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

1770 lines
46 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;>;
column_major float4x4 Projection : Projection : register(vs_2_0, c11);
float Time : Time;
texture Texture0 <string UIWidget = "None"; string SasBindAddress = "WW3D.MiscTexture";>; // 2
sampler2D Texture0Sampler : register(ps_2_0, s0) <string Texture = "Texture0"; string UIWidget = "None"; string SasBindAddress = "WW3D.MiscTexture";> =
sampler_state
{
Texture = <Texture0>; // 5
MinFilter = 2;
MagFilter = 2;
MipFilter = 2;
AddressU = 1;
AddressV = 1;
};
texture Texture1 <string UIWidget = "None"; string SasBindAddress = "WW3D.FXDistortionFractal";>; // 9
sampler2D Texture1Sampler : register(ps_2_0, s1) <string Texture = "Texture1"; string UIWidget = "None"; string SasBindAddress = "WW3D.FXDistortionFractal";> =
sampler_state
{
Texture = <Texture1>; // 12
MinFilter = 2;
MagFilter = 2;
MipFilter = 2;
AddressU = 1;
AddressV = 1;
};
int BlendMode <string UIName = "Blend mode"; int UIMin = 0; int UIMax = 6;>;
// PSCreateShadowMap_Array_Shader_0 Pixel_2_0 Has PRES False
struct PSCreateShadowMap_Array_Shader_0_Input
{
float4 color : COLOR;
float2 texcoord : TEXCOORD;
float texcoord1 : TEXCOORD1;
};
float4 PSCreateShadowMap_Array_Shader_0(PSCreateShadowMap_Array_Shader_0_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// def c0, -0.3529412, 0, 0, 0
// dcl v0
// dcl t0.xy
// dcl t1.x
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
// mad r0, v0.w, r0.w, c0.x
temp0 = i.color.w * temp0.w + float4(-0.3529412, -0.3529412, -0.3529412, -0.3529412);
// texkill r0
clip(temp0);
// mov r0, t1.x
temp0 = i.texcoord1.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
{
float3 color : COLOR;
float2 texcoord : TEXCOORD;
float texcoord1 : TEXCOORD1;
};
float4 PSCreateShadowMap_Array_Shader_1(PSCreateShadowMap_Array_Shader_1_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// def c0, 1, -2.352941, 0, 0
// dcl v0.xyz
// dcl t0.xy
// dcl t1.x
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(Texture0Sampler, 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(-2.3529413, -2.3529413, -2.3529413, -2.3529413);
// texkill r0
clip(temp0);
// mov r0, t1.x
temp0 = i.texcoord1.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
{
float4 color : COLOR;
float2 texcoord : TEXCOORD;
float texcoord1 : TEXCOORD1;
};
float4 PSCreateShadowMap_Array_Shader_2(PSCreateShadowMap_Array_Shader_2_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// def c0, -0.3529412, 0, 0, 0
// dcl v0
// dcl t0.xy
// dcl t1.x
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
// mad r0, v0.w, r0.w, c0.x
temp0 = i.color.w * temp0.w + float4(-0.3529412, -0.3529412, -0.3529412, -0.3529412);
// texkill r0
clip(temp0);
// mov r0, t1.x
temp0 = i.texcoord1.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
{
float4 color : COLOR;
float2 texcoord : TEXCOORD;
float texcoord1 : TEXCOORD1;
};
float4 PSCreateShadowMap_Array_Shader_3(PSCreateShadowMap_Array_Shader_3_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// def c0, -0.3529412, 0, 0, 0
// dcl v0
// dcl t0.xy
// dcl t1.x
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
// mad r0, v0.w, r0.w, c0.x
temp0 = i.color.w * temp0.w + float4(-0.3529412, -0.3529412, -0.3529412, -0.3529412);
// texkill r0
clip(temp0);
// mov r0, t1.x
temp0 = i.texcoord1.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
{
float3 color : COLOR;
float2 texcoord : TEXCOORD;
float texcoord1 : TEXCOORD1;
};
float4 PSCreateShadowMap_Array_Shader_4(PSCreateShadowMap_Array_Shader_4_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// def c0, 1, -2.352941, 0, 0
// dcl v0.xyz
// dcl t0.xy
// dcl t1.x
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(Texture0Sampler, 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(-2.3529413, -2.3529413, -2.3529413, -2.3529413);
// texkill r0
clip(temp0);
// mov r0, t1.x
temp0 = i.texcoord1.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
{
float3 color : COLOR;
float2 texcoord : TEXCOORD;
float texcoord1 : TEXCOORD1;
};
float4 PSCreateShadowMap_Array_Shader_5(PSCreateShadowMap_Array_Shader_5_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// def c0, 1, -2.352941, 0, 0
// dcl v0.xyz
// dcl t0.xy
// dcl t1.x
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(Texture0Sampler, 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(-2.3529413, -2.3529413, -2.3529413, -2.3529413);
