112Shaders/debug.fx
2021-12-28 10:06:46 +01:00

530 lines
14 KiB
HLSL

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;>;
row_major float4x4 ViewProjection <bool unmanaged = 1;>;
float4 WorldBones[128] <bool unmanaged = 1;>;
texture ShadowMap <string SasBindAddress = "Sas.Shadow[0].ShadowMap";>; // 2
sampler2D ShadowMapSampler : register(ps_2_0, s0) <string Texture = "ShadowMap"; string SasBindAddress = "Sas.Shadow[0].ShadowMap";> =
sampler_state
{
Texture = <ShadowMap>; // 4
MinFilter = 1;
MagFilter = 1;
MipFilter = 1;
AddressU = 3;
AddressV = 3;
};
float4 FlatColorOverride <string UIWidget = "None"; string SasBindAddress = "WW3D.FlatColor"; int WW3DDynamicSet = 2;>;
column_major float4x4 WorldViewProjection : WorldViewProjection : register(vs_2_0, c11);
// CollisionBox_PixelShader1 Pixel_2_0 Has PRES False
float4 CollisionBox_PixelShader1(float4 color : COLOR) : COLOR
{
float4 out_color;
// dcl v0
// mov oC0, v0
out_color = color;
//
return out_color;
}
// CollisionBox_VertexShader2 Vertex_2_0 Has PRES False
struct CollisionBox_VertexShader2_Input
{
float4 position : POSITION;
float4 normal : NORMAL;
float4 color : COLOR;
};
struct CollisionBox_VertexShader2_Output
{
float4 position : POSITION;
float4 color : COLOR;
};
CollisionBox_VertexShader2_Output CollisionBox_VertexShader2(CollisionBox_VertexShader2_Input i)
{
CollisionBox_VertexShader2_Output o;
float4 temp0;
// def c0, 1, 0, 0.5, 0.25
// def c1, 0.8, 0.7, 0.2, 0
// def c2, 0, 0.3, 0.9, 0
// dcl_position v0
// dcl_normal 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, (WorldViewProjection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
o.position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
o.position.w = dot(temp0, (WorldViewProjection._m03_m13_m23_m33));
// dp3 r0.x, v1.xzyw, -c0.zzww
temp0.x = dot(i.normal.xzy, float3(-0.5, -0.5, -0.25));
// max r0.x, r0.x, c0.y
temp0.x = max(temp0.x, float1(0));
// min r0.x, r0.x, c0.x
temp0.x = min(temp0.x, float1(1));
// mul r0.xyz, r0.x, c2
temp0.xyz = temp0.xxx * float3(0, 0.3, 0.9);
// dp3 r0.w, v1.xzyw, c0.zzww
temp0.w = dot(i.normal.xzy, float3(0.5, 0.5, 0.25));
// 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));
// mad oD0.xyz, r0.w, c1, r0
o.color.xyz = temp0.www * float3(0.8, 0.7, 0.2) + temp0.xyz;
// mov oD0.w, v2.w
o.color.w = i.color.w;
//
return o;
}
// DrawObject_Alpha_PixelShader3 Pixel_2_0 Has PRES False
float4 DrawObject_Alpha_PixelShader3(float4 color : COLOR) : COLOR
{
float4 out_color;
// dcl v0
// mov oC0, v0
out_color = color;
//
return out_color;
}
// DrawObject_Alpha_VertexShader4 Vertex_2_0 Has PRES False
struct DrawObject_Alpha_VertexShader4_Input
{
float4 position : POSITION;
float4 color : COLOR;
};
struct DrawObject_Alpha_VertexShader4_Output
{
float4 position : POSITION;
float4 color : COLOR;
};
DrawObject_Alpha_VertexShader4_Output DrawObject_Alpha_VertexShader4(DrawObject_Alpha_VertexShader4_Input i)
{
DrawObject_Alpha_VertexShader4_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_color v1
// 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, (WorldViewProjection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
o.position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
o.position.w = dot(temp0, (WorldViewProjection._m03_m13_m23_m33));
// mov oD0, v1
o.color = i.color;
//
return o;
}
// DrawObject_Opaque_ZTest_PixelShader5 Pixel_2_0 Has PRES False
float4 DrawObject_Opaque_ZTest_PixelShader5(float4 color : COLOR) : COLOR
