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

3217 lines
104 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;>;
struct
{
float4 VideoTex_NumPerRow_LastFrame_SingleRow_isRand;
float4 ColorAnimationFunctions[6];
float4 TimeKeys;
int ShaderType;
float SpeedMultiplier;
float2 ColorScaleRange;
} Draw : register(vs_2_0, c54) : register(vs_3_0, c57) <string UIWidget = "None"; string SasBindAddress = "Particle.Draw";> = { 4, 15, -1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 1, -0.1, 0.2 };
struct
{
float3 Gravity;
float3 DriftVelocity;
float2 VelocityDampingRange;
} Physics : register(vs_2_0, c75) : register(vs_3_0, c82) <string UIWidget = "None"; string SasBindAddress = "Particle.Physics";> = { 0, 0, 0, 0, 0, 0, 1, 0 };
struct
{
float3 Size_Rate_Damping__Min;
float3 Size_Rate_Damping__Spread;
float3 XYRotation_Rate_Damping__Min;
float3 XYRotation_Rate_Damping__Spread;
float3 ZRotation_Rate_Damping__Min;
float3 ZRotation_Rate_Damping__Spread;
} Update : register(vs_2_0, c65) : register(vs_3_0, c68) <string UIWidget = "None"; string SasBindAddress = "Particle.Update";> = { 0, 0, 1, 10, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0 };
texture ParticleTextureSampler <string UIWidget = "None"; string SasBindAddress = "Particle.Draw.Texture";>; // 8
sampler2D ParticleTextureSamplerSampler : register(ps_2_0, s0) : register(ps_3_0, s0) <string Texture = "ParticleTextureSampler"; string UIWidget = "None"; string SasBindAddress = "Particle.Draw.Texture";> =
sampler_state
{
Texture = <ParticleTextureSampler>; // 11
MinFilter = 2;
MagFilter = 2;
MipFilter = 2;
AddressU = 3;
AddressV = 3;
};
texture NextFrameTextureSampler <string UIWidget = "None"; string SasBindAddress = "Particle.Draw.Texture";>; // 15
sampler2D NextFrameTextureSamplerSampler : register(ps_2_0, s1) : register(ps_3_0, s1) <string Texture = "NextFrameTextureSampler"; string UIWidget = "None"; string SasBindAddress = "Particle.Draw.Texture";> =
sampler_state
{
Texture = <NextFrameTextureSampler>; // 18
MinFilter = 2;
MagFilter = 2;
MipFilter = 2;
AddressU = 3;
AddressV = 3;
};
texture DepthTexture <string SasBindAddress = "WW3D.DepthTexture";>; // 22
sampler2D DepthTextureSampler : register(ps_3_0, s2) <string Texture = "DepthTexture"; string SasBindAddress = "WW3D.DepthTexture";> =
sampler_state
{
Texture = <DepthTexture>; // 24
MinFilter = 2;
MagFilter = 2;
MipFilter = 1;
AddressU = 3;
AddressV = 3;
};
bool ShouldDrawParticleSoft <string UIWidget = "None"; string SasBindAddress = "Particle.Draw.ShouldDrawParticleSoft";>;
column_major float4x4 WorldView : WorldView : register(vs_3_0, c74);
column_major float4x4 Projection : Projection : register(vs_3_0, c78);
column_major float4x4 WorldViewProjection : WorldViewProjection : register(vs_2_0, c71);
column_major float4x3 View : View : register(vs_2_0, c78) : register(vs_3_0, c85);
row_major float4x4 ProjectionI : ProjectionInverse;
float Time : Time;
// PS_Array_H_Shader_0 Pixel_3_0 Has PRES False
struct PS_Array_H_Shader_0_Input
{
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float3 texcoord3 : TEXCOORD3;
float4 texcoord4 : TEXCOORD4;
float2 texcoord5 : TEXCOORD5;
};
float4 PS_Array_H_Shader_0(PS_Array_H_Shader_0_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3;
// def c0, 0.5, -0.5, 2.2, 0
// dcl_texcoord v0.xy
// dcl_color v1
// dcl_texcoord3 v2.xyz
// dcl_texcoord4 v3.xyw
// dcl_texcoord5 v4.xy
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// rcp r0.x, v3.w
temp0.x = 1.0f / i.texcoord4.w;
// mul r0.xy, r0.x, v3
temp0.xy = temp0.xx * i.texcoord4.xy;
// mad r0.xy, r0, c0, c0.x
temp0.xy = temp0.xy * float2(0.5, -0.5) + float2(0.5, 0.5);
// texld r0, r0, s2
temp0 = tex2D(DepthTextureSampler, temp0.xy);
// mad_sat r0.x, r0.x, -v4.y, v4.x
temp0.x = saturate(temp0.x * -i.texcoord5.y + i.texcoord5.x);
// texld r1, v0, s0
temp1 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
// texld r2, v2, s1
temp2 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy);
// lrp r3, v2.z, r2, r1
temp3 = lerp(temp1, temp2, i.texcoord3.z);
// mul r1, r3, v1
temp1 = temp3 * i.color;
// log r0.y, r1.x
temp0.y = log2(temp1.x);
// log r0.z, r1.y
temp0.z = log2(temp1.y);
// log r0.w, r1.z
temp0.w = log2(temp1.z);
// mov oC0.w, r1.w
out_color.w = temp1.w;
// mul r0.yzw, r0, c0.z
temp0.yzw = temp0.yzw * float3(2.2, 2.2, 2.2);
// exp r1.x, r0.y
temp1.x = exp2(temp0.y);
// exp r1.y, r0.z
temp1.y = exp2(temp0.z);
// exp r1.z, r0.w
temp1.z = exp2(temp0.w);
// mul oC0.xyz, r0.x, r1
out_color.xyz = temp0.xxx * temp1.xyz;
//
return out_color;
}
// PS_Array_H_Shader_1 Pixel_3_0 Has PRES False
struct PS_Array_H_Shader_1_Input
{
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float3 texcoord1 : TEXCOORD1;
float3 texcoord3 : TEXCOORD3;
float4 texcoord4 : TEXCOORD4;
float2 texcoord5 : TEXCOORD5;
};
float4 PS_Array_H_Shader_1(PS_Array_H_Shader_1_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3;
// def c0, 0.5, -0.5, 2.2, -1
// dcl_texcoord v0.xy
// dcl_color v1
// dcl_texcoord1 v2.xyz
// dcl_texcoord3 v3.xyz
// dcl_texcoord4 v4.xyw
// dcl_texcoord5 v5.xy
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// rcp r0.x, v4.w
temp0.x = 1.0f / i.texcoord4.w;
// mul r0.xy, r0.x, v4
temp0.xy = temp0.xx * i.texcoord4.xy;
// mad r0.xy, r0, c0, c0.x
temp0.xy = temp0.xy * float2(0.5, -0.5) + float2(0.5, 0.5);
// texld r0, r0, s2
temp0 = tex2D(DepthTextureSampler, temp0.xy);
// mad_sat r0.x, r0.x, -v5.y, v5.x
temp0.x = saturate(temp0.x * -i.texcoord5.y + i.texcoord5.x);
// texld r1, v0, s0
temp1 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
// texld r2, v3, s1
temp2 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy);
// lrp r3, v3.z, r2, r1
temp3 = lerp(temp1, temp2, i.texcoord3.z);
// mul r1, r3, v1
temp1 = temp3 * i.color;
// log r0.y, r1.x
temp0.y = log2(temp1.x);
// log r0.z, r1.y
temp0.z = log2(temp1.y);
// log r0.w, r1.z
temp0.w = log2(temp1.z);
// mov oC0.w, r1.w
out_color.w = temp1.w;
// mul r0.yzw, r0, c0.z
temp0.yzw = temp0.yzw * float3(2.2, 2.2, 2.2);
// exp r1.x, r0.y
temp1.x = exp2(temp0.y);
// exp r1.y, r0.z
temp1.y = exp2(temp0.z);
// exp r1.z, r0.w
temp1.z = exp2(temp0.w);
// mad r0.xyz, r1, r0.x, c0.w
temp0.xyz = temp1.xyz * temp0.xxx + float3(-1, -1, -1);
// mov_sat r1.xyz, v2
temp1.xyz = saturate(i.texcoord1.xyz);
// mad oC0.xyz, r1, r0, -c0.w
out_color.xyz = temp1.xyz * temp0.xyz + float3(1, 1, 1);
//
return out_color;
}
// PS_Array_H_Shader_2 Pixel_3_0 Has PRES False
struct PS_Array_H_Shader_2_Input
{
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float3 texcoord1 : TEXCOORD1;
float3 texcoord3 : TEXCOORD3;
float4 texcoord4 : TEXCOORD4;
float2 texcoord5 : TEXCOORD5;
};
float4 PS_Array_H_Shader_2(PS_Array_H_Shader_2_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3;
// def c0, 0.5, -0.5, 2.2, 0
// dcl_texcoord v0.xy
// dcl_color v1
// dcl_texcoord1 v2.xyz
// dcl_texcoord3 v3.xyz
// dcl_texcoord4 v4.xyw
// dcl_texcoord5 v5.xy
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// rcp r0.x, v4.w
temp0.x = 1.0f / i.texcoord4.w;
// mul r0.xy, r0.x, v4
temp0.xy = temp0.xx * i.texcoord4.xy;
// mad r0.xy, r0, c0, c0.x
temp0.xy = temp0.xy * float2(0.5, -0.5) + float2(0.5, 0.5);
// texld r0, r0, s2
temp0 = tex2D(DepthTextureSampler, temp0.xy);
// mad_sat r0.x, r0.x, -v5.y, v5.x
temp0.x = saturate(temp0.x * -i.texcoord5.y + i.texcoord5.x);
// texld r1, v0, s0
temp1 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
// texld r2, v3, s1
temp2 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy);
// lrp r3, v3.z, r2, r1
temp3 = lerp(temp1, temp2, i.texcoord3.z);
// mul r1, r3, v1
temp1 = temp3 * i.color;
// log r0.y, r1.x
temp0.y = log2(temp1.x);
// log r0.z, r1.y
temp0.z = log2(temp1.y);
// log r0.w, r1.z
temp0.w = log2(temp1.z);
// mov oC0.w, r1.w
out_color.w = temp1.w;
// mul r0.yzw, r0, c0.z
temp0.yzw = temp0.yzw * float3(2.2, 2.2, 2.2);
// exp r1.x, r0.y
temp1.x = exp2(temp0.y);
// exp r1.y, r0.z
temp1.y = exp2(temp0.z);
// exp r1.z, r0.w
temp1.z = exp2(temp0.w);
// mul r0.xyz, r0.x, r1
temp0.xyz = temp0.xxx * temp1.xyz;
// mov_sat r1.xyz, v2
temp1.xyz = saturate(i.texcoord1.xyz);
// mul oC0.xyz, r0, r1
out_color.xyz = temp0.xyz * temp1.xyz;
//
return out_color;
}
// PS_Array_H_Shader_3 Pixel_3_0 Has PRES False
struct PS_Array_H_Shader_3_Input
{
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float3 texcoord3 : TEXCOORD3;
float4 texcoord4 : TEXCOORD4;
float2 texcoord5 : TEXCOORD5;
};
float4 PS_Array_H_Shader_3(PS_Array_H_Shader_3_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2;
// def c0, 0.5, -0.5, 2.2, 0
// dcl_texcoord v0.xy
// dcl_color v1
// dcl_texcoord3 v2.xyz
// dcl_texcoord4 v3.xyw
// dcl_texcoord5 v4.xy
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// texld r0, v0, s0
temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
// texld r1, v2, s1
temp1 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy);
// lrp r2, v2.z, r1, r0
temp2 = lerp(temp0, temp1, i.texcoord3.z);
// mul r0, r2, v1
temp0 = temp2 * i.color;
// 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 r0.xyz, r1, c0.z
temp0.xyz = temp1.xyz * float3(2.2, 2.2, 2.2);
// exp oC0.x, r0.x
out_color.x = exp2(temp0.x);
// exp oC0.y, r0.y
out_color.y = exp2(temp0.y);
// exp oC0.z, r0.z
out_color.z = exp2(temp0.z);
// rcp r0.x, v3.w
temp0.x = 1.0f / i.texcoord4.w;
// mul r0.xy, r0.x, v3
temp0.xy = temp0.xx * i.texcoord4.xy;
// mad r0.xy, r0, c0, c0.x
temp0.xy = temp0.xy * float2(0.5, -0.5) + float2(0.5, 0.5);
// texld r1, r0, s2
temp1 = tex2D(DepthTextureSampler, temp0.xy);
// mad_sat r0.x, r1.x, -v4.y, v4.x
temp0.x = saturate(temp1.x * -i.texcoord5.y + i.texcoord5.x);
// mul oC0.w, r0.w, r0.x
out_color.w = temp0.w * temp0.x;
//
return out_color;
}
// PS_Array_H_Shader_4 Pixel_3_0 Has PRES False
struct PS_Array_H_Shader_4_Input
{
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float3 texcoord1 : TEXCOORD1;
float3 texcoord3 : TEXCOORD3;
float4 texcoord4 : TEXCOORD4;
float2 texcoord5 : TEXCOORD5;
};
float4 PS_Array_H_Shader_4(PS_Array_H_Shader_4_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3;
// def c0, 0.5, -0.5, 2.2, -1
// dcl_texcoord v0.xy
// dcl_color v1
// dcl_texcoord1 v2.xyz
// dcl_texcoord3 v3.xyz
// dcl_texcoord4 v4.xyw
// dcl_texcoord5 v5.xy
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// rcp r0.x, v4.w
temp0.x = 1.0f / i.texcoord4.w;
// mul r0.xy, r0.x, v4
temp0.xy = temp0.xx * i.texcoord4.xy;
// mad r0.xy, r0, c0, c0.x
temp0.xy = temp0.xy * float2(0.5, -0.5) + float2(0.5, 0.5);
// texld r0, r0, s2
temp0 = tex2D(DepthTextureSampler, temp0.xy);
// mad_sat r0.x, r0.x, -v5.y, v5.x
temp0.x = saturate(temp0.x * -i.texcoord5.y + i.texcoord5.x);
// texld r1, v0, s0
temp1 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
// texld r2, v3, s1
temp2 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy);
// lrp r3, v3.z, r2, r1
temp3 = lerp(temp1, temp2, i.texcoord3.z);
// mul r1, r3, v1
temp1 = temp3 * i.color;
// mul oC0.w, r0.x, r1.w
out_color.w = temp0.x * temp1.w;
// log r0.x, r1.x
temp0.x = log2(temp1.x);
// log r0.y, r1.y
temp0.y = log2(temp1.y);
// log r0.z, r1.z
temp0.z = log2(temp1.z);
// mul r0.xyz, r0, c0.z
temp0.xyz = temp0.xyz * float3(2.2, 2.2, 2.2);
// exp r1.x, r0.x
temp1.x = exp2(temp0.x);
// exp r1.y, r0.y
temp1.y = exp2(temp0.y);
// exp r1.z, r0.z
temp1.z = exp2(temp0.z);
// add r0.xyz, r1, c0.w