// texkill r0
clip(temp0);
// mov r0, t1.x
temp0 = i.texcoord1.x;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// PSCreateShadowMap_Array_Shader_6 Pixel_2_0 Has PRES False
struct PSCreateShadowMap_Array_Shader_6_Input
{
float4 color : COLOR;
float2 texcoord : TEXCOORD;
float texcoord1 : TEXCOORD1;
};
float4 PSCreateShadowMap_Array_Shader_6(PSCreateShadowMap_Array_Shader_6_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// def c0, -0.3529412, 0, 0, 0
// dcl v0
// dcl t0.xy
// dcl t1.x
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
// mad r0, v0.w, r0.w, c0.x
temp0 = i.color.w * temp0.w + float4(-0.3529412, -0.3529412, -0.3529412, -0.3529412);
// texkill r0
clip(temp0);
// mov r0, t1.x
temp0 = i.texcoord1.x;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
PixelShader PSCreateShadowMap_Array[7] = {
compile ps_2_0 PSCreateShadowMap_Array_Shader_0(), // 45
compile ps_2_0 PSCreateShadowMap_Array_Shader_1(), // 46
compile ps_2_0 PSCreateShadowMap_Array_Shader_2(), // 47
compile ps_2_0 PSCreateShadowMap_Array_Shader_3(), // 48
compile ps_2_0 PSCreateShadowMap_Array_Shader_4(), // 49
compile ps_2_0 PSCreateShadowMap_Array_Shader_5(), // 50
compile ps_2_0 PSCreateShadowMap_Array_Shader_6(), // 51
};
// _CreateShadowMap_Expression8 Expression_2_0 Has PRES False
float _CreateShadowMap_Expression8()
{
float1 expr0;
// mov c0.x, c0.x
expr0.x = BlendMode.x;
return expr0;
}
// _CreateShadowMap_VertexShader9 Vertex_2_0 Has PRES False
struct _CreateShadowMap_VertexShader9_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct _CreateShadowMap_VertexShader9_Output
{
float4 position : POSITION;
float texcoord1 : TEXCOORD1;
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
_CreateShadowMap_VertexShader9_Output _CreateShadowMap_VertexShader9(_CreateShadowMap_VertexShader9_Input i)
{
_CreateShadowMap_VertexShader9_Output o;
float4 temp0;
float2 temp1;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
o.position.x = dot(temp0, (Projection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (Projection._m01_m11_m21_m31));
// dp4 r1.y, r0, c14
temp1.y = dot(temp0, (Projection._m03_m13_m23_m33));
// dp4 r1.x, r0, c13
temp1.x = dot(temp0, (Projection._m02_m12_m22_m32));
// rcp r0.x, r1.y
temp0.x = 1.0f / temp1.y;
// mov oPos.zw, r1.xyxy
o.position.zw = temp1.xy;
// mul oT1.x, r1.x, r0.x
o.texcoord1 = temp1.x * temp0.x;
// mov oD0, v2
o.color = i.color;
// mov oT0.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
// AlphaNoDepthTest_M_PixelShader10 Pixel_2_0 Has PRES False
struct AlphaNoDepthTest_M_PixelShader10_Input
{
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
float4 AlphaNoDepthTest_M_PixelShader10(AlphaNoDepthTest_M_PixelShader10_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// dcl t0.xy
// dcl t1
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
// mul r0, r0, t1
temp0 = temp0 * i.texcoord1;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// AlphaNoDepthTest_M_VertexShader11 Vertex_2_0 Has PRES False
struct AlphaNoDepthTest_M_VertexShader11_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct AlphaNoDepthTest_M_VertexShader11_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
AlphaNoDepthTest_M_VertexShader11_Output AlphaNoDepthTest_M_VertexShader11(AlphaNoDepthTest_M_VertexShader11_Input i)
{
AlphaNoDepthTest_M_VertexShader11_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
o.position.x = dot(temp0, (Projection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (Projection._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
o.position.z = dot(temp0, (Projection._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
o.position.w = dot(temp0, (Projection._m03_m13_m23_m33));
// mov oT0.xy, v1
o.texcoord = i.texcoord;
// mov oT1, v2
o.texcoord1 = i.color;
//
return o;
}
// AdditiveNoDepthTest_M_PixelShader12 Pixel_2_0 Has PRES False
struct AdditiveNoDepthTest_M_PixelShader12_Input
{
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
float4 AdditiveNoDepthTest_M_PixelShader12(AdditiveNoDepthTest_M_PixelShader12_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// dcl t0.xy
// dcl t1
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
// mul r0, r0, t1
temp0 = temp0 * i.texcoord1;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// AdditiveNoDepthTest_M_VertexShader13 Vertex_2_0 Has PRES False