{
float4 out_color;
// dcl v0
// mov oC0, v0
out_color = color;
//
return out_color;
}
// DrawObject_Opaque_ZTest_VertexShader6 Vertex_2_0 Has PRES False
struct DrawObject_Opaque_ZTest_VertexShader6_Input
{
float4 position : POSITION;
float4 color : COLOR;
};
struct DrawObject_Opaque_ZTest_VertexShader6_Output
{
float4 position : POSITION;
float4 color : COLOR;
};
DrawObject_Opaque_ZTest_VertexShader6_Output DrawObject_Opaque_ZTest_VertexShader6(DrawObject_Opaque_ZTest_VertexShader6_Input i)
{
DrawObject_Opaque_ZTest_VertexShader6_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_color v1
// 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, (WorldViewProjection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
o.position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
o.position.w = dot(temp0, (WorldViewProjection._m03_m13_m23_m33));
// mov oD0, v1
o.color = i.color;
//
return o;
}
// DrawObject_Opaque_PixelShader7 Pixel_2_0 Has PRES False
float4 DrawObject_Opaque_PixelShader7(float4 color : COLOR) : COLOR
{
float4 out_color;
// dcl v0
// mov oC0, v0
out_color = color;
//
return out_color;
}
// DrawObject_Opaque_VertexShader8 Vertex_2_0 Has PRES False
struct DrawObject_Opaque_VertexShader8_Input
{
float4 position : POSITION;
float4 color : COLOR;
};
struct DrawObject_Opaque_VertexShader8_Output
{
float4 position : POSITION;
float4 color : COLOR;
};
DrawObject_Opaque_VertexShader8_Output DrawObject_Opaque_VertexShader8(DrawObject_Opaque_VertexShader8_Input i)
{
DrawObject_Opaque_VertexShader8_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_color v1
// 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, (WorldViewProjection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
o.position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
o.position.w = dot(temp0, (WorldViewProjection._m03_m13_m23_m33));
// mov oD0, v1
o.color = i.color;
//
return o;
}
// DebugDisplay_PixelShader9 Pixel_2_0 Has PRES False
float4 DebugDisplay_PixelShader9(float4 color : COLOR) : COLOR
{
float4 out_color;
// dcl v0
// mov oC0, v0
out_color = color;
//
return out_color;
}
// DebugDisplay_VertexShader10 Vertex_2_0 Has PRES True
struct DebugDisplay_VertexShader10_Output
{
float4 position : POSITION;
float4 color : COLOR;
};
DebugDisplay_VertexShader10_Output DebugDisplay_VertexShader10(float4 position : POSITION)
{
/*
PRSI
OutputRegisterOffset: 15
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 1
Unknown3: 0
Unknown4: 0
Unknown5: 15
Unknown6: 1
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr15;
{
// Expression_2_1
// mov c15, c0
expr15 = FlatColorOverride;
}
DebugDisplay_VertexShader10_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
o.position.x = dot(temp0, (WorldViewProjection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
o.position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
o.position.w = dot(temp0, (WorldViewProjection._m03_m13_m23_m33));
// mov oD0, c15
o.color = expr15;
//
return o;
}
// DebugIcons_Regular_PixelShader11 Pixel_2_0 Has PRES False
float4 DebugIcons_Regular_PixelShader11(float4 color : COLOR) : COLOR
{
float4 out_color;
// dcl v0
// mov oC0, v0
out_color = color;
//
return out_color;
}
// DebugIcons_Regular_VertexShader12 Vertex_2_0 Has PRES False
struct DebugIcons_Regular_VertexShader12_Input
{
float4 position : POSITION;
float4 color : COLOR;
};
struct DebugIcons_Regular_VertexShader12_Output
{
float4 position : POSITION;
float4 color : COLOR;