temp0.xyz = temp1.xyz + float3(-1, -1, -1);
// mov_sat r1.xyz, v2
temp1.xyz = saturate(i.texcoord1.xyz);
// mad oC0.xyz, r1, r0, -c0.w
out_color.xyz = temp1.xyz * temp0.xyz + float3(1, 1, 1);
//
return out_color;
}
// PS_Array_H_Shader_5 Pixel_3_0 Has PRES False
struct PS_Array_H_Shader_5_Input
{
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float3 texcoord1 : TEXCOORD1;
float3 texcoord3 : TEXCOORD3;
float4 texcoord4 : TEXCOORD4;
float2 texcoord5 : TEXCOORD5;
};
float4 PS_Array_H_Shader_5(PS_Array_H_Shader_5_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3;
// def c0, 0.5, -0.5, 2.2, 0
// dcl_texcoord v0.xy
// dcl_color v1
// dcl_texcoord1 v2.xyz
// dcl_texcoord3 v3.xyz
// dcl_texcoord4 v4.xyw
// dcl_texcoord5 v5.xy
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// rcp r0.x, v4.w
temp0.x = 1.0f / i.texcoord4.w;
// mul r0.xy, r0.x, v4
temp0.xy = temp0.xx * i.texcoord4.xy;
// mad r0.xy, r0, c0, c0.x
temp0.xy = temp0.xy * float2(0.5, -0.5) + float2(0.5, 0.5);
// texld r0, r0, s2
temp0 = tex2D(DepthTextureSampler, temp0.xy);
// mad_sat r0.x, r0.x, -v5.y, v5.x
temp0.x = saturate(temp0.x * -i.texcoord5.y + i.texcoord5.x);
// texld r1, v0, s0
temp1 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
// texld r2, v3, s1
temp2 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy);
// lrp r3, v3.z, r2, r1
temp3 = lerp(temp1, temp2, i.texcoord3.z);
// mul r1, r3, v1
temp1 = temp3 * i.color;
// mul oC0.w, r0.x, r1.w
out_color.w = temp0.x * temp1.w;
// log r0.x, r1.x
temp0.x = log2(temp1.x);
// log r0.y, r1.y
temp0.y = log2(temp1.y);
// log r0.z, r1.z
temp0.z = log2(temp1.z);
// mul r0.xyz, r0, c0.z
temp0.xyz = temp0.xyz * float3(2.2, 2.2, 2.2);
// exp r1.x, r0.x
temp1.x = exp2(temp0.x);
// exp r1.y, r0.y
temp1.y = exp2(temp0.y);
// exp r1.z, r0.z
temp1.z = exp2(temp0.z);
// mov_sat r0.xyz, v2
temp0.xyz = saturate(i.texcoord1.xyz);
// mul oC0.xyz, r1, r0
out_color.xyz = temp1.xyz * temp0.xyz;
//
return out_color;
}
// PS_Array_H_Shader_6 Pixel_3_0 Has PRES False
struct PS_Array_H_Shader_6_Input
{
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float3 texcoord3 : TEXCOORD3;
};
float4 PS_Array_H_Shader_6(PS_Array_H_Shader_6_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2;
// def c0, 2.2, 0, 0, 0
// dcl_texcoord v0.xy
// dcl_color v1
// dcl_texcoord3 v2.xyz
// dcl_2d s0
// dcl_2d s1
// texld r0, v0, s0
temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
// texld r1, v2, s1
temp1 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy);
// lrp r2, v2.z, r1, r0
temp2 = lerp(temp0, temp1, i.texcoord3.z);
// mul r0, r2, v1
temp0 = temp2 * i.color;
// 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);
// mov oC0.w, r0.w
out_color.w = temp0.w;
// mul r0.xyz, r1, c0.x
temp0.xyz = temp1.xyz * float3(2.2, 2.2, 2.2);
// exp oC0.x, r0.x
out_color.x = exp2(temp0.x);
// exp oC0.y, r0.y
out_color.y = exp2(temp0.y);
// exp oC0.z, r0.z
out_color.z = exp2(temp0.z);
//
return out_color;
}
// PS_Array_H_Shader_7 Pixel_3_0 Has PRES False
struct PS_Array_H_Shader_7_Input
{
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float3 texcoord1 : TEXCOORD1;
float3 texcoord3 : TEXCOORD3;
};
float4 PS_Array_H_Shader_7(PS_Array_H_Shader_7_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2;
// def c0, 2.2, -1, 1, 0
// dcl_texcoord v0.xy
// dcl_color v1
// dcl_texcoord1 v2.xyz
// dcl_texcoord3 v3.xyz
// dcl_2d s0
// dcl_2d s1
// texld r0, v0, s0
temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
// texld r1, v3, s1
temp1 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy);
// lrp r2, v3.z, r1, r0
temp2 = lerp(temp0, temp1, i.texcoord3.z);
// mul r0, r2, v1
temp0 = temp2 * i.color;
// 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);
// mov oC0.w, r0.w
out_color.w = temp0.w;
// mul r0.xyz, r1, c0.x
temp0.xyz = temp1.xyz * float3(2.2, 2.2, 2.2);
// exp r1.x, r0.x
temp1.x = exp2(temp0.x);
// exp r1.y, r0.y
temp1.y = exp2(temp0.y);
// exp r1.z, r0.z
temp1.z = exp2(temp0.z);
// add r0.xyz, r1, c0.y
temp0.xyz = temp1.xyz + float3(-1, -1, -1);
// mov_sat r1.xyz, v2
temp1.xyz = saturate(i.texcoord1.xyz);
// mad oC0.xyz, r1, r0, c0.z
out_color.xyz = temp1.xyz * temp0.xyz + float3(1, 1, 1);
//
return out_color;
}
// PS_Array_H_Shader_8 Pixel_3_0 Has PRES False
struct PS_Array_H_Shader_8_Input
{
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float3 texcoord1 : TEXCOORD1;
float3 texcoord3 : TEXCOORD3;
};
float4 PS_Array_H_Shader_8(PS_Array_H_Shader_8_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2;
// def c0, 2.2, 0, 0, 0
// dcl_texcoord v0.xy
// dcl_color v1
// dcl_texcoord1 v2.xyz
// dcl_texcoord3 v3.xyz
// dcl_2d s0
// dcl_2d s1
// texld r0, v0, s0
temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
// texld r1, v3, s1
temp1 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy);
// lrp r2, v3.z, r1, r0
temp2 = lerp(temp0, temp1, i.texcoord3.z);
// mul r0, r2, v1
temp0 = temp2 * i.color;
// 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);
// mov oC0.w, r0.w
out_color.w = temp0.w;
// mul r0.xyz, r1, c0.x
temp0.xyz = temp1.xyz * float3(2.2, 2.2, 2.2);
// exp r1.x, r0.x
temp1.x = exp2(temp0.x);
// exp r1.y, r0.y
temp1.y = exp2(temp0.y);
// exp r1.z, r0.z
temp1.z = exp2(temp0.z);
// mov_sat r0.xyz, v2
temp0.xyz = saturate(i.texcoord1.xyz);
// mul oC0.xyz, r1, r0
out_color.xyz = temp1.xyz * temp0.xyz;
//
return out_color;
}
PixelShader PS_Array_H[9] = {
compile ps_3_0 PS_Array_H_Shader_0(), // 29
compile ps_3_0 PS_Array_H_Shader_1(), // 30
compile ps_3_0 PS_Array_H_Shader_2(), // 31
compile ps_3_0 PS_Array_H_Shader_3(), // 32
compile ps_3_0 PS_Array_H_Shader_4(), // 33
compile ps_3_0 PS_Array_H_Shader_5(), // 34
compile ps_3_0 PS_Array_H_Shader_6(), // 35
compile ps_3_0 PS_Array_H_Shader_7(), // 36
compile ps_3_0 PS_Array_H_Shader_8(), // 37
};
// PS_Array_M_Shader_0 Pixel_2_0 Has PRES False
struct PS_Array_M_Shader_0_Input
{
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float3 texcoord3 : TEXCOORD3;
};
float4 PS_Array_M_Shader_0(PS_Array_M_Shader_0_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2;
// dcl t0.xy
// dcl v0
// dcl t3.xyz
// dcl_2d s0
// dcl_2d s1
// texld r0, t0, s0
temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
// texld r1, t3, s1
temp1 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy);
// lrp r2, t3.z, r1, r0
temp2 = lerp(temp0, temp1, i.texcoord3.z);
// mul r0, r2, v0
temp0 = temp2 * i.color;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// PS_Array_M_Shader_1 Pixel_2_0 Has PRES False
struct PS_Array_M_Shader_1_Input
{
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float3 texcoord1 : TEXCOORD1;
float3 texcoord3 : TEXCOORD3;
};
float4 PS_Array_M_Shader_1(PS_Array_M_Shader_1_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2;
// def c0, -1, 1, 0, 0
// dcl t0.xy
// dcl v0
// dcl t1.xyz
// dcl t3.xyz
// dcl_2d s0
// dcl_2d s1
// texld r0, t0, s0
temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
// texld r1, t3, s1
temp1 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy);
// lrp r2, t3.z, r1, r0
temp2 = lerp(temp0, temp1, i.texcoord3.z);
// mad r0.xyz, r2, v0, c0.x
temp0.xyz = temp2.xyz * i.color.xyz + float3(-1, -1, -1);
// mul r1.w, r2.w, v0.w
temp1.w = temp2.w * i.color.w;
// mov_sat r2.xyz, t1
temp2.xyz = saturate(i.texcoord1.xyz);
// mad r1.xyz, r2, r0, c0.y
temp1.xyz = temp2.xyz * temp0.xyz + float3(1, 1, 1);
// mov oC0, r1
out_color = temp1;
//
return out_color;
}
// PS_Array_M_Shader_2 Pixel_2_0 Has PRES False
struct PS_Array_M_Shader_2_Input
{
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float3 texcoord1 : TEXCOORD1;
float3 texcoord3 : TEXCOORD3;
};
float4 PS_Array_M_Shader_2(PS_Array_M_Shader_2_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2;
// dcl t0.xy
// dcl v0
// dcl t1.xyz
// dcl t3.xyz
// dcl_2d s0
// dcl_2d s1
// texld r0, t0, s0
temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
// texld r1, t3, s1
temp1 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy);
// lrp r2, t3.z, r1, r0
temp2 = lerp(temp0, temp1, i.texcoord3.z);
// mul r0, r2, v0
temp0 = temp2 * i.color;
// mov_sat r1.xyz, t1
temp1.xyz = saturate(i.texcoord1.xyz);
// mul r0.xyz, r0, r1
temp0.xyz = temp0.xyz * temp1.xyz;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
PixelShader PS_Array_M[3] = {
compile ps_2_0 PS_Array_M_Shader_0(), // 41
compile ps_2_0 PS_Array_M_Shader_1(), // 42
compile ps_2_0 PS_Array_M_Shader_2(), // 43
};
// PSCreateShadowMap_Array_Shader_0 Pixel_2_0 Has PRES False
float4 PSCreateShadowMap_Array_Shader_0(float texcoord2 : TEXCOORD2) : COLOR
{
float4 out_color;
float4 temp0;
// dcl t2.x
// mov r0, t2.x
temp0 = texcoord2.x;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// PSCreateShadowMap_Array_Shader_1 Pixel_2_0 Has PRES False
struct PSCreateShadowMap_Array_Shader_1_Input
{
float2 texcoord : TEXCOORD;
float3 color : COLOR;
float texcoord2 : TEXCOORD2;
};
float4 PSCreateShadowMap_Array_Shader_1(PSCreateShadowMap_Array_Shader_1_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// def c0, 1, -0.3, 0, 0
// dcl t0.xy
// dcl v0.xyz
// dcl t2.x
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
// mul r0.xyz, r0, v0
temp0.xyz = temp0.xyz * i.color.xyz;
// dp3 r0.x, r0, c0.x
temp0.x = dot(temp0.xyz, float3(1, 1, 1));
// add r0, r0.x, c0.y
temp0 = temp0.x + float4(-0.3, -0.3, -0.3, -0.3);
// texkill r0
clip(temp0);
// mov r0, t2.x
temp0 = i.texcoord2.x;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// PSCreateShadowMap_Array_Shader_2 Pixel_2_0 Has PRES False
struct PSCreateShadowMap_Array_Shader_2_Input
{
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float texcoord2 : TEXCOORD2;
};
float4 PSCreateShadowMap_Array_Shader_2(PSCreateShadowMap_Array_Shader_2_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// def c0, -0.1, 0, 0, 0
// dcl t0.xy
// dcl v0
// dcl t2.x
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
// mad r0, r0.w, v0.w, c0.x
temp0 = temp0.w * i.color.w + float4(-0.1, -0.1, -0.1, -0.1);
// texkill r0
clip(temp0);
// mov r0, t2.x
temp0 = i.texcoord2.x;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// PSCreateShadowMap_Array_Shader_3 Pixel_2_0 Has PRES False
struct PSCreateShadowMap_Array_Shader_3_Input
{
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float texcoord2 : TEXCOORD2;
};
float4 PSCreateShadowMap_Array_Shader_3(PSCreateShadowMap_Array_Shader_3_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// def c0, -0.1, 0, 0, 0
// dcl t0.xy
// dcl v0
// dcl t2.x
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
// mad r0, r0.w, v0.w, c0.x
temp0 = temp0.w * i.color.w + float4(-0.1, -0.1, -0.1, -0.1);
// texkill r0
clip(temp0);
// mov r0, t2.x
temp0 = i.texcoord2.x;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// PSCreateShadowMap_Array_Shader_4 Pixel_2_0 Has PRES False
struct PSCreateShadowMap_Array_Shader_4_Input
{
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float texcoord2 : TEXCOORD2;
};
float4 PSCreateShadowMap_Array_Shader_4(PSCreateShadowMap_Array_Shader_4_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// def c0, -0.1, 0, 0, 0
// dcl t0.xy
// dcl v0
// dcl t2.x
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
// mad r0, r0.w, v0.w, c0.x
temp0 = temp0.w * i.color.w + float4(-0.1, -0.1, -0.1, -0.1);
// texkill r0
clip(temp0);
// mov r0, t2.x