struct AdditiveNoDepthTest_M_VertexShader13_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct AdditiveNoDepthTest_M_VertexShader13_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
AdditiveNoDepthTest_M_VertexShader13_Output AdditiveNoDepthTest_M_VertexShader13(AdditiveNoDepthTest_M_VertexShader13_Input i)
{
AdditiveNoDepthTest_M_VertexShader13_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
o.position.x = dot(temp0, (Projection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (Projection._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
o.position.z = dot(temp0, (Projection._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
o.position.w = dot(temp0, (Projection._m03_m13_m23_m33));
// mov oT0.xy, v1
o.texcoord = i.texcoord;
// mov oT1, v2
o.texcoord1 = i.color;
//
return o;
}
// Multiplicative_M_PixelShader14 Pixel_2_0 Has PRES False
struct Multiplicative_M_PixelShader14_Input
{
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
float4 Multiplicative_M_PixelShader14(Multiplicative_M_PixelShader14_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// dcl t0.xy
// dcl t1
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
// mul r0, r0, t1
temp0 = temp0 * i.texcoord1;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// Multiplicative_M_VertexShader15 Vertex_2_0 Has PRES False
struct Multiplicative_M_VertexShader15_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct Multiplicative_M_VertexShader15_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
Multiplicative_M_VertexShader15_Output Multiplicative_M_VertexShader15(Multiplicative_M_VertexShader15_Input i)
{
Multiplicative_M_VertexShader15_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
o.position.x = dot(temp0, (Projection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (Projection._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
o.position.z = dot(temp0, (Projection._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
o.position.w = dot(temp0, (Projection._m03_m13_m23_m33));
// mov oT0.xy, v1
o.texcoord = i.texcoord;
// mov oT1, v2
o.texcoord1 = i.color;
//
return o;
}
// AlphaTest_M_PixelShader16 Pixel_2_0 Has PRES False
struct AlphaTest_M_PixelShader16_Input
{
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
float4 AlphaTest_M_PixelShader16(AlphaTest_M_PixelShader16_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// dcl t0.xy
// dcl t1
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
// mul r0, r0, t1
temp0 = temp0 * i.texcoord1;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// AlphaTest_M_VertexShader17 Vertex_2_0 Has PRES False
struct AlphaTest_M_VertexShader17_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct AlphaTest_M_VertexShader17_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
AlphaTest_M_VertexShader17_Output AlphaTest_M_VertexShader17(AlphaTest_M_VertexShader17_Input i)
{
AlphaTest_M_VertexShader17_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
o.position.x = dot(temp0, (Projection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (Projection._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
o.position.z = dot(temp0, (Projection._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
o.position.w = dot(temp0, (Projection._m03_m13_m23_m33));
// mov oT0.xy, v1
o.texcoord = i.texcoord;
// mov oT1, v2
o.texcoord1 = i.color;
//
return o;
}
// AdditiveAlphaTest_M_PixelShader18 Pixel_2_0 Has PRES False
struct AdditiveAlphaTest_M_PixelShader18_Input
{
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
};
float4 AdditiveAlphaTest_M_PixelShader18(AdditiveAlphaTest_M_PixelShader18_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1;
// def c0, -1, 0.01, 0, 0
// dcl t0.xy
// dcl t1
// dcl t2
// dcl_2d s0
// dcl_2d s1
// mov r0.x, t1.z
temp0.x = i.texcoord1.z;
// mov r0.y, t1.w
temp0.y = i.texcoord1.w;
// texld r0, r0, s1
temp0 = tex2D(Texture1Sampler, temp0.xy);
// texld r1, t1, s1
temp1 = tex2D(Texture1Sampler, i.texcoord1.xy);
// add r0.xy, r0, r1
temp0.xy = temp0.xy + temp1.xy;
// add r0.xy, r0, c0.x
temp0.xy = temp0.xy + float2(-1, -1);
// mad r0.xy, r0, c0.y, t0
temp0.xy = temp0.xy * float2(0.01, 0.01) + i.texcoord.xy;
// texld r0, r0, s0
temp0 = tex2D(Texture0Sampler, temp0.xy);
// mul r0, r0, t2
temp0 = temp0 * i.texcoord2;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// AdditiveAlphaTest_M_VertexShader19 Vertex_2_0 Has PRES True
