x temp0.y = 1.0f / temp0.x; // mov oT2.w, r0.x o.texcoord2.w = temp0.x; // mad oT2.xyz, r1, r0.y, c18.xxyw o.texcoord2.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015); // mov oD1.x, c0.x o.color1 = float4(1, 1, 1, 1); // return o; } // VS_M_Array_Shader_1 Vertex_2_0 Has PRES True struct VS_M_Array_Shader_1_Input { float4 position : POSITION; float4 normal : NORMAL; float4 blendindices : BLENDINDICES; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct VS_M_Array_Shader_1_Output { float3 texcoord3 : TEXCOORD3; float4 color : COLOR; float4 position : POSITION; float2 texcoord1 : TEXCOORD1; float2 texcoord : TEXCOORD; float4 texcoord2 : TEXCOORD2; float color1 : COLOR1; }; VS_M_Array_Shader_1_Output VS_M_Array_Shader_1(VS_M_Array_Shader_1_Input i) { /* PRSI OutputRegisterOffset: 17 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 1 Unknown3: 0 Unknown4: 0 Unknown5: 17 Unknown6: 1 Mappings: 1 0 - ConstOutput: 0 ConstInput 0 */ float4 expr17; { // Expression_2_1 // mul c17.x, c0.x, c1.x expr17.x = Phase1.x * Time.x; } VS_M_Array_Shader_1_Output o; float4 temp0, temp1; float addr0; // def c0, 1, -1, 0.1591549, 0.25 // def c2, 6.283185, -3.141593, -2.523985E-07, 2.47609E-05 // def c3, -0.00138884, 0.04166664, -0.5, 0 // def c18, 0, -0.0015, 0, 0 // dcl_position v0 // dcl_normal v1 // dcl_blendindices v2 // dcl_texcoord v3 // dcl_color v4 // add r0.x, v2.x, v2.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, v1.zxyy, c128[a0.x].yzxy temp0 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy; // mad r0, c128[a0.x].wwwx, v1.xyzx, r0 temp0 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp0; // mul r1, v1.yzxz, c128[a0.x].zxyz temp1 = i.normal.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; // dp3 r0.w, r0, c6 temp0.w = dot(temp0.xyz, DirectionalLight[0].Direction.xyz); // max r0.w, r0.w, c3.w temp0.w = max(temp0.w, float1(0)); // mul r1.xyz, r0.w, c5 temp1.xyz = temp0.www * DirectionalLight[0].Color.xyz; // mul oT3.xyz, r1, c12 o.texcoord3 = temp1 * DiffuseColor; // dp3 r0.w, r0, c10 temp0.w = dot(temp0.xyz, DirectionalLight[2].Direction.xyz); // dp3 r0.x, r0, c8 temp0.x = dot(temp0.xyz, DirectionalLight[1].Direction.xyz); // max r0.y, r0.w, c3.w temp0.y = max(temp0.w, float1(0)); // mul r0.yzw, r0.y, c9.xxyz temp0.yzw = temp0.yyy * DirectionalLight[2].Color.xyz; // max r0.x, r0.x, c3.w temp0.x = max(temp0.x, float1(0)); // mad r0.xyz, c7, r0.x, r0.yzww temp0.xyz = DirectionalLight[1].Color.xyz * temp0.xxx + temp0.yzw; // mul r0.xyz, r0, c12 temp0.xyz = temp0.xyz * DiffuseColor.xyz; // mov r1.xyz, c4 temp1.xyz = AmbientLightColor.xyz; // mad r0.xyz, r1, c11, r0 temp0.xyz = temp1.xyz * AmbientColor.xyz + temp0.xyz; // mov r0.w, c1.x temp0.w = OpacityOverride.x; // mul oD0, r0, -c3.z o.color = temp0 * float4(0.5, 0.5, 0.5, 0.5); // 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; // frc r0.w, r0.x temp0.w = frac(temp0.x); // mov r1.x, c15.x temp1.x = Freq1.x; // mad r0.w, r0.w, r1.x, c17.x temp0.w = temp0.w * temp1.x + expr17.x; // mad r0.w, r0.w, c0.z, c0.w temp0.w = temp0.w * float1(0.15915494) + float1(0.25); // frc r0.w, r0.w temp0.w = frac(temp0.w); // mad r0.w, r0.w, c2.x, c2.y temp0.w = temp0.w * float1(6.2831855) + float1(-3.1415927); // mul r0.w, r0.w, r0.w temp0.w = temp0.w * temp0.w; // mad r1.x, r0.w, c2.z, c2.w temp1.x = temp0.w * float1(-2.523985E-07) + float1(2.47609E-05); // mad r1.x, r0.w, r1.x, c3.x temp1.x = temp0.w * temp1.x + float1(-0.0013888397); // mad r1.x, r0.w, r1.x, c3.y temp1.x = temp0.w * temp1.x + float1(0.04166664); // mad r1.x, r0.w, r1.x, c3.z temp1.x = temp0.w * temp1.x + float1(-0.5); // mad r0.w, r0.w, r1.x, c0.x temp0.w = temp0.w * temp1.x + float1(1); // mul r0.w, r0.w, c14.x temp0.w = temp0.w * Amp1.x; // mul r0.w, r0.w, v4.w temp0.w = temp0.w * i.color.w; // mad r0.xyz, c13.x, r0.w, r0 temp0.xyz = SwayEnable.xxx * temp0.www + temp0.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)); // add r1.xy, r0, c16.zwzw temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw; // mul oT1.xy, r1, c16 o.texcoord1 = temp1 * Shroud.ScaleUV_OffsetUV; // mov oT0.xy, v3 o.texcoord = i.texcoord; // dp4 r1.x, r0, c113 temp1.x = dot(temp0, (ShadowMapWorldToShadow._m00_m10_m20_m30)); // dp4 r1.y, r0, c114 temp1.y = dot(temp0, (ShadowMapWorldToShadow._m01_m11_m21_m31)); // dp4 r1.z, r0, c115 temp1.z = dot(temp0, (ShadowMapWorldToShadow._m02_m12_m22_m32)); // dp4 r0.x, r0, c116 temp0.x = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33)); // rcp r0.y, r0.x temp0.y = 1.0f / temp0.x; // mov oT2.w, r0.x o.texcoord2.w = temp0.x; // mad oT2.xyz, r1, r0.y, c18.xxyw o.texcoord2.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015); // mov oD1.x, c0.x o.color1 = float4(1, 1, 1, 1); // return o; } VertexShader VS_M_Array[2] = { compile vs_2_0 VS_M_Array_Shader_0(), // 49 compile vs_2_0 VS_M_Array_Shader_1(), // 50 }; // PS_M_Array_Shader_0 Pixel_2_0 Has PRES False struct PS_M_Array_Shader_0_Input { float2 texcoord : TEXCOORD; float2 texcoord1 : TEXCOORD1; float3 texcoord3 : TEXCOORD3; float4 color : COLOR; }; float4 PS_M_Array_Shader_0(PS_M_Array_Shader_0_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2; float3 temp3; // def c0, 2, 0, 0, 0 // dcl t0.xy // dcl t1.xy // dcl t3.xyz // dcl v0 // dcl_2d s0 // dcl_2d s1 // texld r0, t0, s0 temp0 = tex2D(DiffuseTextureSampler, i.texcoord.xy); // texld r1, t1, s1 temp1 = tex2D(ShroudTextureSampler, i.texcoord1.xy); // mov r2.xyz, c0.x temp2.xyz = float3(2, 2, 2); // mov r3.xyz, v0 temp3.xyz = i.color.xyz; // mad r2.xyz, r3, r2, t3 temp2.xyz = temp3.xyz * temp2.xyz + i.texcoord3.xyz; // mul r2.w, r0.w, v0.w temp2.w = temp0.w * i.color.w; // mov r0.w, c0.x temp0.w = float1(2); // mul r0, r2, r0 temp0 = temp2 * temp0; // mul r0.xyz, r1, r0 temp0.xyz = temp1.xyz * temp0.xyz; // mov oC0, r0 out_color = temp0; // return out_color; } // PS_M_Array_Shader_1 Pixel_2_0 Has PRES False struct PS_M_Array_Shader_1_Input { float2 texcoord : TEXCOORD; float2 texcoord1 : TEXCOORD1; float3 texcoord2 : TEXCOORD2; float3 texcoord3 : TEXCOORD3; float4 color : COLOR; }; float4 PS_M_Array_Shader_1(PS_M_Array_Shader_1_Input i) : COLOR { float4 out_color; float4 temp0, temp1, temp2, temp3, temp4, temp5; // def c0, 2, 1, 0, 0.25 // dcl t0.xy // dcl t1.xy // dcl t2.xyz // dcl t3.xyz // dcl v0 // dcl_2d s0 // dcl_2d s1 // dcl_2d s2 // add r0.xy, t2, c11.zxyw temp0.xy = i.texcoord2.