temp0 = i.texcoord2.x;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// PSCreateShadowMap_Array_Shader_5 Pixel_2_0 Has PRES False
struct PSCreateShadowMap_Array_Shader_5_Input
{
float2 texcoord : TEXCOORD;
float3 color : COLOR;
float texcoord2 : TEXCOORD2;
};
float4 PSCreateShadowMap_Array_Shader_5(PSCreateShadowMap_Array_Shader_5_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// def c0, 1, 0.3, 0, 0
// dcl t0.xy
// dcl v0.xyz
// dcl t2.x
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
// mul r0.xyz, r0, v0
temp0.xyz = temp0.xyz * i.color.xyz;
// dp3 r0.x, r0, c0.x
temp0.x = dot(temp0.xyz, float3(1, 1, 1));
// add r0, -r0.x, c0.y
temp0 = -temp0.x + float4(0.3, 0.3, 0.3, 0.3);
// texkill r0
clip(temp0);
// mov r0, t2.x
temp0 = i.texcoord2.x;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
PixelShader PSCreateShadowMap_Array[6] = {
compile ps_2_0 PSCreateShadowMap_Array_Shader_0(), // 50
compile ps_2_0 PSCreateShadowMap_Array_Shader_1(), // 51
compile ps_2_0 PSCreateShadowMap_Array_Shader_2(), // 52
compile ps_2_0 PSCreateShadowMap_Array_Shader_3(), // 53
compile ps_2_0 PSCreateShadowMap_Array_Shader_4(), // 54
compile ps_2_0 PSCreateShadowMap_Array_Shader_5(), // 55
};
// _CreateShadowMap_Expression19 Expression_2_0 Has PRES False
float _CreateShadowMap_Expression19()
{
float1 expr0;
// min c0.x, c8.x, (5)
expr0.x = min(Draw.ShaderType.x, (5));
return expr0;
}
// _CreateShadowMap_VertexShader20 Vertex_2_0 Has PRES True
struct _CreateShadowMap_VertexShader20_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
struct _CreateShadowMap_VertexShader20_Output
{
float4 position : POSITION;
float texcoord2 : TEXCOORD2;
float3 texcoord3 : TEXCOORD3;
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float3 texcoord1 : TEXCOORD1;
};
_CreateShadowMap_VertexShader20_Output _CreateShadowMap_VertexShader20(_CreateShadowMap_VertexShader20_Input i)
{
/*
PRSI
OutputRegisterOffset: 39
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 15
Unknown3: 0
Unknown4: 0
Unknown5: 39
Unknown6: 2
Mappings: 4
0 - ConstOutput: 45 ConstInput 2
1 - ConstOutput: 48 ConstInput 1
2 - ConstOutput: 50 ConstInput 4
3 - ConstOutput: 0 ConstInput 0
*/
float4 expr39;
float4 expr40;
float4 expr41;
float4 expr42;
float4 expr43;
float4 expr44;
float4 expr45;
float4 expr46;
float4 expr47;
float4 expr48;
float4 expr49;
float4 expr50;
float4 expr51;
float4 expr52;
float4 expr53;
{
float4 temp0;
float4 temp1;
float4 temp2;
// Expression_2_1
// mul c39.x, c1.x, (30)
expr39.x = Time.x * (30);
// add c40.x, c0.x, (-1)
expr40.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x + (-1);
// lt r0.x, (0), c0.z
temp0.x = (0) < Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z;
// mul r0.y, c0.w, c0.w
temp0.y = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.w * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.w;
// neg r1.x, r0.y
temp1.x = -temp0.y;
// ge r2.x, r1.x, r0.y
temp2.x = temp1.x >= temp0.y;
// lt c52.x, r1.x, r0.y
expr52.x = temp1.x < temp0.y;
// mul c53.x, r0.x, r2.x
expr53.x = temp0.x * temp2.x;
// rcp c46.x, c0.x
expr46.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x);
// add r0.x, c0.z, (1)
temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z + (1);
// mul r1.x, r0.x, r0.x
temp1.x = temp0.x * temp0.x;
// neg r0.x, r1.x
temp0.x = -temp1.x;
// ge c51.x, r0.x, r1.x
expr51.x = temp0.x >= temp1.x;
// rcp c50.x, c0.y
expr50.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y);
// add r0.x, c0.z, (-1)
temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z + (-1);
// neg r1.x, r0.x
temp1.x = -temp0.x;
// lt r2.x, r0.x, r1.x
temp2.x = temp0.x < temp1.x;
// frc r0.y, c0.z
temp0.y = frac(Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z);
// neg r1.x, r0.y
temp1.x = -temp0.y;
// lt r2.y, r1.x, r0.y
temp2.y = temp1.x < temp0.y;
// add r2.z, r0.x, r1.x
temp2.z = temp0.x + temp1.x;
// mul r0.x, r2.x, r2.y
temp0.x = temp2.x * temp2.y;
// add r1.x, r2.z, r0.x
temp1.x = temp2.z + temp0.x;
// mov c45.x, r1.x
expr45.x = temp1.x;
// mov c48.x, r1.x
expr48.x = temp1.x;
}
_CreateShadowMap_VertexShader20_Output o;
float4 temp0, temp1, addr0, temp2, temp3, temp4, temp5;
float3 temp6, temp7;
// def c36, 2.0625, 8.9375, 6.1875, 1.375
// def c28, 0.5, -0.5, 16, -1
// def c30, -0.5, 0.5, 0.1591549, 0
// def c31, 0, 0, 6.283185, -3.141593
// def c38, 0.1875, 4.8125, 2.75, 0
// def c37, 1, -1, 0.5, 0
// def c29, 0.5, 0.5, 1.0001, 0.6931472
// def c27, -0.5, -0.5, 0, 0.1875
// def c11, 0.957897, 0.3788705, 0.3635719, 0.3287609
// def c12, 0.1762373, 0.9145751, 0.4360935, 0.3476284
// def c13, 0.743219, 0.4425611, 0.9974546, 0.3622138
// def c14, 0.4896626, 0.6664233, 0.8305699, 0.9742577
// def c15, 0.8947675, 0.8236215, 0.9309705, 0.05219847
// def c16, 0.1411007, 0.6527002, 0.008452523, 0.6430574
// def c17, 0.229799, 0.897999, 0.753822, 0.1316504
// def c18, 0.5815384, 0.2836916, 0.09156471, 0.407481
// def c19, 0.2706044, 0.7228181, 0.1694367, 0.1469052
// def c20, 0.5995556, 0.0964533, 0.8763983, 0.1172229
// def c21, 0.5101711, 0.9421572, 0.1957888, 0.9167565
// def c22, 0.03546793, 0.5340094, 0.1673218, 0.5576764
// def c23, 0.861564, 0.2251601, 0.082332, 0.8790039
// def c24, 0.1730866, 0.8935188, 0.01392406, 0.1787381
// def c25, 0.8269383, 0.7718143, 0.4395359, 0.493963
// def c26, 0.5423613, 0.7218617, 0.7697314, 0.5878567
// def c32, -0.25, -0.25, 0, 0
// def c33, 0.25, -0.25, 0, 0
// def c34, 0.25, 0.25, 0, 0
// def c35, -0.25, 0.25, 0, 0
// def c0, -1.550099E-06, -2.170139E-05, 0.002604167, 0.0002604167
// def c1, -0.02083333, -0.125, 1, 0.5
// dcl_position v0
// dcl_texcoord v1
// dcl_texcoord1 v2
// mov r0.w, c27.w
temp0.w = float1(0.1875);
// mad r0, v2.x, r0.w, c36
temp0 = i.texcoord1.x * temp0.w + float4(2.0625, 8.9375, 6.1875, 1.375);
// frc r0, r0
temp0 = frac(temp0);
// mul r0, r0, c28.z
temp0 = temp0 * float4(16, 16, 16, 16);
// frc r1, r0
temp1 = frac(temp0);
// add r0, r0, -r1
temp0 = temp0 + -temp1;
// mova a0, r0
addr0 = temp0;
// mov r0.xy, c77
temp0.xy = Physics.VelocityDampingRange.xy;
// mad r0.x, c11[a0.y].x, r0.y, r0.x
temp0.x = float1(0.957897) * temp0.y + temp0.x;
// add r0.y, r0.x, c28.w
temp0.y = temp0.x + float1(-1);
// mul r0.y, r0.y, r0.y
temp0.y = temp0.y * temp0.y;
// sge r0.y, -r0.y, r0.y
temp0.y = (-temp0.y >= temp0.y) ? 1 : 0;
// lrp r1.x, r0.y, c29.z, r0.x
temp1.x = lerp(temp0.x, float1(1.0001), temp0.y);
// log r0.x, r1.x
temp0.x = log2(temp1.x);
// mul r0.y, r0.x, c29.w
temp0.y = temp0.x * float1(0.6931472);
// rcp r0.y, r0.y
temp0.y = 1.0f / temp0.y;
// add r0.z, -v1.w, c39.x
temp0.z = -i.texcoord.w + expr39.x;
// mul r0.x, r0.x, r0.z
temp0.x = temp0.x * temp0.z;
// exp r0.x, r0.x
temp0.x = exp2(temp0.x);
// add r0.x, r0.x, c28.w
temp0.x = temp0.x + float1(-1);
// mul r0.x, r0.y, r0.x
temp0.x = temp0.y * temp0.x;
// mov r1.xyz, v0
temp1.xyz = i.position.xyz;
// mad r0.xyw, v1.xyzz, r0.x, r1.xyzz
temp0.xyw = i.texcoord.xyz * temp0.xxx + temp1.xyz;
// mul r1.x, r0.z, -c27.x
temp1.x = temp0.z * float1(0.5);
// mov r2.xyz, c75
temp2.xyz = Physics.Gravity.xyz;
// mad r1.xyz, r1.x, r2, c76
temp1.xyz = temp1.xxx * temp2.xyz + Physics.DriftVelocity.xyz;
// mad r0.xyw, r1.xyzz, r0.z, r0
temp0.xyw = temp1.xyz * temp0.zzz + temp0.xyw;
// add r1.xyz, r0.xyyw, -v0.xyyw
temp1.xyz = temp0.xyy + -i.position.xyy;
// mov r2.xyz, c11[a0.z]
temp2.xyz = float3(0.957897, 0.37887052, 0.36357188);
// mov r3.xyz, c68
temp3.xyz = Update.XYRotation_Rate_Damping__Spread.xyz;
// mad r2.xyz, r2, r3, c67
temp2.xyz = temp2.xyz * temp3.xyz + Update.XYRotation_Rate_Damping__Min.xyz;
// add r1.w, r2.z, c28.w
temp1.w = temp2.z + float1(-1);
// mul r1.w, r1.w, r1.w
temp1.w = temp1.w * temp1.w;
// sge r1.w, -r1.w, r1.w
temp1.w = (-temp1.w >= temp1.w) ? 1 : 0;
// lrp r3.x, r1.w, c29.z, r2.z
temp3.x = lerp(temp2.z, float1(1.0001), temp1.w);
// log r1.w, r3.x
temp1.w = log2(temp3.x);
// mul r2.z, r1.w, c29.w
temp2.z = temp1.w * float1(0.6931472);
// mul r1.w, r0.z, r1.w
temp1.w = temp0.z * temp1.w;
// rcp r2.z, r2.z
temp2.z = 1.0f / temp2.z;
// exp r1.w, r1.w
temp1.w = exp2(temp1.w);
// add r1.w, r1.w, c28.w
temp1.w = temp1.w + float1(-1);
// mul r1.w, r2.z, r1.w
temp1.w = temp2.z * temp1.w;
// mad r1.w, r2.y, r1.w, r2.x
temp1.w = temp2.y * temp1.w + temp2.x;
// mad r1.w, r1.w, c30.z, c30.y
temp1.w = temp1.w * float1(0.15915494) + float1(0.5);
// frc r1.w, r1.w
temp1.w = frac(temp1.w);
// mad r1.w, r1.w, c31.z, c31.w
temp1.w = temp1.w * float1(6.2831855) + float1(-3.1415927);
// sincos r2.xy, r1.w, c0, c1
temp2.xy = float2(cos(temp1.w), sin(temp1.w));
// mul r1.yzw, r1.xxyz, r2.xxyx
temp1.yzw = temp1.xyz * temp2.xyx;
// mad r1.w, r1.x, -r2.y, r1.w
temp1.w = temp1.x * -temp2.y + temp1.w;
// add r1.x, r1.z, r1.y
temp1.x = temp1.z + temp1.y;
// add r0.xy, r1.xwzw, v0
temp0.xy = temp1.xw + i.position.xy;
// mov r1.xyz, c11[a0.w]
temp1.xyz = float3(0.957897, 0.37887052, 0.36357188);
// mov r2.xyz, c70
temp2.xyz = Update.ZRotation_Rate_Damping__Spread.xyz;
// mad r1.yzw, r1.xxyz, r2.xxyz, c69.xxyz
temp1.yzw = temp1.xyz * temp2.xyz + Update.ZRotation_Rate_Damping__Min.xyz;
// add r2.x, r1.w, c28.w
temp2.x = temp1.w + float1(-1);
// mul r2.x, r2.x, r2.x
temp2.x = temp2.x * temp2.x;
// sge r2.x, -r2.x, r2.x
temp2.x = (-temp2.x >= temp2.x) ? 1 : 0;
// lrp r3.x, r2.x, c29.z, r1.w
temp3.x = lerp(temp1.w, float1(1.0001), temp2.x);
// log r1.w, r3.x
temp1.w = log2(temp3.x);
// mul r2.x, r1.w, c29.w
temp2.x = temp1.w * float1(0.6931472);
// mul r1.w, r0.z, r1.w
temp1.w = temp0.z * temp1.w;
// rcp r2.x, r2.x
temp2.x = 1.0f / temp2.x;
// exp r1.w, r1.w
temp1.w = exp2(temp1.w);
// add r1.w, r1.w, c28.w
temp1.w = temp1.w + float1(-1);
// mul r1.w, r2.x, r1.w
temp1.w = temp2.x * temp1.w;
// mad r1.y, r1.z, r1.w, r1.y
temp1.y = temp1.z * temp1.w + temp1.y;
// mad r1.y, r1.y, c30.z, c30.y
temp1.y = temp1.y * float1(0.15915494) + float1(0.5);
// frc r1.y, r1.y
temp1.y = frac(temp1.y);
// mad r1.y, r1.y, c31.z, c31.w
temp1.y = temp1.y * float1(6.2831855) + float1(-3.1415927);
// sincos r2.xy, r1.y, c0, c1
temp2.xy = float2(cos(temp1.y), sin(temp1.y));
// slt r1.y, v0.w, r0.z
temp1.y = (i.position.w < temp0.z) ? 1 : 0;
// mad r1.y, r1.y, -v2.y, v2.y
temp1.y = temp1.y * -i.texcoord1.y + i.texcoord1.y;
// frc r1.z, r1.y
temp1.z = frac(temp1.y);
// add r1.y, r1.y, -r1.z
temp1.y = temp1.y + -temp1.z;
// mova a0.y, r1.y
addr0.y = temp1.y;
// mul r1.yzw, r2.xxyx, c27[a0.y].xxyy
temp1.yzw = temp2.xyx * float3(-0.5, -0.5, -0.5);
// mad r1.w, c27[a0.y].x, -r2.y, r1.w
temp1.w = float1(-0.5) * -temp2.y + temp1.w;
// mov r2.xy, c27[a0.y]
temp2.xy = float2(-0.5, -0.5);
// mad r2.xy, r2, c37, c37.z
temp2.xy = temp2.xy * float2(1, -1) + float2(0.5, 0.5);
// add r1.y, r1.z, r1.y
temp1.y = temp1.z + temp1.y;
// mul r3.xyz, r1.w, c79
temp3.xyz = temp1.www * (View._m01_m11_m21_m31).xyz;
// mad r1.yzw, c78.xxyz, r1.y, r3.xxyz
temp1.yzw = (View._m00_m10_m20_m30).xyz * temp1.yyy + temp3.xyz;
// mov r3.xyz, c11[a0.x]
temp3.xyz = float3(0.957897, 0.37887052, 0.36357188);
// mov r4.xyz, c66
temp4.xyz = Update.Size_Rate_Damping__Spread.xyz;
// mad r3.xyz, r3, r4, c65
temp3.xyz = temp3.xyz * temp4.xyz + Update.Size_Rate_Damping__Min.xyz;
// mul r1.x, r1.x, c54.x
temp1.x = temp1.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// add r2.z, r3.z, c28.w
temp2.z = temp3.z + float1(-1);
// mul r2.z, r2.z, r2.z
temp2.z = temp2.z * temp2.z;
// sge r2.z, -r2.z, r2.z