struct AdditiveAlphaTest_M_VertexShader19_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct AdditiveAlphaTest_M_VertexShader19_Output
{
float4 texcoord1 : TEXCOORD1;
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float4 texcoord2 : TEXCOORD2;
};
AdditiveAlphaTest_M_VertexShader19_Output AdditiveAlphaTest_M_VertexShader19(AdditiveAlphaTest_M_VertexShader19_Input i)
{
/*
PRSI
OutputRegisterOffset: 15
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 2
Unknown3: 0
Unknown4: 0
Unknown5: 15
Unknown6: 2
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr15;
float4 expr16;
{
// Expression_2_1
// mul c15.x, c0.x, (0.03)
expr15.x = Time.x * (0.03);
// mul c16.x, c0.x, (0.06)
expr16.x = Time.x * (0.06);
}
AdditiveAlphaTest_M_VertexShader19_Output o;
float4 temp0;
// def c0, 0.07071161, 0.001325808, -0.07070975, 0.0006629213
// def c1, 0.001325843, 0.0353558, -0.0006629039, 0.03535488
// def c2, 1, 0, 0.00625, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// mul r0.xy, v1, c0
temp0.xy = i.texcoord.xy * float2(0.070711605, 0.0013258078);
// add r0.x, r0.y, r0.x
temp0.x = temp0.y + temp0.x;
// add oT1.x, r0.x, c15.x
o.texcoord1.x = temp0.x + expr15.x;
// mul r0, v1.yxyx, c1
temp0 = i.texcoord.yxyx * float4(0.0013258426, 0.035355803, -0.0006629039, 0.035354875);
// mad oT1.yw, v1.xxzy, c0.xzzw, r0.xxzw
o.texcoord1.yw = i.texcoord.xy * float2(-0.07070975, 0.0006629213) + temp0.xw;
// add r0.x, r0.z, r0.y
temp0.x = temp0.z + temp0.y;
// add oT1.z, r0.x, c16.x
o.texcoord1.z = temp0.x + expr16.x;
// mad r0, v0.xyzx, c2.xxxy, c2.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
o.position.x = dot(temp0, (Projection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (Projection._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
o.position.z = dot(temp0, (Projection._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
o.position.w = dot(temp0, (Projection._m03_m13_m23_m33));
// mul oT0.xy, v1, c2.xzzw
o.texcoord = i.texcoord * float4(1, 0.00625, 0.00625, 0);
// mov oT2, v2
o.texcoord2 = i.color;
//
return o;
}
// Additive_M_PixelShader20 Pixel_2_0 Has PRES False
struct Additive_M_PixelShader20_Input
{
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
float4 Additive_M_PixelShader20(Additive_M_PixelShader20_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// dcl t0.xy
// dcl t1
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
// mul r0, r0, t1
temp0 = temp0 * i.texcoord1;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// Additive_M_VertexShader21 Vertex_2_0 Has PRES False
struct Additive_M_VertexShader21_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct Additive_M_VertexShader21_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
Additive_M_VertexShader21_Output Additive_M_VertexShader21(Additive_M_VertexShader21_Input i)
{
Additive_M_VertexShader21_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
o.position.x = dot(temp0, (Projection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (Projection._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
o.position.z = dot(temp0, (Projection._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
o.position.w = dot(temp0, (Projection._m03_m13_m23_m33));
// mov oT0.xy, v1
o.texcoord = i.texcoord;
// mov oT1, v2
o.texcoord1 = i.color;
//
return o;
}
// Alpha_M_PixelShader22 Pixel_2_0 Has PRES False
struct Alpha_M_PixelShader22_Input
{
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
float4 Alpha_M_PixelShader22(Alpha_M_PixelShader22_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// dcl t0.xy
// dcl t1
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
// mul r0, r0, t1
temp0 = temp0 * i.texcoord1;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// Alpha_M_VertexShader23 Vertex_2_0 Has PRES False
struct Alpha_M_VertexShader23_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct Alpha_M_VertexShader23_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
Alpha_M_VertexShader23_Output Alpha_M_VertexShader23(Alpha_M_VertexShader23_Input i)
{
Alpha_M_VertexShader23_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
o.position.x = dot(temp0, (Projection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (Projection._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
o.position.z = dot(temp0, (Projection._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