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx; // add r1.xy, t2, c11.yzxw temp1.xy = i.texcoord2.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz; // add r2.xy, t2, c11.wzyx temp2.xy = i.texcoord2.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz; // texld r0, r0, s0 temp0 = tex2D(ShadowMapSampler, temp0.xy); // texld r1, r1, s0 temp1 = tex2D(ShadowMapSampler, temp1.xy); // texld r2, r2, s0 temp2 = tex2D(ShadowMapSampler, temp2.xy); // texld r3, t2, s0 temp3 = tex2D(ShadowMapSampler, i.texcoord2.xy); // texld r4, t0, s1 temp4 = tex2D(DiffuseTextureSampler, i.texcoord.xy); // texld r5, t1, s2 temp5 = tex2D(ShroudTextureSampler, i.texcoord1.xy); // mov r3.y, r0.x temp3.y = temp0.x; // mov r3.z, r1.x temp3.z = temp1.x; // mov r3.w, r2.x temp3.w = temp2.x; // add r0, r3, -t2.z temp0 = temp3 + -i.texcoord2.z; // cmp r0, r0, c0.y, c0.z temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0); // dp4 r5.w, c0.y, r0 temp5.w = dot(float4(1, 1, 1, 1), temp0); // mul r5.w, r5.w, c0.w temp5.w = temp5.w * float1(0.25); // mov r0.xyz, c0.x temp0.xyz = float3(2, 2, 2); // mov r0.w, r4.w temp0.w = temp4.w; // mul r0, r0, v0 temp0 = temp0 * i.color; // mad r0.xyz, t3, r5.w, r0 temp0.xyz = i.texcoord3.xyz * temp5.www + temp0.xyz; // mov r4.w, c0.x temp4.w = float1(2); // mul r0, r4, r0 temp0 = temp4 * temp0; // mul r0.xyz, r5, r0 temp0.xyz = temp5.xyz * temp0.xyz; // mov oC0, r0 out_color = temp0; // return out_color; } PixelShader PS_M_Array[2] = { compile ps_2_0 PS_M_Array_Shader_0(), // 51 compile ps_2_0 PS_M_Array_Shader_1(), // 52 }; // VSCreateShadowMap_Array_Shader_0 Vertex_2_0 Has PRES True struct VSCreateShadowMap_Array_Shader_0_Input { float4 position : POSITION; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct VSCreateShadowMap_Array_Shader_0_Output { float4 position : POSITION; float texcoord1 : TEXCOORD1; float2 texcoord : TEXCOORD; }; VSCreateShadowMap_Array_Shader_0_Output VSCreateShadowMap_Array_Shader_0(VSCreateShadowMap_Array_Shader_0_Input i) { /* PRSI OutputRegisterOffset: 14 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 1 Unknown3: 0 Unknown4: 0 Unknown5: 14 Unknown6: 1 Mappings: 1 0 - ConstOutput: 0 ConstInput 0 */ float4 expr14; { // Expression_2_1 // mul c14.x, c0.x, c1.x expr14.x = Phase1.x * Time.x; } VSCreateShadowMap_Array_Shader_0_Output o; float4 temp0, temp1; float temp2; // def c0, 1, 0, 0.1591549, 0.25 // def c1, 6.283185, -3.141593, -2.523985E-07, 2.47609E-05 // def c2, -0.00138884, 0.04166664, -0.5, 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 r1.x, r0, c124 temp1.x = dot(temp0, (World._m00_m10_m20_m30)); // frc r1.w, r1.x temp1.w = frac(temp1.x); // mov r2.x, c13.x temp2.x = Freq1.x; // mad r1.w, r1.w, r2.x, c14.x temp1.w = temp1.w * temp2.x + expr14.x; // mad r1.w, r1.w, c0.z, c0.w temp1.w = temp1.w * float1(0.15915494) + float1(0.25); // frc r1.w, r1.w temp1.w = frac(temp1.w); // mad r1.w, r1.w, c1.x, c1.y temp1.w = temp1.w * float1(6.2831855) + float1(-3.1415927); // mul