temp2.z = (-temp2.z >= temp2.z) ? 1 : 0;
// lrp r4.x, r2.z, c29.z, r3.z
temp4.x = lerp(temp3.z, float1(1.0001), temp2.z);
// log r2.z, r4.x
temp2.z = log2(temp4.x);
// mul r2.w, r2.z, c29.w
temp2.w = temp2.z * float1(0.6931472);
// mul r2.z, r0.z, r2.z
temp2.z = temp0.z * temp2.z;
// rcp r2.w, r2.w
temp2.w = 1.0f / temp2.w;
// exp r2.z, r2.z
temp2.z = exp2(temp2.z);
// add r2.z, r2.z, c28.w
temp2.z = temp2.z + float1(-1);
// mul r2.z, r2.w, r2.z
temp2.z = temp2.w * temp2.z;
// mad r2.z, r3.y, r2.z, r3.x
temp2.z = temp3.y * temp2.z + temp3.x;
// mad r3.xyz, r2.z, r1.yzww, r0.xyww
temp3.xyz = temp2.zzz * temp1.yzw + temp0.xyw;
// mov r3.w, -c28.w
temp3.w = float1(1);
// dp4 oPos.x, r3, c71
o.position.x = dot(temp3, (WorldViewProjection._m00_m10_m20_m30));
// dp4 oPos.y, r3, c72
o.position.y = dot(temp3, (WorldViewProjection._m01_m11_m21_m31));
// dp4 r0.y, r3, c74
temp0.y = dot(temp3, (WorldViewProjection._m03_m13_m23_m33));
// dp4 r0.x, r3, c73
temp0.x = dot(temp3, (WorldViewProjection._m02_m12_m22_m32));
// rcp r0.w, r0.y
temp0.w = 1.0f / temp0.y;
// mov oPos.zw, r0.xyxy
o.position.zw = temp0.xy;
// mul oT2.x, r0.x, r0.w
o.texcoord2 = temp0.x * temp0.w;
// mov r0.w, c28.w
temp0.w = float1(-1);
// mad r0.x, r0.z, c63.x, -r0.w
temp0.x = temp0.z * Draw.SpeedMultiplier.x + -temp0.w;
// mul r0.y, r0.x, c50.x
temp0.y = temp0.x * expr50.x;
// min r3.x, r0.x, c40.x
temp3.x = min(temp0.x, expr40.x);
// abs r0.x, r0.y
temp0.x = abs(temp0.y);
// sge r0.y, r0.y, -r0.y
temp0.y = (temp0.y >= -temp0.y) ? 1 : 0;
// frc r0.x, r0.x
temp0.x = frac(temp0.x);
// lrp r1.y, r0.y, r0.x, -r0.x
temp1.y = lerp(-temp0.x, temp0.x, temp0.y);
// mul r0.x, r1.y, c54.y
temp0.x = temp1.y * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y;
// mul r0.y, r0.x, c46.x
temp0.y = temp0.x * expr46.x;
// abs r0.w, r0.y
temp0.w = abs(temp0.y);
// frc r0.w, r0.w
temp0.w = frac(temp0.w);
// sge r1.y, r0.y, -r0.y
temp1.y = (temp0.y >= -temp0.y) ? 1 : 0;
// lrp r2.z, r1.y, r0.w, -r0.w
temp2.z = lerp(-temp0.w, temp0.w, temp1.y);
// mul r0.x, r2.z, c54.x
temp0.x = temp2.z * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// frc r1.yz, r0.xxyw
temp1.yz = frac(temp0.xy);
// add r0.xy, r0, -r1.yzzw
temp0.xy = temp0.xy + -temp1.yz;
// add r0.xy, r2, r0
temp0.xy = temp2.xy + temp0.xy;
// mul r0.xy, r0, c46.x
temp0.xy = temp0.xy * expr46.xx;
// frc r1.y, r1.x
temp1.y = frac(temp1.x);
// add r1.z, r1.x, -r1.y
temp1.z = temp1.x + -temp1.y;
// slt r1.y, -r1.y, r1.y
temp1.y = (-temp1.y < temp1.y) ? 1 : 0;
// slt r1.x, r1.x, -r1.x
temp1.x = (temp1.x < -temp1.x) ? 1 : 0;
// mad r3.w, r1.x, r1.y, r1.z
temp3.w = temp1.x * temp1.y + temp1.z;
// mov r1.yw, c27.z
temp1.yw = float2(0, 0);
// mul r2.z, r0.z, c63.x
temp2.z = temp0.z * Draw.SpeedMultiplier.x;
// min r3.y, r2.z, c40.x
temp3.y = min(temp2.z, expr40.x);
// frc r1.xz, r3.yyxw
temp1.xz = frac(temp3.yx);
// add r1, r3.ywxw, -r1
temp1 = temp3.ywxw + -temp1;
// add r1, r2.xyxy, r1
temp1 = temp2.xyxy + temp1;
// mul r4.xy, r1.zwzw, c46.x
temp4.xy = temp1.zw * expr46.xx;
// frc r0.w, r2.z
temp0.w = frac(temp2.z);
// mul r1.z, r2.z, c50.x
temp1.z = temp2.z * expr50.x;
// frc r4.zw, r3.xyyx
temp4.zw = frac(temp3.yx);
// add r5.xz, r3.yyxw, -r4.zyww
temp5.xz = temp3.yx + -temp4.zw;
// lrp r6.xyz, c51.x, r4, r0.xyww
temp6.xyz = lerp(temp0.xyw, temp4.xyz, expr51.xxx);
// mad r0.xy, v2.x, c38.x, c38.yzzw
temp0.xy = i.texcoord1.xx * float2(0.1875, 0.1875) + float2(4.8125, 2.75);
// frc r0.xy, r0
temp0.xy = frac(temp0.xy);
// mul r0.xy, r0, c28.z
temp0.xy = temp0.xy * float2(16, 16);
// frc r2.zw, r0.xyxy
temp2.zw = frac(temp0.xy);
// add r0.xy, r0, -r2.zwzw
temp0.xy = temp0.xy + -temp2.zw;
// mova a0.xy, r0
addr0.xy = temp0.xy;
// mov r0.x, c54.x
temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// mul r0.x, r0.x, c11[a0.x].x
temp0.x = temp0.x * float1(0.957897);
// mov r3.xy, c64
temp3.xy = Draw.ColorScaleRange.xy;
// mad r0.y, c11[a0.y].x, r3.y, r3.x
temp0.y = float1(0.957897) * temp3.y + temp3.x;
// frc r0.w, r0.x
temp0.w = frac(temp0.x);
// add r1.w, r0.x, -r0.w
temp1.w = temp0.x + -temp0.w;
// slt r0.x, r0.x, -r0.x
temp0.x = (temp0.x < -temp0.x) ? 1 : 0;
// slt r0.w, -r0.w, r0.w
temp0.w = (-temp0.w < temp0.w) ? 1 : 0;
// mad r3.z, r0.x, r0.w, r1.w
temp3.z = temp0.x * temp0.w + temp1.w;
// add r0.xw, r2.xyzy, r3.zyzw
temp0.xw = temp2.xy + temp3.zw;
// mul r3.xy, r0.xwzw, c46.x
temp3.xy = temp0.xw * expr46.xx;
// mov r3.z, c27.z
temp3.z = float1(0);
// lrp r7.xyz, c52.x, r3, r6
temp7.xyz = lerp(temp6.xyz, temp3.xyz, expr52.xxx);
// mov r5.w, c48.x
temp5.w = expr48.x;
// add r2.zw, r2.xyxy, r5
temp2.zw = temp2.xy + temp5.zw;
// mul r4.xy, r2.zwzw, c46.x
temp4.xy = temp2.zw * expr46.xx;
// add r3.xyz, r4, -r7
temp3.xyz = temp4.xyz + -temp7.xyz;
// mad oT3.xyz, c53.x, r3, r7
o.texcoord3 = expr53.x * temp3 + temp7;
// abs r1.w, r1.z
temp1.w = abs(temp1.z);
// sge r1.z, r1.z, -r1.z
temp1.z = (temp1.z >= -temp1.z) ? 1 : 0;
// frc r1.w, r1.w
temp1.w = frac(temp1.w);
// lrp r2.z, r1.z, r1.w, -r1.w
temp2.z = lerp(-temp1.w, temp1.w, temp1.z);
// mul r1.z, r2.z, c54.y
temp1.z = temp2.z * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y;
// mul r1.w, r1.z, c46.x
temp1.w = temp1.z * expr46.x;
// abs r2.z, r1.w
temp2.z = abs(temp1.w);
// frc r2.z, r2.z
temp2.z = frac(temp2.z);
// sge r2.w, r1.w, -r1.w
temp2.w = (temp1.w >= -temp1.w) ? 1 : 0;
// lrp r3.x, r2.w, r2.z, -r2.z
temp3.x = lerp(-temp2.z, temp2.z, temp2.w);
// mul r1.z, r3.x, c54.x
temp1.z = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// frc r2.zw, r1
temp2.zw = frac(temp1.zw);
// add r1.zw, r1, -r2
temp1.zw = temp1.zw + -temp2.zw;
// add r1.zw, r2.xyxy, r1
temp1.zw = temp2.xy + temp1.zw;
// mul r1.zw, r1, c46.x
temp1.zw = temp1.zw * expr46.xx;
// mad r1.xy, r1, c46.x, -r1.zwzw
temp1.xy = temp1.xy * expr46.xx + -temp1.zw;
// mad r1.xy, c51.x, r1, r1.zwzw
temp1.xy = expr51.xx * temp1.xy + temp1.zw;
// mad r0.xw, r0, c46.x, -r1.xyzy
temp0.xw = temp0.xw * expr46.xx + -temp1.xy;
// mad r0.xw, c52.x, r0, r1.xyzy
temp0.xw = expr52.xx * temp0.xw + temp1.xy;
// mov r5.y, c45.x
temp5.y = expr45.x;
// add r1.xy, r2, r5
temp1.xy = temp2.xy + temp5.xy;
// mad r1.xy, r1, c46.x, -r0.xwzw
temp1.xy = temp1.xy * expr46.xx + -temp0.xw;
// mad oT0.xy, c53.x, r1, r0.xwzw
o.texcoord = expr53.x * temp1 + temp0.xwzw;
// rcp r0.x, v0.w
temp0.x = 1.0f / i.position.w;
// mul r0.x, r0.z, r0.x
temp0.x = temp0.z * temp0.x;
// mov r1, c57
temp1 = Draw.ColorAnimationFunctions[2];
// mad r1, r1, r0.x, c58
temp1 = temp1 * temp0.x + Draw.ColorAnimationFunctions[3];
// mov r2, c59
temp2 = Draw.ColorAnimationFunctions[4];
// mad r2, r2, r0.x, c60
temp2 = temp2 * temp0.x + Draw.ColorAnimationFunctions[5];
// slt r0.zw, r0.x, c61.xyyz
temp0.zw = (temp0.xx < Draw.TimeKeys.yz) ? 1 : 0;
// mov r3, c55
temp3 = Draw.ColorAnimationFunctions[0];
// mad r3, r3, r0.x, c56
temp3 = temp3 * temp0.x + Draw.ColorAnimationFunctions[1];
// lrp r4, r0.w, r1, r2
temp4 = lerp(temp2, temp1, temp0.w);
// lrp r1, r0.z, r3, r4
temp1 = lerp(temp4, temp3, temp0.z);
// mul oD0, r0.y, r1
o.color = temp0.y * temp1;
// mov oT1.xyz, c27.z
o.texcoord1 = float4(0, 0, 0, 0);
//
return o;
}
// Default_L_PixelShader21 Pixel_2_0 Has PRES False
struct Default_L_PixelShader21_Input
{
float2 texcoord : TEXCOORD;
float4 color : COLOR;
};
float4 Default_L_PixelShader21(Default_L_PixelShader21_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// dcl t0.xy
// dcl v0
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
// mul r0, r0, v0
temp0 = temp0 * i.color;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// Default_L_VertexShader22 Vertex_2_0 Has PRES True
struct Default_L_VertexShader22_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
struct Default_L_VertexShader22_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float4 color : COLOR;
};
Default_L_VertexShader22_Output Default_L_VertexShader22(Default_L_VertexShader22_Input i)
{
/*
PRSI
OutputRegisterOffset: 38
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 13
Unknown3: 0
Unknown4: 0
Unknown5: 38
Unknown6: 2
Mappings: 3
0 - ConstOutput: 44 ConstInput 2
1 - ConstOutput: 47 ConstInput 4
2 - ConstOutput: 0 ConstInput 0
*/
float4 expr38;
float4 expr39;
float4 expr40;
float4 expr41;
float4 expr42;
float4 expr43;
float4 expr44;
float4 expr45;
float4 expr46;
float4 expr47;
float4 expr48;
float4 expr49;
float4 expr50;
{
float4 temp0;
float4 temp1;
float4 temp2;
// Expression_2_1
// mul c38.x, c1.x, (30)
expr38.x = Time.x * (30);
// add c39.x, c0.x, (-1)
expr39.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x + (-1);
// lt r0.x, (0), c0.z
temp0.x = (0) < Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z;
// mul r0.y, c0.w, c0.w
temp0.y = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.w * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.w;
// neg r1.x, r0.y
temp1.x = -temp0.y;
// ge r2.x, r1.x, r0.y
temp2.x = temp1.x >= temp0.y;
// lt c49.x, r1.x, r0.y
expr49.x = temp1.x < temp0.y;
// mul c50.x, r0.x, r2.x
expr50.x = temp0.x * temp2.x;
// add r0.x, c0.z, (-1)
temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z + (-1);
// neg r1.x, r0.x
temp1.x = -temp0.x;
// lt r2.x, r0.x, r1.x
temp2.x = temp0.x < temp1.x;
// frc r0.y, c0.z
temp0.y = frac(Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z);
// neg r1.x, r0.y
temp1.x = -temp0.y;
// lt r2.y, r1.x, r0.y
temp2.y = temp1.x < temp0.y;
// add r2.z, r0.x, r1.x
temp2.z = temp0.x + temp1.x;
// mul r0.x, r2.x, r2.y
temp0.x = temp2.x * temp2.y;
// add c44.x, r2.z, r0.x
expr44.x = temp2.z + temp0.x;
// rcp c45.x, c0.x
expr45.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x);
// add r0.x, c0.z, (1)
temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z + (1);
// mul r1.x, r0.x, r0.x
temp1.x = temp0.x * temp0.x;
// neg r0.x, r1.x
temp0.x = -temp1.x;
// ge c48.x, r0.x, r1.x
expr48.x = temp0.x >= temp1.x;
// rcp c47.x, c0.y
expr47.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y);
}
Default_L_VertexShader22_Output o;
float4 temp0, temp1, temp2, temp3, addr0, temp4;
float2 temp5;
// def c36, 2.0625, 6.1875, 1.375, 4.8125
// def c28, 0.5, -0.5, 16, -1
// def c30, -0.5, 0.5, 0.1591549, 0
// def c37, 1, -1, 0.5, 0
// def c31, 0, 0, 6.283185, -3.141593
// def c29, 0.5, 0.5, 1.0001, 0.6931472
// def c27, -0.5, -0.5, 0, 0.1875
// def c11, 0.957897, 0.3788705, 0.3635719, 0.3287609
// def c12, 0.1762373, 0.9145751, 0.4360935, 0.3476284
// def c13, 0.743219, 0.4425611, 0.9974546, 0.3622138
// def c14, 0.4896626, 0.6664233, 0.8305699, 0.9742577
// def c15, 0.8947675, 0.8236215, 0.9309705, 0.05219847
// def c16, 0.1411007, 0.6527002, 0.008452523, 0.6430574
// def c17, 0.229799, 0.897999, 0.753822, 0.1316504
// def c18, 0.5815384, 0.2836916, 0.09156471, 0.407481
// def c19, 0.2706044, 0.7228181, 0.1694367, 0.1469052
// def c20, 0.5995556, 0.0964533, 0.8763983, 0.1172229
// def c21, 0.5101711, 0.9421572, 0.1957888, 0.9167565
// def c22, 0.03546793, 0.5340094, 0.1673218, 0.5576764
// def c23, 0.861564, 0.2251601, 0.082332, 0.8790039
// def c24, 0.1730866, 0.8935188, 0.01392406, 0.1787381
// def c25, 0.8269383, 0.7718143, 0.4395359, 0.493963
// def c26, 0.5423613, 0.7218617, 0.7697314, 0.5878567
// def c32, -0.25, -0.25, 0, 0
// def c33, 0.25, -0.25, 0, 0
// def c34, 0.25, 0.25, 0, 0
// def c35, -0.25, 0.25, 0, 0
// def c0, -1.550099E-06, -2.170139E-05, 0.002604167, 0.0002604167