o.position.w = dot(temp0, (Projection._m03_m13_m23_m33));
// mov oT0.xy, v1
o.texcoord = i.texcoord;
// mov oT1, v2
o.texcoord1 = i.color;
//
return o;
}
// AlphaNoDepthTest_PixelShader24 Pixel_2_0 Has PRES False
struct AlphaNoDepthTest_PixelShader24_Input
{
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
float4 AlphaNoDepthTest_PixelShader24(AlphaNoDepthTest_PixelShader24_Input i) : COLOR
{
float4 out_color;
float4 temp0;
float3 temp1;
// def c0, 2.2, 0, 0, 0
// dcl t0.xy
// dcl t1
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
// log r1.x, r0.x
temp1.x = log2(temp0.x);
// log r1.y, r0.y
temp1.y = log2(temp0.y);
// log r1.z, r0.z
temp1.z = log2(temp0.z);
// mul r1.xyz, r1, c0.x
temp1.xyz = temp1.xyz * float3(2.2, 2.2, 2.2);
// exp r0.x, r1.x
temp0.x = exp2(temp1.x);
// exp r0.y, r1.y
temp0.y = exp2(temp1.y);
// exp r0.z, r1.z
temp0.z = exp2(temp1.z);
// mul r0, r0, t1
temp0 = temp0 * i.texcoord1;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// AlphaNoDepthTest_VertexShader25 Vertex_2_0 Has PRES False
struct AlphaNoDepthTest_VertexShader25_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct AlphaNoDepthTest_VertexShader25_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
AlphaNoDepthTest_VertexShader25_Output AlphaNoDepthTest_VertexShader25(AlphaNoDepthTest_VertexShader25_Input i)
{
AlphaNoDepthTest_VertexShader25_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
o.position.x = dot(temp0, (Projection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (Projection._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
o.position.z = dot(temp0, (Projection._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
o.position.w = dot(temp0, (Projection._m03_m13_m23_m33));
// mov oT0.xy, v1
o.texcoord = i.texcoord;
// mov oT1, v2
o.texcoord1 = i.color;
//
return o;
}
// AdditiveNoDepthTest_PixelShader26 Pixel_2_0 Has PRES False
struct AdditiveNoDepthTest_PixelShader26_Input
{
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
float4 AdditiveNoDepthTest_PixelShader26(AdditiveNoDepthTest_PixelShader26_Input i) : COLOR
{
float4 out_color;
float4 temp0;
float3 temp1;
// def c0, 2.2, 0, 0, 0
// dcl t0.xy
// dcl t1
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
// log r1.x, r0.x
temp1.x = log2(temp0.x);
// log r1.y, r0.y
temp1.y = log2(temp0.y);
// log r1.z, r0.z
temp1.z = log2(temp0.z);
// mul r1.xyz, r1, c0.x
temp1.xyz = temp1.xyz * float3(2.2, 2.2, 2.2);
// exp r0.x, r1.x
temp0.x = exp2(temp1.x);
// exp r0.y, r1.y
temp0.y = exp2(temp1.y);
// exp r0.z, r1.z
temp0.z = exp2(temp1.z);
// mul r0, r0, t1
temp0 = temp0 * i.texcoord1;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// AdditiveNoDepthTest_VertexShader27 Vertex_2_0 Has PRES False
struct AdditiveNoDepthTest_VertexShader27_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct AdditiveNoDepthTest_VertexShader27_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
AdditiveNoDepthTest_VertexShader27_Output AdditiveNoDepthTest_VertexShader27(AdditiveNoDepthTest_VertexShader27_Input i)
{
AdditiveNoDepthTest_VertexShader27_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
o.position.x = dot(temp0, (Projection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (Projection._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
o.position.z = dot(temp0, (Projection._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
o.position.w = dot(temp0, (Projection._m03_m13_m23_m33));
// mov oT0.xy, v1
o.texcoord = i.texcoord;
// mov oT1, v2
o.texcoord1 = i.color;
//
return o;
}
// Multiplicative_PixelShader28 Pixel_2_0 Has PRES False
struct Multiplicative_PixelShader28_Input
{
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
float4 Multiplicative_PixelShader28(Multiplicative_PixelShader28_Input i) : COLOR
{
float4 out_color;
float4 temp0;
float3 temp1;
// def c0, 2.2, 0, 0, 0
// dcl t0.xy
// dcl t1
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
// log r1.x, r0.x
temp1.x = log2(temp0.x);
// log r1.y, r0.y
temp1.y = log2(temp0.y);
// log r1.z, r0.z
temp1.z = log2(temp0.z);
// mul r1.xyz, r1, c0.x
temp1.xyz = temp1.xyz * float3(2.2, 2.2, 2.2);
// exp r0.x, r1.x
temp0.x = exp2(temp1.x);
// exp r0.y, r1.y
temp0.y = exp2(temp1.y);
// exp r0.z, r1.z
temp0.z = exp2(temp1.z);
// mul r0, r0, t1
temp0 = temp0 * i.texcoord1;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// Multiplicative_VertexShader29 Vertex_2_0 Has PRES False