r1.w, r1.w, r1.w temp1.w = temp1.w * temp1.w; // mad r2.x, r1.w, c1.z, c1.w temp2.x = temp1.w * float1(-2.523985E-07) + float1(2.47609E-05); // mad r2.x, r1.w, r2.x, c2.x temp2.x = temp1.w * temp2.x + float1(-0.0013888397); // mad r2.x, r1.w, r2.x, c2.y temp2.x = temp1.w * temp2.x + float1(0.04166664); // mad r2.x, r1.w, r2.x, c2.z temp2.x = temp1.w * temp2.x + float1(-0.5); // mad r1.w, r1.w, r2.x, c0.x temp1.w = temp1.w * temp2.x + float1(1); // mul r1.w, r1.w, c12.x temp1.w = temp1.w * Amp1.x; // mul r1.w, r1.w, v2.w temp1.w = temp1.w * i.color.w; // 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)); // mad r0.xyz, c11.x, r1.w, r1 temp0.xyz = SwayEnable.xxx * temp1.www + temp1.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 r1.y, r0, c122 temp1.y = dot(temp0, (ViewProjection._m03_m13_m23_m33)); // dp4 r1.x, r0, c121 temp1.x = dot(temp0, (ViewProjection._m02_m12_m22_m32)); // rcp r0.x, r1.y temp0.x = 1.0f / temp1.y; // mov oPos.zw, r1.xyxy o.position.zw = temp1.xy; // mul oT1.x, r1.x, r0.x o.texcoord1 = temp1.x * temp0.x; // mov oT0.xy, v1 o.texcoord = i.texcoord; // return o; } // VSCreateShadowMap_Array_Shader_1 Vertex_2_0 Has PRES True struct VSCreateShadowMap_Array_Shader_1_Input { float4 position : POSITION; float4 blendindices : BLENDINDICES; float4 texcoord : TEXCOORD; float4 color : COLOR; }; struct VSCreateShadowMap_Array_Shader_1_Output { float4 position : POSITION; float texcoord1 : TEXCOORD1; float2 texcoord : TEXCOORD; }; VSCreateShadowMap_Array_Shader_1_Output VSCreateShadowMap_Array_Shader_1(VSCreateShadowMap_Array_Shader_1_Input i) { /* PRSI OutputRegisterOffset: 14 Unknown1: 0 Unknown2: 0 OutputRegisterCount: 1 Unknown3: 0 Unknown4: 0 Unknown5: 14 Unknown6: 1 Mappings: 1 0 - ConstOutput: 0 ConstInput 0 */ float4 expr14; { // Expression_2_1 // mul c14.x, c0.x, c1.x expr14.x = Phase1.x * Time.x; } VSCreateShadowMap_Array_Shader_1_Output o; float4 temp0, temp1; float addr0; // def c0, 1, -1, 0.1591549, 0.25 // def c1, 6.283185, -3.141593, -2.523985E-07, 2.47609E-05 // def c2, -0.00138884, 0.04166664, -0.5, 0 // dcl_position v0 // dcl_blendindices v1 // dcl_texcoord v2 // dcl_color v3 // add r0.x, v1.x, v1.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; // frc r0.w, r0.x temp0.w = frac(temp0.x); // mov r1.x, c13.x temp1.x = Freq1.x; // mad r0.w, r0.w, r1.x, c14.x temp0.w = temp0.w * temp1.x + expr14.x; // mad r0.w, r0.w, c0.z, c0.w temp0.w = temp0.w * float1(0.15915494) + float1(0.25); // frc r0.w, r0.w temp0.w = frac(temp0.w); // mad r0.w, r0.w, c1.x, c1.y temp0.w = temp0.w * float1(6.2831855) + float1(-3.1415927); // mul r0.w, r0.w, r0.w temp0.w = temp0.w * temp0.w; // mad r1.x, r0.w, c1.z, c1.w temp1.x = temp0.w * float1(-2.523985E-07) + float1(2.47609E-05); // mad r1.x, r0.w, r1.x, c2.x temp1.x = temp0.w * temp1.x + float1(-0.0013888397); // mad r1.x, r0.w, r1.x, c2.y temp1.x = temp0.w * temp1.x + float1(0.04166664); // mad r1.x, r0.w, r1.x, c2.z temp1.x = temp0.w * temp1.x + float1(-0.5); // mad r0.w, r0.w, r1.x, c0.x temp0.w = temp0.w * temp1.x + float1(1); // mul r0.w, r0.w, c12.x temp0.w = temp0.w * Amp1.x; // mul r0.w, r0.w, v3.w temp0.w = temp0.w * i.color.w; // mad r0.xyz, c11.x, r0.w, r0 temp0.xyz = SwayEnable.xxx * temp0.www + temp0.