};
DebugIcons_Regular_VertexShader12_Output DebugIcons_Regular_VertexShader12(DebugIcons_Regular_VertexShader12_Input i)
{
DebugIcons_Regular_VertexShader12_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_color v1
// 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, (WorldViewProjection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
o.position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
o.position.w = dot(temp0, (WorldViewProjection._m03_m13_m23_m33));
// mov oD0, v1
o.color = i.color;
//
return o;
}
// DisplayShadowMap_PixelShader13 Pixel_2_0 Has PRES False
float4 DisplayShadowMap_PixelShader13(float2 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0;
// dcl t0.xy
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(ShadowMapSampler, texcoord.xy);
// mov r0, r0.x
temp0 = temp0.x;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// DisplayShadowMap_VertexShader14 Vertex_2_0 Has PRES False
struct DisplayShadowMap_VertexShader14_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
};
struct DisplayShadowMap_VertexShader14_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
};
DisplayShadowMap_VertexShader14_Output DisplayShadowMap_VertexShader14(DisplayShadowMap_VertexShader14_Input i)
{
DisplayShadowMap_VertexShader14_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;
}
technique DisplayShadowMap
{
pass P0
{
VertexShader = compile vs_2_0 DisplayShadowMap_VertexShader14(); // 9
PixelShader = compile ps_2_0 DisplayShadowMap_PixelShader13(); // 10
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 0;
AlphaTestEnable = 0;
}
}
technique DebugIcons_Regular
{
pass P0
{
VertexShader = compile vs_2_0 DebugIcons_Regular_VertexShader12(); // 11
PixelShader = compile ps_2_0 DebugIcons_Regular_PixelShader11(); // 12
ZEnable = 0;
ZFunc = 4;
ZWriteEnable = 0;
CullMode = 2;
AlphaBlendEnable = 1;
SrcBlend = 5;
DestBlend = 6;
ColorWriteEnable = 15;
AlphaTestEnable = 0;
}
}
technique DebugDisplay
{
pass P0
{
VertexShader = compile vs_2_0 DebugDisplay_VertexShader10(); // 13
PixelShader = compile ps_2_0 DebugDisplay_PixelShader9(); // 14
ZEnable = 0;
ZFunc = 4;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 0;
AlphaTestEnable = 0;
}
}
technique DrawObject_Opaque
{
pass P0
{
VertexShader = compile vs_2_0 DrawObject_Opaque_VertexShader8(); // 15
PixelShader = compile ps_2_0 DrawObject_Opaque_PixelShader7(); // 16
FillMode = 3;
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 0;
AlphaTestEnable = 0;
ColorWriteEnable = 15;
}
}
technique DrawObject_Opaque_ZTest
{
pass P0
{
VertexShader = compile vs_2_0 DrawObject_Opaque_ZTest_VertexShader6(); // 17
PixelShader = compile ps_2_0 DrawObject_Opaque_ZTest_PixelShader5(); // 18
FillMode = 3;
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 0;
AlphaTestEnable = 0;
ColorWriteEnable = 15;
}
}
technique DrawObject_Alpha
{
pass P0
{
VertexShader = compile vs_2_0 DrawObject_Alpha_VertexShader4(); // 19
PixelShader = compile ps_2_0 DrawObject_Alpha_PixelShader3(); // 20
FillMode = 3;
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 1;
SrcBlend = 5;
DestBlend = 6;
AlphaTestEnable = 0;
ColorWriteEnable = 15;
}
}
technique CollisionBox
{
pass P0
{
VertexShader = compile vs_2_0 CollisionBox_VertexShader2(); // 21
PixelShader = compile ps_2_0 CollisionBox_PixelShader1(); // 22
FillMode = 3;
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 1;
SrcBlend = 5;
DestBlend = 6;
AlphaTestEnable = 0;
ColorWriteEnable = 15;
}
}