struct Multiplicative_VertexShader29_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct Multiplicative_VertexShader29_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
Multiplicative_VertexShader29_Output Multiplicative_VertexShader29(Multiplicative_VertexShader29_Input i)
{
Multiplicative_VertexShader29_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
o.position.x = dot(temp0, (Projection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (Projection._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
o.position.z = dot(temp0, (Projection._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
o.position.w = dot(temp0, (Projection._m03_m13_m23_m33));
// mov oT0.xy, v1
o.texcoord = i.texcoord;
// mov oT1, v2
o.texcoord1 = i.color;
//
return o;
}
// AlphaTest_PixelShader30 Pixel_2_0 Has PRES False
struct AlphaTest_PixelShader30_Input
{
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
float4 AlphaTest_PixelShader30(AlphaTest_PixelShader30_Input i) : COLOR
{
float4 out_color;
float4 temp0;
float3 temp1;
// def c0, 2.2, 0, 0, 0
// dcl t0.xy
// dcl t1
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
// log r1.x, r0.x
temp1.x = log2(temp0.x);
// log r1.y, r0.y
temp1.y = log2(temp0.y);
// log r1.z, r0.z
temp1.z = log2(temp0.z);
// mul r1.xyz, r1, c0.x
temp1.xyz = temp1.xyz * float3(2.2, 2.2, 2.2);
// exp r0.x, r1.x
temp0.x = exp2(temp1.x);
// exp r0.y, r1.y
temp0.y = exp2(temp1.y);
// exp r0.z, r1.z
temp0.z = exp2(temp1.z);
// mul r0, r0, t1
temp0 = temp0 * i.texcoord1;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// AlphaTest_VertexShader31 Vertex_2_0 Has PRES False
struct AlphaTest_VertexShader31_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct AlphaTest_VertexShader31_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
AlphaTest_VertexShader31_Output AlphaTest_VertexShader31(AlphaTest_VertexShader31_Input i)
{
AlphaTest_VertexShader31_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
o.position.x = dot(temp0, (Projection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (Projection._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
o.position.z = dot(temp0, (Projection._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
o.position.w = dot(temp0, (Projection._m03_m13_m23_m33));
// mov oT0.xy, v1
o.texcoord = i.texcoord;
// mov oT1, v2
o.texcoord1 = i.color;
//
return o;
}
// AdditiveAlphaTest_PixelShader32 Pixel_2_0 Has PRES False
struct AdditiveAlphaTest_PixelShader32_Input
{
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
};
float4 AdditiveAlphaTest_PixelShader32(AdditiveAlphaTest_PixelShader32_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1;
// def c0, -1, 0.01, 2.2, 0
// dcl t0.xy
// dcl t1
// dcl t2
// dcl_2d s0
// dcl_2d s1
// mov r0.x, t1.z
temp0.x = i.texcoord1.z;
// mov r0.y, t1.w
temp0.y = i.texcoord1.w;
// texld r0, r0, s1
temp0 = tex2D(Texture1Sampler, temp0.xy);
// texld r1, t1, s1
temp1 = tex2D(Texture1Sampler, i.texcoord1.xy);
// add r0.xy, r0, r1
temp0.xy = temp0.xy + temp1.xy;
// add r0.xy, r0, c0.x
temp0.xy = temp0.xy + float2(-1, -1);
// mad r0.xy, r0, c0.y, t0
temp0.xy = temp0.xy * float2(0.01, 0.01) + i.texcoord.xy;
// texld r0, r0, s0
temp0 = tex2D(Texture0Sampler, temp0.xy);
// log r1.x, r0.x
temp1.x = log2(temp0.x);
// log r1.y, r0.y
temp1.y = log2(temp0.y);
// log r1.z, r0.z
temp1.z = log2(temp0.z);
// mul r1.xyz, r1, c0.z
temp1.xyz = temp1.xyz * float3(2.2, 2.2, 2.2);
// exp r0.x, r1.x
temp0.x = exp2(temp1.x);
// exp r0.y, r1.y
temp0.y = exp2(temp1.y);
// exp r0.z, r1.z
temp0.z = exp2(temp1.z);
// mul r0, r0, t2
temp0 = temp0 * i.texcoord2;
// add r0, r0, r0
temp0 = temp0 + temp0;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// AdditiveAlphaTest_VertexShader33 Vertex_2_0 Has PRES True
struct AdditiveAlphaTest_VertexShader33_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct AdditiveAlphaTest_VertexShader33_Output
{
float4 texcoord1 : TEXCOORD1;
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float4 texcoord2 : TEXCOORD2;
};
AdditiveAlphaTest_VertexShader33_Output AdditiveAlphaTest_VertexShader33(AdditiveAlphaTest_VertexShader33_Input i)
{
/*
PRSI
OutputRegisterOffset: 15
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 2
Unknown3: 0
Unknown4: 0
Unknown5: 15
Unknown6: 2
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr15;
float4 expr16;
{
// Expression_2_1
// mul c15.x, c0.x, (0.03)