// def c1, -0.02083333, -0.125, 1, 0.5
// dcl_position v0
// dcl_texcoord v1
// dcl_texcoord1 v2
// mov r0.xyz, c62
temp0.xyz = Update.Size_Rate_Damping__Spread.xyz;
// mov r0.w, c73.y
temp0.w = Physics.VelocityDampingRange.y;
// mov r1.xyz, c61
temp1.xyz = Update.Size_Rate_Damping__Min.xyz;
// mov r1.w, c73.x
temp1.w = Physics.VelocityDampingRange.x;
// mov r2.w, c27.w
temp2.w = float1(0.1875);
// mad r2, v2.x, r2.w, c36
temp2 = i.texcoord1.x * temp2.w + float4(2.0625, 6.1875, 1.375, 4.8125);
// frc r2, r2
temp2 = frac(temp2);
// mul r2, r2, c28.z
temp2 = temp2 * float4(16, 16, 16, 16);
// frc r3, r2
temp3 = frac(temp2);
// add r2, r2, -r3
temp2 = temp2 + -temp3;
// mova a0, r2
addr0 = temp2;
// mad r0, c11[a0.x], r0, r1
temp0 = float4(0.957897, 0.37887052, 0.36357188, 0.32876092) * temp0 + temp1;
// add r1.xy, r0.zwzw, c28.w
temp1.xy = temp0.zw + float2(-1, -1);
// mul r1.xy, r1, r1
temp1.xy = temp1.xy * temp1.xy;
// sge r1.xy, -r1, r1
temp1.xy = (-temp1.xy >= temp1.xy) ? 1 : 0;
// lrp r2.xy, r1, c29.z, r0.zwzw
temp2.xy = lerp(temp0.zw, float2(1.0001, 1.0001), temp1.xy);
// log r0.z, r2.y
temp0.z = log2(temp2.y);
// log r0.w, r2.x
temp0.w = log2(temp2.x);
// mul r1.x, r0.z, c29.w
temp1.x = temp0.z * float1(0.6931472);
// rcp r1.x, r1.x
temp1.x = 1.0f / temp1.x;
// add r1.y, -v1.w, c38.x
temp1.y = -i.texcoord.w + expr38.x;
// mul r0.z, r0.z, r1.y
temp0.z = temp0.z * temp1.y;
// exp r0.z, r0.z
temp0.z = exp2(temp0.z);
// add r0.z, r0.z, c28.w
temp0.z = temp0.z + float1(-1);
// mul r0.z, r1.x, r0.z
temp0.z = temp1.x * temp0.z;
// mov r2.xyz, v0
temp2.xyz = i.position.xyz;
// mad r1.xzw, v1.xyyz, r0.z, r2.xyyz
temp1.xzw = i.texcoord.xyz * temp0.zzz + temp2.xyz;
// mul r0.z, r1.y, -c27.x
temp0.z = temp1.y * float1(0.5);
// mov r2.xyz, c71
temp2.xyz = Physics.Gravity.xyz;
// mad r2.xyz, r0.z, r2, c72
temp2.xyz = temp0.zzz * temp2.xyz + Physics.DriftVelocity.xyz;
// mad r1.xzw, r2.xyyz, r1.y, r1
temp1.xzw = temp2.xyz * temp1.yyy + temp1.xzw;
// add r2.xyz, r1.xzzw, -v0.xyyw
temp2.xyz = temp1.xzz + -i.position.xyy;
// mov r3.xy, c64
temp3.xy = Update.XYRotation_Rate_Damping__Spread.xy;
// mov r3.zw, c66.xyxy
temp3.zw = Update.ZRotation_Rate_Damping__Spread.xy;
// mov r4.xy, c63
temp4.xy = Update.XYRotation_Rate_Damping__Min.xy;
// mov r4.zw, c65.xyxy
temp4.zw = Update.ZRotation_Rate_Damping__Min.xy;
// mad r3, c11[a0.y], r3, r4
temp3 = float4(0.957897, 0.37887052, 0.36357188, 0.32876092) * temp3 + temp4;
// mad r3.xy, r3.ywzw, r1.y, r3.xzzw
temp3.xy = temp3.yw * temp1.yy + temp3.xz;
// mad r3.xy, r3, c30.z, c30.y
temp3.xy = temp3.xy * float2(0.15915494, 0.15915494) + float2(0.5, 0.5);
// frc r3.xy, r3
temp3.xy = frac(temp3.xy);
// mad r3.xy, r3, c31.z, c31.w
temp3.xy = temp3.xy * float2(6.2831855, 6.2831855) + float2(-3.1415927, -3.1415927);
// sincos r4.xy, r3.x, c0, c1
temp4.xy = float2(cos(temp3.x), sin(temp3.x));
// sincos r5.xy, r3.y, c0, c1
temp5.xy = float2(cos(temp3.y), sin(temp3.y));
// mul r2.yzw, r2.xxyz, r4.xxyx
temp2.yzw = temp2.xyz * temp4.xyx;
// mad r2.w, r2.x, -r4.y, r2.w
temp2.w = temp2.x * -temp4.y + temp2.w;
// add r2.x, r2.z, r2.y
temp2.x = temp2.z + temp2.y;
// add r1.xz, r2.xyww, v0.xyyw
temp1.xz = temp2.xw + i.position.xy;
// slt r0.z, v0.w, r1.y
temp0.z = (i.position.w < temp1.y) ? 1 : 0;
// mad r0.z, r0.z, -v2.y, v2.y
temp0.z = temp0.z * -i.texcoord1.y + i.texcoord1.y;
// frc r2.x, r0.z
temp2.x = frac(temp0.z);
// add r0.z, r0.z, -r2.x
temp0.z = temp0.z + -temp2.x;
// mova a0.x, r0.z
addr0.x = temp0.z;
// mul r2.xyz, r5.xyxw, c27[a0.x].xyyw
temp2.xyz = temp5.xyx * float3(-0.5, -0.5, -0.5);
// mad r0.z, c27[a0.x].x, -r5.y, r2.z
temp0.z = float1(-0.5) * -temp5.y + temp2.z;
// mov r3.xy, c27[a0.x]
temp3.xy = float2(-0.5, -0.5);
// mad r2.zw, r3.xyxy, c37.xyxy, c37.z
temp2.zw = temp3.xy * float2(1, -1) + float2(0.5, 0.5);
// add r2.x, r2.y, r2.x
temp2.x = temp2.y + temp2.x;
// mul r3.xyz, r0.z, c75
temp3.xyz = temp0.zzz * (View._m01_m11_m21_m31).xyz;
// mad r3.xyz, c74, r2.x, r3
temp3.xyz = (View._m00_m10_m20_m30).xyz * temp2.xxx + temp3.xyz;
// mul r0.z, r0.w, c29.w
temp0.z = temp0.w * float1(0.6931472);
// mul r0.w, r0.w, r1.y
temp0.w = temp0.w * temp1.y;
// rcp r0.z, r0.z
temp0.z = 1.0f / temp0.z;
// exp r0.w, r0.w
temp0.w = exp2(temp0.w);
// add r0.w, r0.w, c28.w
temp0.w = temp0.w + float1(-1);
// mul r0.z, r0.z, r0.w
temp0.z = temp0.z * temp0.w;
// mad r0.x, r0.y, r0.z, r0.x
temp0.x = temp0.y * temp0.z + temp0.x;
// mad r0.xyz, r0.x, r3, r1.xzww
temp0.xyz = temp0.xxx * temp3.xyz + temp1.xzw;
// mov r0.w, -c28.w
temp0.w = float1(1);
// dp4 oPos.x, r0, c67
o.position.x = dot(temp0, (WorldViewProjection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c68
o.position.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31));
// dp4 oPos.z, r0, c69
o.position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32));
// dp4 oPos.w, r0, c70
o.position.w = dot(temp0, (WorldViewProjection._m03_m13_m23_m33));
// mul r0.x, r1.y, c60.x
temp0.x = temp1.y * Draw.SpeedMultiplier.x;
// mul r0.y, r0.x, c47.x
temp0.y = temp0.x * expr47.x;
// min r0.x, r0.x, c39.x
temp0.x = min(temp0.x, expr39.x);
// abs r1.x, r0.y
temp1.x = abs(temp0.y);
// sge r0.y, r0.y, -r0.y
temp0.y = (temp0.y >= -temp0.y) ? 1 : 0;
// frc r1.x, r1.x
temp1.x = frac(temp1.x);
// lrp r2.x, r0.y, r1.x, -r1.x
temp2.x = lerp(-temp1.x, temp1.x, temp0.y);
// mul r0.y, r2.x, c51.y
temp0.y = temp2.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y;
// mul r1.z, r0.y, c45.x
temp1.z = temp0.y * expr45.x;
// abs r0.y, r1.z
temp0.y = abs(temp1.z);
// frc r0.y, r0.y
temp0.y = frac(temp0.y);
// sge r1.w, r1.z, -r1.z
temp1.w = (temp1.z >= -temp1.z) ? 1 : 0;
// lrp r2.x, r1.w, r0.y, -r0.y
temp2.x = lerp(-temp0.y, temp0.y, temp1.w);
// mul r1.x, r2.x, c51.x
temp1.x = temp2.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// frc r2.xy, r1.xzzw
temp2.xy = frac(temp1.xz);
// add r1.xz, r1, -r2.xyyw
temp1.xz = temp1.xz + -temp2.xy;
// add r1.xz, r2.zyww, r1
temp1.xz = temp2.zw + temp1.xz;
// mul r1.xz, r1, c45.x
temp1.xz = temp1.xz * expr45.xx;
// mov r2.x, c51.x
temp2.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// mul r0.y, r2.x, c11[a0.z].x
temp0.y = temp2.x * float1(0.957897);
// mul r1.w, r2.x, c11[a0.w].x
temp1.w = temp2.x * float1(0.957897);
// frc r2.x, r0.y
temp2.x = frac(temp0.y);
// add r2.y, r0.y, -r2.x
temp2.y = temp0.y + -temp2.x;
// slt r0.y, r0.y, -r0.y
temp0.y = (temp0.y < -temp0.y) ? 1 : 0;
// slt r2.x, -r2.x, r2.x
temp2.x = (-temp2.x < temp2.x) ? 1 : 0;
// mad r0.w, r0.y, r2.x, r2.y
temp0.w = temp0.y * temp2.x + temp2.y;
// mov r3.z, c27.z
temp3.z = float1(0);
// frc r3.xy, r0.x
temp3.xy = frac(temp0.x);
// add r2.xy, r0.xwzw, -r3.yzzw
temp2.xy = temp0.xw + -temp3.yz;
// add r0.x, r0.x, -r3.x
temp0.x = temp0.x + -temp3.x;
// add r2.xy, r2.zwzw, r2
temp2.xy = temp2.zw + temp2.xy;
// mad r2.xy, r2, c45.x, -r1.xzzw
temp2.xy = temp2.xy * expr45.xx + -temp1.xz;
// mad r1.xz, c48.x, r2.xyyw, r1
temp1.xz = expr48.xx * temp2.xy + temp1.xz;
// frc r2.x, r1.w
temp2.x = frac(temp1.w);
// add r2.y, r1.w, -r2.x
temp2.y = temp1.w + -temp2.x;
// slt r2.x, -r2.x, r2.x
temp2.x = (-temp2.x < temp2.x) ? 1 : 0;
// slt r1.w, r1.w, -r1.w
temp1.w = (temp1.w < -temp1.w) ? 1 : 0;
// mad r0.z, r1.w, r2.x, r2.y
temp0.z = temp1.w * temp2.x + temp2.y;
// add r0.zw, r2, r0
temp0.zw = temp2.zw + temp0.zw;
// mad r0.zw, r0, c45.x, -r1.xyxz
temp0.zw = temp0.zw * expr45.xx + -temp1.xz;
// mad r0.zw, c49.x, r0, r1.xyxz
temp0.zw = expr49.xx * temp0.zw + temp1.xz;
// mov r0.y, c44.x
temp0.y = expr44.x;
// add r0.xy, r2.zwzw, r0
temp0.xy = temp2.zw + temp0.xy;
// mad r0.xy, r0, c45.x, -r0.zwzw
temp0.xy = temp0.xy * expr45.xx + -temp0.zw;
// mad oT0.xy, c50.x, r0, r0.zwzw
o.texcoord = expr50.x * temp0 + temp0.zwzw;
// rcp r0.x, v0.w
temp0.x = 1.0f / i.position.w;
// mul r0.x, r1.y, r0.x
temp0.x = temp1.y * temp0.x;
// mov r1, c54
temp1 = Draw.ColorAnimationFunctions[2];
// mad r1, r1, r0.x, c55
temp1 = temp1 * temp0.x + Draw.ColorAnimationFunctions[3];
// mov r2, c56
temp2 = Draw.ColorAnimationFunctions[4];
// mad r2, r2, r0.x, c57
temp2 = temp2 * temp0.x + Draw.ColorAnimationFunctions[5];
// slt r0.yz, r0.x, c58
temp0.yz = (temp0.xx < Draw.TimeKeys.yz) ? 1 : 0;
// mov r3, c52
temp3 = Draw.ColorAnimationFunctions[0];
// mad r3, r3, r0.x, c53
temp3 = temp3 * temp0.x + Draw.ColorAnimationFunctions[1];
// lrp r4, r0.z, r1, r2
temp4 = lerp(temp2, temp1, temp0.z);
// add r1, r3, -r4
temp1 = temp3 + -temp4;
// mad oD0, r0.y, r1, r4
o.color = temp0.y * temp1 + temp4;
//
return o;
}
// Default_M_Expression23 Expression_2_0 Has PRES False
float Default_M_Expression23()
{
float1 expr0;
// mov c0.x, (0)
expr0.x = (0);
return expr0;
}
// Default_M_VertexShader24 Vertex_2_0 Has PRES True
struct Default_M_VertexShader24_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
struct Default_M_VertexShader24_Output
{
float4 position : POSITION;
float texcoord2 : TEXCOORD2;
float3 texcoord3 : TEXCOORD3;
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float3 texcoord1 : TEXCOORD1;
};
Default_M_VertexShader24_Output Default_M_VertexShader24(Default_M_VertexShader24_Input i)
{
/*
PRSI
OutputRegisterOffset: 39
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 15
Unknown3: 0
Unknown4: 0
Unknown5: 39
Unknown6: 2
Mappings: 4
0 - ConstOutput: 45 ConstInput 2
1 - ConstOutput: 48 ConstInput 1
2 - ConstOutput: 50 ConstInput 4
3 - ConstOutput: 0 ConstInput 0
*/
float4 expr39;
float4 expr40;
float4 expr41;
float4 expr42;
float4 expr43;
float4 expr44;
float4 expr45;
float4 expr46;
float4 expr47;
float4 expr48;
float4 expr49;
float4 expr50;
float4 expr51;
float4 expr52;
float4 expr53;
{
float4 temp0;
float4 temp1;
float4 temp2;
// Expression_2_1
// mul c39.x, c1.x, (30)
expr39.x = Time.x * (30);
// add c40.x, c0.x, (-1)
expr40.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x + (-1);
// lt r0.x, (0), c0.z
temp0.x = (0) < Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z;
// mul r0.y, c0.w, c0.w
temp0.y = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.w * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.w;
// neg r1.x, r0.y
temp1.x = -temp0.y;
// ge r2.x, r1.x, r0.y
temp2.x = temp1.x >= temp0.y;
// lt c52.x, r1.x, r0.y
expr52.x = temp1.x < temp0.y;
// mul c53.x, r0.x, r2.x
expr53.x = temp0.x * temp2.x;
// rcp c46.x, c0.x
expr46.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x);
// add r0.x, c0.z, (1)
temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z + (1);
// mul r1.x, r0.x, r0.x
temp1.x = temp0.x * temp0.x;
// neg r0.x, r1.x
temp0.x = -temp1.x;
// ge c51.x, r0.x, r1.x
expr51.x = temp0.x >= temp1.x;
// rcp c50.x, c0.y
expr50.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y);
// add r0.x, c0.z, (-1)
temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z + (-1);
// neg r1.x, r0.x
temp1.x = -temp0.x;
// lt r2.x, r0.x, r1.x
temp2.x = temp0.x < temp1.x;
// frc r0.y, c0.z
temp0.y = frac(Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z);
// neg r1.x, r0.y
temp1.x = -temp0.y;
// lt r2.y, r1.x, r0.y
temp2.y = temp1.x < temp0.y;
// add r2.z, r0.x, r1.x
temp2.z = temp0.x + temp1.x;
// mul r0.x, r2.x, r2.y
temp0.x = temp2.x * temp2.y;
// add r1.x, r2.z, r0.x
temp1.x = temp2.z + temp0.x;
// mov c45.x, r1.x
expr45.x = temp1.x;
// mov c48.x, r1.x
expr48.x = temp1.x;
}
Default_M_VertexShader24_Output o;