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 r1.y, r0, c122 temp1.y = dot(temp0, (ViewProjection._m03_m13_m23_m33)); // dp4 r1.x, r0, c121 temp1.x = dot(temp0, (ViewProjection._m02_m12_m22_m32)); // rcp r0.x, r1.y temp0.x = 1.0f / temp1.y; // mov oPos.zw, r1.xyxy o.position.zw = temp1.xy; // mul oT1.x, r1.x, r0.x o.texcoord1 = temp1.x * temp0.x; // mov oT0.xy, v2 o.texcoord = i.texcoord; // return o; } VertexShader VSCreateShadowMap_Array[2] = { compile vs_2_0 VSCreateShadowMap_Array_Shader_0(), // 55 compile vs_2_0 VSCreateShadowMap_Array_Shader_1(), // 56 }; // _CreateShadowMap_PixelShader11 Pixel_2_0 Has PRES False struct _CreateShadowMap_PixelShader11_Input { float2 texcoord : TEXCOORD; float texcoord1 : TEXCOORD1; }; float4 _CreateShadowMap_PixelShader11(_CreateShadowMap_PixelShader11_Input i) : COLOR { float4 out_color; float4 temp0; // def c0, -0.3764706, 0, 0, 0 // dcl t0.xy // dcl t1.x // dcl_2d s0 // texld r0, t0, s0 temp0 = tex2D(DiffuseTextureSampler, i.texcoord.xy); // mov r0.x, c1.x temp0.x = OpacityOverride.x; // mad r0, r0.x, r0.w, c0.x temp0 = temp0.x * temp0.w + float4(-0.3764706, -0.3764706, -0.3764706, -0.3764706); // texkill r0 clip(temp0); // mov r0, t1.x temp0 = i.texcoord1.x; // mov oC0, r0 out_color = temp0; // return out_color; } // _CreateShadowMap_Expression12 Expression_2_0 Has PRES False float _CreateShadowMap_Expression12() { float1 expr0; // min c0.x, c0.x, (1) expr0.x = min(NumJointsPerVertex.x, (1)); return expr0; } // Default_M_Expression13 Expression_2_0 Has PRES False float Default_M_Expression13() { float1 expr0; // mov c0.x, c0.x expr0.x = HasShadow.x; return expr0; } // Default_M_Expression14 Expression_2_0 Has PRES False float Default_M_Expression14() { float1 expr0; // min c0.x, c0.x, (1) expr0.x = min(NumJointsPerVertex.x, (1)); return expr0; } // Default_Expression15 Expression_2_0 Has PRES False float Default_Expression15() { float1 expr0; // mov c0.x, c0.x expr0.x = HasShadow.x; return expr0; } // Default_Expression16 Expression_2_0 Has PRES False float Default_Expression16() { float1 expr0; // min c0.x, c0.x, (1) expr0.x = min(NumJointsPerVertex.x, (1)); return expr0; } technique Default { pass p0 { VertexShader = VS_Array[Default_Expression16()]; // 47 PixelShader = PS_Array[Default_Expression15()]; // 48 ZEnable = 1; ZFunc = 4; ZWriteEnable = 1; CullMode = 1; AlphaBlendEnable = 0; AlphaTestEnable = 1; AlphaFunc = 7; AlphaRef = 96; } } technique Default_M { pass p0 { VertexShader = VS_M_Array[Default_M_Expression14()]; // 53 PixelShader = PS_M_Array[Default_M_Expression13()]; // 54 ZEnable = 1; ZFunc = 4; ZWriteEnable = 1; CullMode = 1; AlphaBlendEnable = 0; AlphaTestEnable = 1; AlphaFunc = 7; AlphaRef = 96; } } technique _CreateShadowMap { pass p0 { VertexShader = VSCreateShadowMap_Array[_CreateShadowMap_Expression12()]; // 57 PixelShader = compile ps_2_0 _CreateShadowMap_PixelShader11(); // 58 ZEnable = 1; ZFunc = 4; ZWriteEnable = 1; CullMode = 1; AlphaBlendEnable = 0; AlphaTestEnable = 0; } }