expr15.x = Time.x * (0.03);
// mul c16.x, c0.x, (0.06)
expr16.x = Time.x * (0.06);
}
AdditiveAlphaTest_VertexShader33_Output o;
float4 temp0;
// def c0, 0.07071161, 0.001325808, -0.07070975, 0.0006629213
// def c1, 0.001325843, 0.0353558, -0.0006629039, 0.03535488
// def c2, 1, 0, 0.00625, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// mul r0.xy, v1, c0
temp0.xy = i.texcoord.xy * float2(0.070711605, 0.0013258078);
// add r0.x, r0.y, r0.x
temp0.x = temp0.y + temp0.x;
// add oT1.x, r0.x, c15.x
o.texcoord1.x = temp0.x + expr15.x;
// mul r0, v1.yxyx, c1
temp0 = i.texcoord.yxyx * float4(0.0013258426, 0.035355803, -0.0006629039, 0.035354875);
// mad oT1.yw, v1.xxzy, c0.xzzw, r0.xxzw
o.texcoord1.yw = i.texcoord.xy * float2(-0.07070975, 0.0006629213) + temp0.xw;
// add r0.x, r0.z, r0.y
temp0.x = temp0.z + temp0.y;
// add oT1.z, r0.x, c16.x
o.texcoord1.z = temp0.x + expr16.x;
// mad r0, v0.xyzx, c2.xxxy, c2.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
o.position.x = dot(temp0, (Projection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (Projection._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
o.position.z = dot(temp0, (Projection._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
o.position.w = dot(temp0, (Projection._m03_m13_m23_m33));
// mul oT0.xy, v1, c2.xzzw
o.texcoord = i.texcoord * float4(1, 0.00625, 0.00625, 0);
// mov oT2, v2
o.texcoord2 = i.color;
//
return o;
}
// Additive_PixelShader34 Pixel_2_0 Has PRES False
struct Additive_PixelShader34_Input
{
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
float4 Additive_PixelShader34(Additive_PixelShader34_Input i) : COLOR
{
float4 out_color;
float4 temp0;
float3 temp1;
// def c0, 2.2, 0, 0, 0
// dcl t0.xy
// dcl t1
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
// log r1.x, r0.x
temp1.x = log2(temp0.x);
// log r1.y, r0.y
temp1.y = log2(temp0.y);
// log r1.z, r0.z
temp1.z = log2(temp0.z);
// mul r1.xyz, r1, c0.x
temp1.xyz = temp1.xyz * float3(2.2, 2.2, 2.2);
// exp r0.x, r1.x
temp0.x = exp2(temp1.x);
// exp r0.y, r1.y
temp0.y = exp2(temp1.y);
// exp r0.z, r1.z
temp0.z = exp2(temp1.z);
// mul r0, r0, t1
temp0 = temp0 * i.texcoord1;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// Additive_VertexShader35 Vertex_2_0 Has PRES False
struct Additive_VertexShader35_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct Additive_VertexShader35_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
Additive_VertexShader35_Output Additive_VertexShader35(Additive_VertexShader35_Input i)
{
Additive_VertexShader35_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
o.position.x = dot(temp0, (Projection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (Projection._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
o.position.z = dot(temp0, (Projection._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
o.position.w = dot(temp0, (Projection._m03_m13_m23_m33));
// mov oT0.xy, v1
o.texcoord = i.texcoord;
// mov oT1, v2
o.texcoord1 = i.color;
//
return o;
}
// Alpha_PixelShader36 Pixel_2_0 Has PRES False
struct Alpha_PixelShader36_Input
{
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
float4 Alpha_PixelShader36(Alpha_PixelShader36_Input i) : COLOR
{
float4 out_color;
float4 temp0;
float3 temp1;
// def c0, 2.2, 0, 0, 0
// dcl t0.xy
// dcl t1
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
// log r1.x, r0.x
temp1.x = log2(temp0.x);
// log r1.y, r0.y
temp1.y = log2(temp0.y);
// log r1.z, r0.z
temp1.z = log2(temp0.z);
// mul r1.xyz, r1, c0.x
temp1.xyz = temp1.xyz * float3(2.2, 2.2, 2.2);
// exp r0.x, r1.x
temp0.x = exp2(temp1.x);
// exp r0.y, r1.y
temp0.y = exp2(temp1.y);
// exp r0.z, r1.z
temp0.z = exp2(temp1.z);
// mul r0, r0, t1
temp0 = temp0 * i.texcoord1;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// Alpha_VertexShader37 Vertex_2_0 Has PRES False
struct Alpha_VertexShader37_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct Alpha_VertexShader37_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
Alpha_VertexShader37_Output Alpha_VertexShader37(Alpha_VertexShader37_Input i)
{
Alpha_VertexShader37_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
o.position.x = dot(temp0, (Projection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (Projection._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
o.position.z = dot(temp0, (Projection._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