float4 temp0, temp1, addr0, temp2, temp3, temp4, temp5;
float3 temp6, temp7;
// def c36, 2.0625, 8.9375, 6.1875, 1.375
// def c28, 0.5, -0.5, 16, -1
// def c37, 1, -1, 0.5, 0
// def c30, -0.5, 0.5, 0.1591549, 0
// def c31, 0, 0, 6.283185, -3.141593
// def c38, 0.1875, 4.8125, 2.75, 0
// def c29, 0.5, 0.5, 1.0001, 0.6931472
// def c27, -0.5, -0.5, 0, 0.1875
// def c11, 0.957897, 0.3788705, 0.3635719, 0.3287609
// def c12, 0.1762373, 0.9145751, 0.4360935, 0.3476284
// def c13, 0.743219, 0.4425611, 0.9974546, 0.3622138
// def c14, 0.4896626, 0.6664233, 0.8305699, 0.9742577
// def c15, 0.8947675, 0.8236215, 0.9309705, 0.05219847
// def c16, 0.1411007, 0.6527002, 0.008452523, 0.6430574
// def c17, 0.229799, 0.897999, 0.753822, 0.1316504
// def c18, 0.5815384, 0.2836916, 0.09156471, 0.407481
// def c19, 0.2706044, 0.7228181, 0.1694367, 0.1469052
// def c20, 0.5995556, 0.0964533, 0.8763983, 0.1172229
// def c21, 0.5101711, 0.9421572, 0.1957888, 0.9167565
// def c22, 0.03546793, 0.5340094, 0.1673218, 0.5576764
// def c23, 0.861564, 0.2251601, 0.082332, 0.8790039
// def c24, 0.1730866, 0.8935188, 0.01392406, 0.1787381
// def c25, 0.8269383, 0.7718143, 0.4395359, 0.493963
// def c26, 0.5423613, 0.7218617, 0.7697314, 0.5878567
// def c32, -0.25, -0.25, 0, 0
// def c33, 0.25, -0.25, 0, 0
// def c34, 0.25, 0.25, 0, 0
// def c35, -0.25, 0.25, 0, 0
// def c0, -1.550099E-06, -2.170139E-05, 0.002604167, 0.0002604167
// def c1, -0.02083333, -0.125, 1, 0.5
// dcl_position v0
// dcl_texcoord v1
// dcl_texcoord1 v2
// mov r0.w, c27.w
temp0.w = float1(0.1875);
// mad r0, v2.x, r0.w, c36
temp0 = i.texcoord1.x * temp0.w + float4(2.0625, 8.9375, 6.1875, 1.375);
// frc r0, r0
temp0 = frac(temp0);
// mul r0, r0, c28.z
temp0 = temp0 * float4(16, 16, 16, 16);
// frc r1, r0
temp1 = frac(temp0);
// add r0, r0, -r1
temp0 = temp0 + -temp1;
// mova a0, r0
addr0 = temp0;
// mov r0.xy, c77
temp0.xy = Physics.VelocityDampingRange.xy;
// mad r0.x, c11[a0.y].x, r0.y, r0.x
temp0.x = float1(0.957897) * temp0.y + temp0.x;
// add r0.y, r0.x, c28.w
temp0.y = temp0.x + float1(-1);
// mul r0.y, r0.y, r0.y
temp0.y = temp0.y * temp0.y;
// sge r0.y, -r0.y, r0.y
temp0.y = (-temp0.y >= temp0.y) ? 1 : 0;
// lrp r1.x, r0.y, c29.z, r0.x
temp1.x = lerp(temp0.x, float1(1.0001), temp0.y);
// log r0.x, r1.x
temp0.x = log2(temp1.x);
// mul r0.y, r0.x, c29.w
temp0.y = temp0.x * float1(0.6931472);
// rcp r0.y, r0.y
temp0.y = 1.0f / temp0.y;
// add r0.z, -v1.w, c39.x
temp0.z = -i.texcoord.w + expr39.x;
// mul r0.x, r0.x, r0.z
temp0.x = temp0.x * temp0.z;
// exp r0.x, r0.x
temp0.x = exp2(temp0.x);
// add r0.x, r0.x, c28.w
temp0.x = temp0.x + float1(-1);
// mul r0.x, r0.y, r0.x
temp0.x = temp0.y * temp0.x;
// mov r1.xyz, v0
temp1.xyz = i.position.xyz;
// mad r0.xyw, v1.xyzz, r0.x, r1.xyzz
temp0.xyw = i.texcoord.xyz * temp0.xxx + temp1.xyz;
// mul r1.x, r0.z, -c27.x
temp1.x = temp0.z * float1(0.5);
// mov r2.xyz, c75
temp2.xyz = Physics.Gravity.xyz;
// mad r1.xyz, r1.x, r2, c76
temp1.xyz = temp1.xxx * temp2.xyz + Physics.DriftVelocity.xyz;
// mad r0.xyw, r1.xyzz, r0.z, r0
temp0.xyw = temp1.xyz * temp0.zzz + temp0.xyw;
// add r1.xyz, r0.xyyw, -v0.xyyw
temp1.xyz = temp0.xyy + -i.position.xyy;
// mov r2.xyz, c11[a0.z]
temp2.xyz = float3(0.957897, 0.37887052, 0.36357188);
// mov r3.xyz, c68
temp3.xyz = Update.XYRotation_Rate_Damping__Spread.xyz;
// mad r2.xyz, r2, r3, c67
temp2.xyz = temp2.xyz * temp3.xyz + Update.XYRotation_Rate_Damping__Min.xyz;
// add r1.w, r2.z, c28.w
temp1.w = temp2.z + float1(-1);
// mul r1.w, r1.w, r1.w
temp1.w = temp1.w * temp1.w;
// sge r1.w, -r1.w, r1.w
temp1.w = (-temp1.w >= temp1.w) ? 1 : 0;
// lrp r3.x, r1.w, c29.z, r2.z
temp3.x = lerp(temp2.z, float1(1.0001), temp1.w);
// log r1.w, r3.x
temp1.w = log2(temp3.x);
// mul r2.z, r1.w, c29.w
temp2.z = temp1.w * float1(0.6931472);
// mul r1.w, r0.z, r1.w
temp1.w = temp0.z * temp1.w;
// rcp r2.z, r2.z
temp2.z = 1.0f / temp2.z;
// exp r1.w, r1.w
temp1.w = exp2(temp1.w);
// add r1.w, r1.w, c28.w
temp1.w = temp1.w + float1(-1);
// mul r1.w, r2.z, r1.w
temp1.w = temp2.z * temp1.w;
// mad r1.w, r2.y, r1.w, r2.x
temp1.w = temp2.y * temp1.w + temp2.x;
// mad r1.w, r1.w, c30.z, c30.y
temp1.w = temp1.w * float1(0.15915494) + float1(0.5);
// frc r1.w, r1.w
temp1.w = frac(temp1.w);
// mad r1.w, r1.w, c31.z, c31.w
temp1.w = temp1.w * float1(6.2831855) + float1(-3.1415927);
// sincos r2.xy, r1.w, c0, c1
temp2.xy = float2(cos(temp1.w), sin(temp1.w));
// mul r1.yzw, r1.xxyz, r2.xxyx
temp1.yzw = temp1.xyz * temp2.xyx;
// mad r1.w, r1.x, -r2.y, r1.w
temp1.w = temp1.x * -temp2.y + temp1.w;
// add r1.x, r1.z, r1.y
temp1.x = temp1.z + temp1.y;
// add r0.xy, r1.xwzw, v0
temp0.xy = temp1.xw + i.position.xy;
// mov r1.xyz, c11[a0.w]
temp1.xyz = float3(0.957897, 0.37887052, 0.36357188);
// mov r2.xyz, c70
temp2.xyz = Update.ZRotation_Rate_Damping__Spread.xyz;
// mad r1.yzw, r1.xxyz, r2.xxyz, c69.xxyz
temp1.yzw = temp1.xyz * temp2.xyz + Update.ZRotation_Rate_Damping__Min.xyz;
// add r2.x, r1.w, c28.w
temp2.x = temp1.w + float1(-1);
// mul r2.x, r2.x, r2.x
temp2.x = temp2.x * temp2.x;
// sge r2.x, -r2.x, r2.x
temp2.x = (-temp2.x >= temp2.x) ? 1 : 0;
// lrp r3.x, r2.x, c29.z, r1.w
temp3.x = lerp(temp1.w, float1(1.0001), temp2.x);
// log r1.w, r3.x
temp1.w = log2(temp3.x);
// mul r2.x, r1.w, c29.w
temp2.x = temp1.w * float1(0.6931472);
// mul r1.w, r0.z, r1.w
temp1.w = temp0.z * temp1.w;
// rcp r2.x, r2.x
temp2.x = 1.0f / temp2.x;
// exp r1.w, r1.w
temp1.w = exp2(temp1.w);
// add r1.w, r1.w, c28.w
temp1.w = temp1.w + float1(-1);
// mul r1.w, r2.x, r1.w
temp1.w = temp2.x * temp1.w;
// mad r1.y, r1.z, r1.w, r1.y
temp1.y = temp1.z * temp1.w + temp1.y;
// mad r1.y, r1.y, c30.z, c30.y
temp1.y = temp1.y * float1(0.15915494) + float1(0.5);
// frc r1.y, r1.y
temp1.y = frac(temp1.y);
// mad r1.y, r1.y, c31.z, c31.w
temp1.y = temp1.y * float1(6.2831855) + float1(-3.1415927);
// sincos r2.xy, r1.y, c0, c1
temp2.xy = float2(cos(temp1.y), sin(temp1.y));
// slt r1.y, v0.w, r0.z
temp1.y = (i.position.w < temp0.z) ? 1 : 0;
// mad r1.y, r1.y, -v2.y, v2.y
temp1.y = temp1.y * -i.texcoord1.y + i.texcoord1.y;
// frc r1.z, r1.y
temp1.z = frac(temp1.y);
// add r1.y, r1.y, -r1.z
temp1.y = temp1.y + -temp1.z;
// mova a0.y, r1.y
addr0.y = temp1.y;
// mul r1.yzw, r2.xxyx, c27[a0.y].xxyy
temp1.yzw = temp2.xyx * float3(-0.5, -0.5, -0.5);
// mad r1.w, c27[a0.y].x, -r2.y, r1.w
temp1.w = float1(-0.5) * -temp2.y + temp1.w;
// mov r2.xy, c27[a0.y]
temp2.xy = float2(-0.5, -0.5);
// mad r2.xy, r2, c37, c37.z
temp2.xy = temp2.xy * float2(1, -1) + float2(0.5, 0.5);
// add r1.y, r1.z, r1.y
temp1.y = temp1.z + temp1.y;
// mul r3.xyz, r1.w, c79
temp3.xyz = temp1.www * (View._m01_m11_m21_m31).xyz;
// mad r1.yzw, c78.xxyz, r1.y, r3.xxyz
temp1.yzw = (View._m00_m10_m20_m30).xyz * temp1.yyy + temp3.xyz;
// mov r3.xyz, c11[a0.x]
temp3.xyz = float3(0.957897, 0.37887052, 0.36357188);
// mov r4.xyz, c66
temp4.xyz = Update.Size_Rate_Damping__Spread.xyz;
// mad r3.xyz, r3, r4, c65
temp3.xyz = temp3.xyz * temp4.xyz + Update.Size_Rate_Damping__Min.xyz;
// mul r1.x, r1.x, c54.x
temp1.x = temp1.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// add r2.z, r3.z, c28.w
temp2.z = temp3.z + float1(-1);
// mul r2.z, r2.z, r2.z
temp2.z = temp2.z * temp2.z;
// sge r2.z, -r2.z, r2.z
temp2.z = (-temp2.z >= temp2.z) ? 1 : 0;
// lrp r4.x, r2.z, c29.z, r3.z
temp4.x = lerp(temp3.z, float1(1.0001), temp2.z);
// log r2.z, r4.x
temp2.z = log2(temp4.x);
// mul r2.w, r2.z, c29.w
temp2.w = temp2.z * float1(0.6931472);
// mul r2.z, r0.z, r2.z
temp2.z = temp0.z * temp2.z;
// rcp r2.w, r2.w
temp2.w = 1.0f / temp2.w;
// exp r2.z, r2.z
temp2.z = exp2(temp2.z);
// add r2.z, r2.z, c28.w
temp2.z = temp2.z + float1(-1);
// mul r2.z, r2.w, r2.z
temp2.z = temp2.w * temp2.z;
// mad r2.z, r3.y, r2.z, r3.x
temp2.z = temp3.y * temp2.z + temp3.x;
// mad r3.xyz, r2.z, r1.yzww, r0.xyww
temp3.xyz = temp2.zzz * temp1.yzw + temp0.xyw;
// mov r3.w, -c28.w
temp3.w = float1(1);
// dp4 oPos.x, r3, c71
o.position.x = dot(temp3, (WorldViewProjection._m00_m10_m20_m30));
// dp4 oPos.y, r3, c72
o.position.y = dot(temp3, (WorldViewProjection._m01_m11_m21_m31));
// dp4 r0.y, r3, c74
temp0.y = dot(temp3, (WorldViewProjection._m03_m13_m23_m33));
// dp4 r0.x, r3, c73
temp0.x = dot(temp3, (WorldViewProjection._m02_m12_m22_m32));
// rcp r0.w, r0.y
temp0.w = 1.0f / temp0.y;
// mov oPos.zw, r0.xyxy
o.position.zw = temp0.xy;
// mul oT2.x, r0.x, r0.w
o.texcoord2 = temp0.x * temp0.w;
// mov r0.w, c28.w
temp0.w = float1(-1);
// mad r0.x, r0.z, c63.x, -r0.w
temp0.x = temp0.z * Draw.SpeedMultiplier.x + -temp0.w;
// mul r0.y, r0.x, c50.x
temp0.y = temp0.x * expr50.x;
// min r3.x, r0.x, c40.x
temp3.x = min(temp0.x, expr40.x);
// abs r0.x, r0.y
temp0.x = abs(temp0.y);
// sge r0.y, r0.y, -r0.y
temp0.y = (temp0.y >= -temp0.y) ? 1 : 0;
// frc r0.x, r0.x
temp0.x = frac(temp0.x);
// lrp r1.y, r0.y, r0.x, -r0.x
temp1.y = lerp(-temp0.x, temp0.x, temp0.y);
// mul r0.x, r1.y, c54.y
temp0.x = temp1.y * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y;
// mul r0.y, r0.x, c46.x
temp0.y = temp0.x * expr46.x;
// abs r0.w, r0.y
temp0.w = abs(temp0.y);
// frc r0.w, r0.w
temp0.w = frac(temp0.w);
// sge r1.y, r0.y, -r0.y
temp1.y = (temp0.y >= -temp0.y) ? 1 : 0;
// lrp r2.z, r1.y, r0.w, -r0.w
temp2.z = lerp(-temp0.w, temp0.w, temp1.y);
// mul r0.x, r2.z, c54.x
temp0.x = temp2.z * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// frc r1.yz, r0.xxyw
temp1.yz = frac(temp0.xy);
// add r0.xy, r0, -r1.yzzw
temp0.xy = temp0.xy + -temp1.yz;
// add r0.xy, r2, r0
temp0.xy = temp2.xy + temp0.xy;
// mul r0.xy, r0, c46.x
temp0.xy = temp0.xy * expr46.xx;
// frc r1.y, r1.x
temp1.y = frac(temp1.x);
// add r1.z, r1.x, -r1.y
temp1.z = temp1.x + -temp1.y;
// slt r1.y, -r1.y, r1.y
temp1.y = (-temp1.y < temp1.y) ? 1 : 0;
// slt r1.x, r1.x, -r1.x
temp1.x = (temp1.x < -temp1.x) ? 1 : 0;
// mad r3.w, r1.x, r1.y, r1.z
temp3.w = temp1.x * temp1.y + temp1.z;
// mov r1.yw, c27.z
temp1.yw = float2(0, 0);
// mul r2.z, r0.z, c63.x
temp2.z = temp0.z * Draw.SpeedMultiplier.x;
// min r3.y, r2.z, c40.x
temp3.y = min(temp2.z, expr40.x);
// frc r1.xz, r3.yyxw
temp1.xz = frac(temp3.yx);
// add r1, r3.ywxw, -r1
temp1 = temp3.ywxw + -temp1;
// add r1, r2.xyxy, r1
temp1 = temp2.xyxy + temp1;
// mul r4.xy, r1.zwzw, c46.x
temp4.xy = temp1.zw * expr46.xx;
// frc r0.w, r2.z
temp0.w = frac(temp2.z);
// mul r1.z, r2.z, c50.x
temp1.z = temp2.z * expr50.x;
// frc r4.zw, r3.xyyx
temp4.zw = frac(temp3.yx);
// add r5.xz, r3.yyxw, -r4.zyww
temp5.xz = temp3.yx + -temp4.zw;
// lrp r6.xyz, c51.x, r4, r0.xyww
temp6.xyz = lerp(temp0.xyw, temp4.xyz, expr51.xxx);
// mad r0.xy, v2.x, c38.x, c38.yzzw
temp0.xy = i.texcoord1.xx * float2(0.1875, 0.1875) + float2(4.8125, 2.75);
// frc r0.xy, r0
temp0.xy = frac(temp0.xy);
// mul r0.xy, r0, c28.z
temp0.xy = temp0.xy * float2(16, 16);
// frc r2.zw, r0.xyxy
temp2.zw = frac(temp0.xy);
// add r0.xy, r0, -r2.zwzw
temp0.xy = temp0.xy + -temp2.zw;
// mova a0.xy, r0
addr0.xy = temp0.xy;
// mov r0.x, c54.x
temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// mul r0.x, r0.x, c11[a0.x].x
temp0.x = temp0.x * float1(0.957897);
// mov r3.xy, c64
temp3.xy = Draw.ColorScaleRange.xy;
// mad r0.y, c11[a0.y].x, r3.y, r3.x
temp0.y = float1(0.957897) * temp3.y + temp3.x;
// frc r0.w, r0.x
temp0.w = frac(temp0.x);
// add r1.w, r0.x, -r0.w
temp1.w = temp0.x + -temp0.w;
// slt r0.x, r0.x, -r0.x
temp0.x = (temp0.x < -temp0.x) ? 1 : 0;
// slt r0.w, -r0.w, r0.w
temp0.w = (-temp0.w < temp0.w) ? 1 : 0;
// mad r3.z, r0.x, r0.w, r1.w
temp3.z = temp0.x * temp0.w + temp1.w;
// add r0.xw, r2.xyzy, r3.zyzw
temp0.xw = temp2.xy + temp3.zw;
// mul r3.xy, r0.xwzw, c46.x
temp3.xy = temp0.xw * expr46.xx;
// mov r3.z, c27.z
temp3.z = float1(0);
// lrp r7.xyz, c52.x, r3, r6
temp7.xyz = lerp(temp6.xyz, temp3.xyz, expr52.xxx);
// mov r5.w, c48.x
temp5.w = expr48.x;
// add r2.zw, r2.xyxy, r5
temp2.zw = temp2.xy + temp5.zw;
// mul r4.xy, r2.zwzw, c46.x
temp4.xy = temp2.zw * expr46.xx;
// add r3.xyz, r4, -r7
temp3.xyz = temp4.xyz + -temp7.xyz;
// mad oT3.xyz, c53.x, r3, r7
o.texcoord3 = expr53.x * temp3 + temp7;
// abs r1.w, r1.z
temp1.w = abs(temp1.z);
// sge r1.z, r1.z, -r1.z
temp1.z = (temp1.z >= -temp1.z) ? 1 : 0;
// frc r1.w, r1.w
temp1.w = frac(temp1.w);
// lrp r2.z, r1.z, r1.w, -r1.w
temp2.z = lerp(-temp1.w, temp1.w, temp1.z);
// mul r1.z, r2.z, c54.y
temp1.z = temp2.z * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y;
// mul r1.w, r1.z, c46.x
temp1.w = temp1.z * expr46.x;
// abs r2.z, r1.w
temp2.z = abs(temp1.w);
// frc r2.z, r2.z
temp2.z = frac(temp2.z);
// sge r2.w, r1.w, -r1.w
temp2.w = (temp1.w >= -temp1.w) ? 1 : 0;
// lrp r3.x, r2.w, r2.z, -r2.z
temp3.x = lerp(-temp2.z, temp2.z, temp2.w);
// mul r1.z, r3.x, c54.x
temp1.z = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// frc r2.zw, r1
temp2.zw = frac(temp1.zw);
// add r1.zw, r1, -r2
temp1.zw = temp1.zw + -temp2.zw;
// add r1.zw, r2.xyxy, r1
temp1.zw = temp2.xy + temp1.zw;
// mul r1.zw, r1, c46.x
temp1.zw = temp1.zw * expr46.xx;
// mad r1.xy, r1, c46.x, -r1.zwzw
temp1.xy = temp1.xy * expr46.xx + -temp1.zw;
// mad r1.xy, c51.x, r1, r1.zwzw
temp1.xy = expr51.xx * temp1.xy + temp1.zw;
// mad r0.xw, r0, c46.x, -r1.xyzy
temp0.xw = temp0.xw * expr46.xx + -temp1.xy;
// mad r0.xw, c52.x, r0, r1.xyzy
temp0.xw = expr52.xx * temp0.xw + temp1.xy;
// mov r5.y, c45.x
temp5.y = expr45.x;
// add r1.xy, r2, r5
temp1.xy = temp2.xy + temp5.xy;
// mad r1.xy, r1, c46.x, -r0.xwzw
temp1.xy = temp1.xy * expr46.xx + -temp0.xw;
// mad oT0.xy, c53.x, r1, r0.xwzw
o.texcoord = expr53.x * temp1 + temp0.xwzw;
// rcp r0.x, v0.w
temp0.x = 1.0f / i.position.w;
// mul r0.x, r0.z, r0.x
temp0.x = temp0.z * temp0.x;
// mov r1, c57
temp1 = Draw.ColorAnimationFunctions[2];
// mad r1, r1, r0.x, c58
temp1 = temp1 * temp0.x + Draw.ColorAnimationFunctions[3];
// mov r2, c59
temp2 = Draw.ColorAnimationFunctions[4];
// mad r2, r2, r0.x, c60
temp2 = temp2 * temp0.x + Draw.ColorAnimationFunctions[5];
// slt r0.zw, r0.x, c61.xyyz
temp0.zw = (temp0.xx < Draw.TimeKeys.yz) ? 1 : 0;
// mov r3, c55
temp3 = Draw.ColorAnimationFunctions[0];
// mad r3, r3, r0.x, c56
temp3 = temp3 * temp0.x + Draw.ColorAnimationFunctions[1];
// lrp r4, r0.w, r1, r2
temp4 = lerp(temp2, temp1, temp0.w);
// lrp r1, r0.z, r3, r4
temp1 = lerp(temp4, temp3, temp0.z);
// mul oD0, r0.y, r1
o.color = temp0.y * temp1;
// mov oT1.xyz, -c28.w
o.texcoord1 = float4(1, 1, 1, 1);
//
return o;
}
// Default_Expression25 Expression_2_0 Has PRES False
float Default_Expression25()
{
float4 temp0;
float4 temp1;
float4 temp2;
float1 expr0;
// add r0.x, c8.x, (-3)
temp0.x = Draw.ShaderType.x + (-3);
// mul r1.x, r0.x, r0.x
temp1.x = temp0.x * temp0.x;
// neg r0.x, r1.x
temp0.x = -temp1.x;
// ge r2.x, r0.x, r1.x
temp2.x = temp0.x >= temp1.x;
// add r0.x, r2.x, (-2)
temp0.x = temp2.x + (-2);
// mul r1.x, r0.x, c9.x
temp1.x = temp0.x * ShouldDrawParticleSoft.x;
// add r0.x, r1.x, (2)
temp0.x = temp1.x + (2);
// mul c0.x, r0.x, (3)
expr0.x = temp0.x * (3);
return expr0;
}
// Default_VertexShader26 Vertex_3_0 Has PRES True
struct Default_VertexShader26_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
struct Default_VertexShader26_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float3 texcoord1 : TEXCOORD1;
float texcoord2 : TEXCOORD2;
float3 texcoord3 : TEXCOORD3;
float4 texcoord4 : TEXCOORD4;
float2 texcoord5 : TEXCOORD5;
};
Default_VertexShader26_Output Default_VertexShader26(Default_VertexShader26_Input i)
{
/*
PRSI
OutputRegisterOffset: 38
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 19
Unknown3: 3
Unknown4: 0
Unknown5: 38
Unknown6: 2
Mappings: 5
0 - ConstOutput: 45 ConstInput 2
1 - ConstOutput: 48 ConstInput 1
2 - ConstOutput: 50 ConstInput 1
3 - ConstOutput: 54 ConstInput 3
4 - ConstOutput: 1 ConstInput 0
*/
float4 expr38;
float4 expr39;
float4 expr40;
float4 expr41;
float4 expr42;
float4 expr43;
float4 expr44;
float4 expr45;
float4 expr46;
float4 expr47;
float4 expr48;
float4 expr49;
float4 expr50;
float4 expr51;
float4 expr52;
float4 expr53;
float4 expr54;
float4 expr55;
float4 expr56;
{
float4 temp0;
float4 temp1;
float4 temp2;
// Expression_2_1
// mul c38.x, c1.x, (30)
expr38.x = Time.x * (30);
// add c39.x, c0.x, (-1)
expr39.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x + (-1);
// lt r0.x, (0), c0.z
temp0.x = (0) < Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z;
// neg r0.y, c0.w
temp0.y = -Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.w;
// max r1.x, r0.y, c0.w
temp1.x = max(temp0.y, Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.w);
// neg r0.y, r1.x
temp0.y = -temp1.x;
// ge r2.x, r0.y, r1.x
temp2.x = temp0.y >= temp1.x;
// lt unknown1.x, r0.y, r1.x
unknown1.x = temp0.y < temp1.x;
// mul unknown0.x, r0.x, r2.x
unknown0.x = temp0.x * temp2.x;
// add r0.x, c0.z, (1)
temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z + (1);
// neg r1.x, r0.x
temp1.x = -temp0.x;
// max r2.x, r0.x, r1.x
temp2.x = max(temp0.x, temp1.x);
// neg r0.x, r2.x
temp0.x = -temp2.x;
// ge unknown2.x, r0.x, r2.x
unknown2.x = temp0.x >= temp2.x;
// rcp c55.x, c0.y
expr55.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y);
// add r0.x, c0.z, (-1)
temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z + (-1);
// neg r1.x, r0.x
temp1.x = -temp0.x;
// lt r2.x, r0.x, r1.x
temp2.x = temp0.x < temp1.x;
// frc r0.y, c0.z
temp0.y = frac(Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z);
// neg r1.x, r0.y
temp1.x = -temp0.y;
// lt r2.y, r1.x, r0.y
temp2.y = temp1.x < temp0.y;
// add r2.z, r0.x, r1.x
temp2.z = temp0.x + temp1.x;
// mul r0.x, r2.x, r2.y
temp0.x = temp2.x * temp2.y;
// add r1.x, r2.z, r0.x
temp1.x = temp2.z + temp0.x;
// mov c45.x, r1.x
expr45.x = temp1.x;
// mov c48.x, r1.x
expr48.x = temp1.x;
// rcp r0.x, c0.x
temp0.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x);
// mov c46.x, r0.x
expr46.x = temp0.x;
// mov c50.x, r0.x
expr50.x = temp0.x;
// mov c54.x, r0.x
expr54.x = temp0.x;
// mov c56.x, r0.x
expr56.x = temp0.x;
}
Default_VertexShader26_Output o;
float4 temp0, temp1, temp2, addr0, temp3, temp4, temp5;
// def c36, 2.0625, 8.9375, 6.1875, 1.375
// def c28, 0.5, -0.5, 16, -1
// def c37, 1, -1, 0.5, 0
// def c30, -0.5, 0.5, 0.1591549, 0.2
// def c31, 0, 0, 6.283185, -3.141593
// def c32, -0.25, -0.25, 0.1875, 4.8125
// def c33, 0.25, -0.25, 0.1875, 2.75
// def c29, 0.5, 0.5, 1.0001, 0.6931472
// def c27, -0.5, -0.5, 0, 0.1875
// def c11, 0.957897, 0.3788705, 0.3635719, 0.3287609
// def c12, 0.1762373, 0.9145751, 0.4360935, 0.3476284
// def c13, 0.743219, 0.4425611, 0.9974546, 0.3622138
// def c14, 0.4896626, 0.6664233, 0.8305699, 0.9742577
// def c15, 0.8947675, 0.8236215, 0.9309705, 0.05219847
// def c16, 0.1411007, 0.6527002, 0.008452523, 0.6430574
// def c17, 0.229799, 0.897999, 0.753822, 0.1316504
// def c18, 0.5815384, 0.2836916, 0.09156471, 0.407481
// def c19, 0.2706044, 0.7228181, 0.1694367, 0.1469052
// def c20, 0.5995556, 0.0964533, 0.8763983, 0.1172229
// def c21, 0.5101711, 0.9421572, 0.1957888, 0.9167565
// def c22, 0.03546793, 0.5340094, 0.1673218, 0.5576764
// def c23, 0.861564, 0.2251601, 0.082332, 0.8790039
// def c24, 0.1730866, 0.8935188, 0.01392406, 0.1787381
// def c25, 0.8269383, 0.7718143, 0.4395359, 0.493963
// def c26, 0.5423613, 0.7218617, 0.7697314, 0.5878567
// def c34, 0.25, 0.25, 0, 0
// def c35, -0.25, 0.25, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_texcoord1 v2
// dcl_position o0
// dcl_texcoord o1.xy
// dcl_color o2
// dcl_texcoord1 o3.xyz
// dcl_texcoord2 o4.x
// dcl_texcoord3 o5.xyz
// dcl_texcoord4 o6
// dcl_texcoord5 o7.xy
// add r0.x, c38.x, -v1.w
temp0.x = expr38.x + -i.texcoord.w;
// slt r0.y, v0.w, r0.x
temp0.y = (i.position.w < temp0.x) ? 1 : 0;
// mad r0.y, r0.y, -v2.y, v2.y
temp0.y = temp0.y * -i.texcoord1.y + i.texcoord1.y;
// rcp r0.z, v0.w
temp0.z = 1.0f / i.position.w;
// mul r0.z, r0.x, r0.z
temp0.z = temp0.x * temp0.z;
// mov r0.w, c27.w
temp0.w = float1(0.1875);
// mad r1, v2.x, r0.w, c36
temp1 = i.texcoord1.x * temp0.w + float4(2.0625, 8.9375, 6.1875, 1.375);
// frc r1, r1
temp1 = frac(temp1);
// mul r1, r1, c28.z
temp1 = temp1 * float4(16, 16, 16, 16);
// frc r2, r1
temp2 = frac(temp1);
// add r1, r1, -r2
temp1 = temp1 + -temp2;
// mova a0, r1
addr0 = temp1;
// mov r1.xyz, c11[a0.x]
temp1.xyz = float3(0.957897, 0.37887052, 0.36357188);
// mov r2.xyz, c69
temp2.xyz = Update.Size_Rate_Damping__Spread.xyz;
// mad r1.xyz, r1, r2, c68
temp1.xyz = temp1.xyz * temp2.xyz + Update.Size_Rate_Damping__Min.xyz;
// add r0.w, r1.z, c28.w
temp0.w = temp1.z + float1(-1);
// sge r0.w, -r0_abs.w, r0_abs.w
temp0.w = (r0.w == 0) ? 1 : 0;
// lrp r2.x, r0.w, c29.z, r1.z
temp2.x = lerp(temp1.z, float1(1.0001), temp0.w);
// log r0.w, r2.x
temp0.w = log2(temp2.x);
// mul r1.z, r0.x, r0.w
temp1.z = temp0.x * temp0.w;
// exp r1.z, r1.z
temp1.z = exp2(temp1.z);
// add r1.z, r1.z, c28.w
temp1.z = temp1.z + float1(-1);
// mul r0.w, r0.w, c29.w
temp0.w = temp0.w * float1(0.6931472);
// rcp r0.w, r0.w
temp0.w = 1.0f / temp0.w;
// mul r0.w, r1.z, r0.w
temp0.w = temp1.z * temp0.w;
// mad r0.w, r1.y, r0.w, r1.x
temp0.w = temp1.y * temp0.w + temp1.x;
// mov r1.xy, c84
temp1.xy = Physics.VelocityDampingRange.xy;
// mad r1.x, c11[a0.y].x, r1.y, r1.x
temp1.x = float1(0.957897) * temp1.y + temp1.x;
// add r1.y, r1.x, c28.w
temp1.y = temp1.x + float1(-1);
// sge r1.y, -r1_abs.y, r1_abs.y
temp1.y = (r1.y == 0) ? 1 : 0;
// lrp r2.x, r1.y, c29.z, r1.x
temp2.x = lerp(temp1.x, float1(1.0001), temp1.y);
// log r1.x, r2.x
temp1.x = log2(temp2.x);
// mul r1.y, r0.x, r1.x
temp1.y = temp0.x * temp1.x;
// exp r1.y, r1.y
temp1.y = exp2(temp1.y);
// add r1.y, r1.y, c28.w
temp1.y = temp1.y + float1(-1);
// mul r1.x, r1.x, c29.w
temp1.x = temp1.x * float1(0.6931472);
// rcp r1.x, r1.x
temp1.x = 1.0f / temp1.x;
// mul r1.x, r1.y, r1.x
temp1.x = temp1.y * temp1.x;
// mov r2.xyz, v0
temp2.xyz = i.position.xyz;
// mad r1.xyz, v1, r1.x, r2
temp1.xyz = i.texcoord.xyz * temp1.xxx + temp2.xyz;
// mul r1.w, r0.x, -c27.x
temp1.w = temp0.x * float1(0.5);
// mov r2.xyz, c82
temp2.xyz = Physics.Gravity.xyz;
// mad r2.xyz, r1.w, r2, c83
temp2.xyz = temp1.www * temp2.xyz + Physics.DriftVelocity.xyz;
// mad r1.xyz, r2, r0.x, r1
temp1.xyz = temp2.xyz * temp0.xxx + temp1.xyz;
// add r2.xyz, r1.xyyw, -v0.xyyw
temp2.xyz = temp1.xyy + -i.position.xyy;
// mov r3.xyz, c11[a0.z]
temp3.xyz = float3(0.957897, 0.37887052, 0.36357188);
// mov r4.xyz, c71
temp4.xyz = Update.XYRotation_Rate_Damping__Spread.xyz;
// mad r3.xyz, r3, r4, c70
temp3.xyz = temp3.xyz * temp4.xyz + Update.XYRotation_Rate_Damping__Min.xyz;
// add r1.w, r3.z, c28.w
temp1.w = temp3.z + float1(-1);
// sge r1.w, -r1_abs.w, r1_abs.w
temp1.w = (r1.w == 0) ? 1 : 0;
// lrp r2.w, r1.w, c29.z, r3.z
temp2.w = lerp(temp3.z, float1(1.0001), temp1.w);
// log r1.w, r2.w
temp1.w = log2(temp2.w);
// mul r2.w, r0.x, r1.w
temp2.w = temp0.x * temp1.w;
// exp r2.w, r2.w
temp2.w = exp2(temp2.w);
// add r2.w, r2.w, c28.w
temp2.w = temp2.w + float1(-1);
// mul r1.w, r1.w, c29.w
temp1.w = temp1.w * float1(0.6931472);
// rcp r1.w, r1.w
temp1.w = 1.0f / temp1.w;
// mul r1.w, r2.w, r1.w
temp1.w = temp2.w * temp1.w;
// mad r1.w, r3.y, r1.w, r3.x
temp1.w = temp3.y * temp1.w + temp3.x;
// mad r1.w, r1.w, c30.z, c30.y
temp1.w = temp1.w * float1(0.15915494) + float1(0.5);
// frc r1.w, r1.w
temp1.w = frac(temp1.w);
// mad r1.w, r1.w, c31.z, c31.w
temp1.w = temp1.w * float1(6.2831855) + float1(-3.1415927);
// sincos r3.xy, r1.w
temp3.xy = float2(cos(temp1.w), sin(temp1.w));
// mul r2.yzw, r2.xxyz, r3.xxyx
temp2.yzw = temp2.xyz * temp3.xyx;
// add r2.y, r2.z, r2.y
temp2.y = temp2.z + temp2.y;
// mad r2.z, r2.x, -r3.y, r2.w
temp2.z = temp2.x * -temp3.y + temp2.w;
// add r1.xy, r2.yzzw, v0
temp1.xy = temp2.yz + i.position.xy;
// mov r2.xyz, c11[a0.w]
temp2.xyz = float3(0.957897, 0.37887052, 0.36357188);
// mov r3.xyz, c73
temp3.xyz = Update.ZRotation_Rate_Damping__Spread.xyz;
// mad r2.yzw, r2.xxyz, r3.xxyz, c72.xxyz
temp2.yzw = temp2.xyz * temp3.xyz + Update.ZRotation_Rate_Damping__Min.xyz;
// add r1.w, r2.w, c28.w
temp1.w = temp2.w + float1(-1);
// sge r1.w, -r1_abs.w, r1_abs.w
temp1.w = (r1.w == 0) ? 1 : 0;
// lrp r3.x, r1.w, c29.z, r2.w
temp3.x = lerp(temp2.w, float1(1.0001), temp1.w);
// log r1.w, r3.x
temp1.w = log2(temp3.x);
// mul r2.w, r0.x, r1.w
temp2.w = temp0.x * temp1.w;
// exp r2.w, r2.w
temp2.w = exp2(temp2.w);
// add r2.w, r2.w, c28.w
temp2.w = temp2.w + float1(-1);
// mul r1.w, r1.w, c29.w
temp1.w = temp1.w * float1(0.6931472);
// rcp r1.w, r1.w
temp1.w = 1.0f / temp1.w;
// mul r1.w, r2.w, r1.w
temp1.w = temp2.w * temp1.w;
// mad r1.w, r2.z, r1.w, r2.y
temp1.w = temp2.z * temp1.w + temp2.y;
// mad r1.w, r1.w, c30.z, c30.y
temp1.w = temp1.w * float1(0.15915494) + float1(0.5);
// frc r1.w, r1.w
temp1.w = frac(temp1.w);
// mad r1.w, r1.w, c31.z, c31.w
temp1.w = temp1.w * float1(6.2831855) + float1(-3.1415927);
// sincos r3.xy, r1.w
temp3.xy = float2(cos(temp1.w), sin(temp1.w));
// frc r1.w, r0.y
temp1.w = frac(temp0.y);
// add r0.y, r0.y, -r1.w
temp0.y = temp0.y + -temp1.w;
// mova a0.x, r0.y
addr0.x = temp0.y;
// mul r2.yzw, r3.xxyx, c27[a0.x].xxyy
temp2.yzw = temp3.xyx * float3(-0.5, -0.5, -0.5);
// add r0.y, r2.z, r2.y
temp0.y = temp2.z + temp2.y;
// mad r1.w, c27[a0.x].x, -r3.y, r2.w
temp1.w = float1(-0.5) * -temp3.y + temp2.w;
// mul r2.yzw, r1.w, c86.xxyz
temp2.yzw = temp1.www * (View._m01_m11_m21_m31).xyz;
// mad r2.yzw, c85.xxyz, r0.y, r2
temp2.yzw = (View._m00_m10_m20_m30).xyz * temp0.yyy + temp2.yzw;
// mad r1.xyz, r0.w, r2.yzww, r1
temp1.xyz = temp0.www * temp2.yzw + temp1.xyz;
// mul r0.y, r0.w, c30.w
temp0.y = temp0.w * float1(0.2);
// mov r1.w, -c28.w
temp1.w = float1(1);
// dp4 r3.x, r1, c74
temp3.x = dot(temp1, (WorldView._m00_m10_m20_m30));
// dp4 r3.y, r1, c75
temp3.y = dot(temp1, (WorldView._m01_m11_m21_m31));
// dp4 r3.z, r1, c76
temp3.z = dot(temp1, (WorldView._m02_m12_m22_m32));
// dp4 r3.w, r1, c77
temp3.w = dot(temp1, (WorldView._m03_m13_m23_m33));
// rcp r0.y, r0.y
temp0.y = 1.0f / temp0.y;
// mul o7.x, r3.z, r0.y
o.texcoord5.x = temp3.z * temp0.y;
// dp4 r1.x, r3, c78
temp1.x = dot(temp3, (Projection._m00_m10_m20_m30));
// dp4 r1.y, r3, c79
temp1.y = dot(temp3, (Projection._m01_m11_m21_m31));
// dp4 r1.z, r3, c80
temp1.z = dot(temp3, (Projection._m02_m12_m22_m32));
// dp4 r1.w, r3, c81
temp1.w = dot(temp3, (Projection._m03_m13_m23_m33));
// rcp r0.w, r1.w
temp0.w = 1.0f / temp1.w;
// mul o4.x, r1.z, r0.w
o.texcoord2 = temp1.z * temp0.w;
// mov r3.xy, c27[a0.x]
temp3.xy = float2(-0.5, -0.5);
// mad r2.yz, r3.xxyw, c37.xxyw, c37.z
temp2.yz = temp3.xy * float2(1, -1) + float2(0.5, 0.5);
// mul r0.w, r0.x, c66.x
temp0.w = temp0.x * Draw.SpeedMultiplier.x;
// min r3.y, r0.w, c39.x
temp3.y = min(temp0.w, expr39.x);
// mov r2.w, c28.w
temp2.w = float1(-1);
// mad r0.x, r0.x, c66.x, -r2.w
temp0.x = temp0.x * Draw.SpeedMultiplier.x + -temp2.w;
// min r3.x, r0.x, c39.x
temp3.x = min(temp0.x, expr39.x);
// if b0
if (Error ConstBool0Error) {
// frc r4.xy, r3.yxzw
temp4.xy = frac(temp3.yx);
// add r5.xz, r3.yyxw, -r4.xyyw
temp5.xz = temp3.yx + -temp4.xy;
// mov r5.y, c45.x
temp5.y = expr45.x;
// add r4.yz, r2, r5.xxyw
temp4.yz = temp2.yz + temp5.xy;
// mul o1.xy, r4.yzzw, c46.x
o.texcoord = temp4.yzzw * expr46.x;
// mov r5.w, c48.x
temp5.w = expr48.x;
// add r4.yz, r2, r5.xzww
temp4.yz = temp2.yz + temp5.zw;
// mul o5.xy, r4.yzzw, c46.x
o.texcoord3.xy = temp4.yz * expr46.xx;
// mov o5.z, r4.x
o.texcoord3.z = temp4.x;
// else
} else {
// mul r2.x, r2.x, c57.x
temp2.x = temp2.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// frc r2.w, r2.x
temp2.w = frac(temp2.x);
// add r4.x, r2.x, -r2.w
temp4.x = temp2.x + -temp2.w;
// slt r2.x, r2.x, -r2.x
temp2.x = (temp2.x < -temp2.x) ? 1 : 0;
// slt r2.w, -r2.w, r2.w
temp2.w = (-temp2.w < temp2.w) ? 1 : 0;
// mad r3.w, r2.x, r2.w, r4.x
temp3.w = temp2.x * temp2.w + temp4.x;
// if b1
if (Error ConstBool1Error) {
// mad r2.x, v2.x, c32.z, c32.w
temp2.x = i.texcoord1.x * float1(0.1875) + float1(4.8125);
// frc r2.x, r2.x
temp2.x = frac(temp2.x);
// mul r2.x, r2.x, c28.z
temp2.x = temp2.x * float1(16);
// frc r2.w, r2.x
temp2.w = frac(temp2.x);
// add r2.x, r2.x, -r2.w
temp2.x = temp2.x + -temp2.w;
// mova a0.x, r2.x
addr0.x = temp2.x;
// mov r2.x, c57.x
temp2.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// mul r2.x, r2.x, c11[a0.x].x
temp2.x = temp2.x * float1(0.957897);
// frc r2.w, r2.x
temp2.w = frac(temp2.x);
// add r4.x, r2.x, -r2.w
temp4.x = temp2.x + -temp2.w;
// slt r2.x, r2.x, -r2.x
temp2.x = (temp2.x < -temp2.x) ? 1 : 0;
// slt r2.w, -r2.w, r2.w
temp2.w = (-temp2.w < temp2.w) ? 1 : 0;
// mad r3.z, r2.x, r2.w, r4.x
temp3.z = temp2.x * temp2.w + temp4.x;
// add r2.xw, r2.yyzz, r3.zyzw
temp2.xw = temp2.yz + temp3.zw;
// mul r2.xw, r2, c50.x
temp2.xw = temp2.xw * expr50.xx;
// mov o5.z, c27.z
o.texcoord3.z = float1(0);
// mov o5.xy, r2.xwzw
o.texcoord3.xy = temp2.xw;
// mov o1.xy, r2.xwzw
o.texcoord = temp2.xwzw;
// else
} else {
// if b2
if (Error ConstBool2Error) {
// frc r4.z, r3.y
temp4.z = frac(temp3.y);
// mov r4.w, c27.z
temp4.w = float1(0);
// add r2.xw, r3.yyzw, -r4.zyzw
temp2.xw = temp3.yw + -temp4.zw;
// add r2.xw, r2.yyzz, r2
temp2.xw = temp2.yz + temp2.xw;
// mul o1.xy, r2.xwzw, c54.x
o.texcoord = temp2.xwzw * expr54.x;
// frc r2.x, r3.x
temp2.x = frac(temp3.x);
// mov r2.w, c27.z
temp2.w = float1(0);
// add r2.xw, r3, -r2
temp2.xw = temp3.xw + -temp2.xw;
// add r2.xw, r2.yyzz, r2
temp2.xw = temp2.yz + temp2.xw;
// mul r4.xy, r2.xwzw, c54.x
temp4.xy = temp2.xw * expr54.xx;
// mov o5.xyz, r4
o.texcoord3 = temp4;
// else
} else {
// mul r2.x, r0.w, c55.x
temp2.x = temp0.w * expr55.x;
// frc r2.w, r2_abs.x
temp2.w = frac(abs(temp2).x);
// sge r2.x, r2.x, -r2.x
temp2.x = (temp2.x >= -temp2.x) ? 1 : 0;
// lrp r3.x, r2.x, r2.w, -r2.w
temp3.x = lerp(-temp2.w, temp2.w, temp2.x);
// mul r2.x, r3.x, c57.y
temp2.x = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y;
// mul r2.w, r2.x, c56.x
temp2.w = temp2.x * expr56.x;
// frc r3.x, r2_abs.w
temp3.x = frac(abs(temp2).w);
// sge r3.y, r2.w, -r2.w
temp3.y = (temp2.w >= -temp2.w) ? 1 : 0;
// lrp r4.x, r3.y, r3.x, -r3.x
temp4.x = lerp(-temp3.x, temp3.x, temp3.y);
// mul r2.x, r4.x, c57.x
temp2.x = temp4.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// frc r3.xy, r2.xwzw
temp3.xy = frac(temp2.xw);
// add r2.xw, r2, -r3.xyzy
temp2.xw = temp2.xw + -temp3.xy;
// add r2.xw, r2.yyzz, r2
temp2.xw = temp2.yz + temp2.xw;
// mul o1.xy, r2.xwzw, c56.x
o.texcoord = temp2.xwzw * expr56.x;
// mul r0.x, r0.x, c55.x
temp0.x = temp0.x * expr55.x;
// frc r2.x, r0_abs.x
temp2.x = frac(abs(temp0).x);
// sge r0.x, r0.x, -r0.x
temp0.x = (temp0.x >= -temp0.x) ? 1 : 0;
// lrp r3.x, r0.x, r2.x, -r2.x
temp3.x = lerp(-temp2.x, temp2.x, temp0.x);
// mul r0.x, r3.x, c57.y
temp0.x = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y;
// mul r2.w, r0.x, c56.x
temp2.w = temp0.x * expr56.x;
// frc r0.x, r2_abs.w
temp0.x = frac(abs(temp2).w);
// sge r3.x, r2.w, -r2.w
temp3.x = (temp2.w >= -temp2.w) ? 1 : 0;
// lrp r4.x, r3.x, r0.x, -r0.x
temp4.x = lerp(-temp0.x, temp0.x, temp3.x);
// mul r2.x, r4.x, c57.x
temp2.x = temp4.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// frc r3.xy, r2.xwzw
temp3.xy = frac(temp2.xw);
// add r2.xw, r2, -r3.xyzy
temp2.xw = temp2.xw + -temp3.xy;
// add r2.xy, r2.yzzw, r2.xwzw
temp2.xy = temp2.yz + temp2.xw;
// mul o5.xy, r2, c56.x
o.texcoord3.xy = temp2.xy * expr56.xx;
// frc o5.z, r0.w
o.texcoord3.z = frac(temp0.w);
// endif
}
// endif
}
// endif
}
// mov r2, c58
temp2 = Draw.ColorAnimationFunctions[0];
// mad r2, r2, r0.z, c59
temp2 = temp2 * temp0.z + Draw.ColorAnimationFunctions[1];
// slt r0.xw, r0.z, c64.yyzz
temp0.xw = (temp0.zz < Draw.TimeKeys.yz) ? 1 : 0;
// mov r3, c60
temp3 = Draw.ColorAnimationFunctions[2];
// mad r3, r3, r0.z, c61
temp3 = temp3 * temp0.z + Draw.ColorAnimationFunctions[3];
// mov r4, c62
temp4 = Draw.ColorAnimationFunctions[4];
// mad r4, r4, r0.z, c63
temp4 = temp4 * temp0.z + Draw.ColorAnimationFunctions[5];
// lrp r5, r0.w, r3, r4
temp5 = lerp(temp4, temp3, temp0.w);
// lrp r3, r0.x, r2, r5
temp3 = lerp(temp5, temp2, temp0.x);
// mad r0.x, v2.x, c33.z, c33.w
temp0.x = i.texcoord1.x * float1(0.1875) + float1(2.75);
// frc r0.x, r0.x
temp0.x = frac(temp0.x);
// mul r0.x, r0.x, c28.z
temp0.x = temp0.x * float1(16);
// frc r0.z, r0.x
temp0.z = frac(temp0.x);
// add r0.x, r0.x, -r0.z
temp0.x = temp0.x + -temp0.z;
// mova a0.x, r0.x
addr0.x = temp0.x;
// mov r2.xy, c67
temp2.xy = Draw.ColorScaleRange.xy;
// mad r0.x, c11[a0.x].x, r2.y, r2.x
temp0.x = float1(0.957897) * temp2.y + temp2.x;
// mul o2, r3, r0.x
o.color = temp3 * temp0.x;
// mov o0, r1
o.position = temp1;
// mov o3.xyz, -c28.w
o.texcoord1 = float4(1, 1, 1, 1);
// mov o6, r1
o.texcoord4 = temp1;
// mov o7.y, r0.y
o.texcoord5.y = temp0.y;
//
return o;
}
technique Default
{
pass P0 <string ExpressionEvaluator = "Particle";>
{
VertexShader = compile vs_3_0 Default_VertexShader26(); // 39
PixelShader = PS_Array_H[Default_Expression25()]; // 40
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 1;
AlphaFunc = 7;
AlphaRef = 96;
}
}
technique Default_M
{
pass P0 <string ExpressionEvaluator = "Particle";>
{
VertexShader = compile vs_2_0 Default_M_VertexShader24(); // 45
PixelShader = PS_Array_M[Default_M_Expression23()]; // 46
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 1;
AlphaFunc = 7;
AlphaRef = 96;
}
}
technique Default_L
{
pass P0 <string ExpressionEvaluator = "Particle";>
{
VertexShader = compile vs_2_0 Default_L_VertexShader22(); // 48
PixelShader = compile ps_2_0 Default_L_PixelShader21(); // 49
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 1;
AlphaFunc = 7;
AlphaRef = 96;
}
}
technique _CreateShadowMap
{
pass P0 <string ExpressionEvaluator = "GPUParticle_CreateShadowMap";>
{
VertexShader = compile vs_2_0 _CreateShadowMap_VertexShader20(); // 57
PixelShader = PSCreateShadowMap_Array[_CreateShadowMap_Expression19()]; // 58
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 1;
CullMode = 1;
AlphaBlendEnable = 0;
AlphaTestEnable = 0;
}
}