o.position.w = dot(temp0, (Projection._m03_m13_m23_m33));
// mov oT0.xy, v1
o.texcoord = i.texcoord;
// mov oT1, v2
o.texcoord1 = i.color;
//
return o;
}
technique Alpha
{
pass P0
{
VertexShader = compile vs_2_0 Alpha_VertexShader37(); // 17
PixelShader = compile ps_2_0 Alpha_PixelShader36(); // 18
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 1;
SrcBlend = 5;
DestBlend = 6;
AlphaTestEnable = 0;
}
}
technique Additive
{
pass P0
{
VertexShader = compile vs_2_0 Additive_VertexShader35(); // 19
PixelShader = compile ps_2_0 Additive_PixelShader34(); // 20
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 1;
SrcBlend = 2;
DestBlend = 2;
AlphaTestEnable = 0;
}
}
technique AdditiveAlphaTest
{
pass P0
{
VertexShader = compile vs_2_0 AdditiveAlphaTest_VertexShader33(); // 21
PixelShader = compile ps_2_0 AdditiveAlphaTest_PixelShader32(); // 22
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 1;
SrcBlend = 2;
DestBlend = 2;
AlphaTestEnable = 0;
}
}
technique AlphaTest
{
pass P0
{
VertexShader = compile vs_2_0 AlphaTest_VertexShader31(); // 23
PixelShader = compile ps_2_0 AlphaTest_PixelShader30(); // 24
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 0;
AlphaTestEnable = 1;
AlphaFunc = 7;
AlphaRef = 96;
}
}
technique Multiplicative
{
pass P0
{
VertexShader = compile vs_2_0 Multiplicative_VertexShader29(); // 25
PixelShader = compile ps_2_0 Multiplicative_PixelShader28(); // 26
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 1;
SrcBlend = 9;
DestBlend = 1;
AlphaTestEnable = 0;
}
}
technique AdditiveNoDepthTest
{
pass P0
{
VertexShader = compile vs_2_0 AdditiveNoDepthTest_VertexShader27(); // 27
PixelShader = compile ps_2_0 AdditiveNoDepthTest_PixelShader26(); // 28
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 1;
SrcBlend = 2;
DestBlend = 2;
AlphaTestEnable = 0;
}
}
technique AlphaNoDepthTest
{
pass P0
{
VertexShader = compile vs_2_0 AlphaNoDepthTest_VertexShader25(); // 29
PixelShader = compile ps_2_0 AlphaNoDepthTest_PixelShader24(); // 30
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 1;
SrcBlend = 5;
DestBlend = 6;
AlphaTestEnable = 0;
}
}
technique Alpha_M
{
pass P0
{
VertexShader = compile vs_2_0 Alpha_M_VertexShader23(); // 31
PixelShader = compile ps_2_0 Alpha_M_PixelShader22(); // 32
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 1;
SrcBlend = 5;
DestBlend = 6;
AlphaTestEnable = 0;
}
}
technique Additive_M
{
pass P0
{
VertexShader = compile vs_2_0 Additive_M_VertexShader21(); // 33
PixelShader = compile ps_2_0 Additive_M_PixelShader20(); // 34
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 1;
SrcBlend = 2;
DestBlend = 2;
AlphaTestEnable = 0;
}
}
technique AdditiveAlphaTest_M
{
pass P0
{
VertexShader = compile vs_2_0 AdditiveAlphaTest_M_VertexShader19(); // 35
PixelShader = compile ps_2_0 AdditiveAlphaTest_M_PixelShader18(); // 36
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 1;
SrcBlend = 2;
DestBlend = 2;
AlphaTestEnable = 0;
}
}
technique AlphaTest_M
{
pass P0
{
VertexShader = compile vs_2_0 AlphaTest_M_VertexShader17(); // 37
PixelShader = compile ps_2_0 AlphaTest_M_PixelShader16(); // 38
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 0;
AlphaTestEnable = 1;
AlphaFunc = 7;
AlphaRef = 96;
}
}
technique Multiplicative_M
{
pass P0
{
VertexShader = compile vs_2_0 Multiplicative_M_VertexShader15(); // 39
PixelShader = compile ps_2_0 Multiplicative_M_PixelShader14(); // 40
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 1;
SrcBlend = 9;
DestBlend = 1;
AlphaTestEnable = 0;
}
}
technique AdditiveNoDepthTest_M
{
pass P0
{
VertexShader = compile vs_2_0 AdditiveNoDepthTest_M_VertexShader13(); // 41
PixelShader = compile ps_2_0 AdditiveNoDepthTest_M_PixelShader12(); // 42
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 1;
SrcBlend = 2;
DestBlend = 2;
AlphaTestEnable = 0;
}
}
technique AlphaNoDepthTest_M
{
pass P0
{
VertexShader = compile vs_2_0 AlphaNoDepthTest_M_VertexShader11(); // 43
PixelShader = compile ps_2_0 AlphaNoDepthTest_M_PixelShader10(); // 44
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 1;
SrcBlend = 5;
DestBlend = 6;
AlphaTestEnable = 0;
}
}
technique _CreateShadowMap
{
pass P0
{
VertexShader = compile vs_2_0 _CreateShadowMap_VertexShader9(); // 52
PixelShader = PSCreateShadowMap_Array[_CreateShadowMap_Expression8()]; // 53
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 1;
CullMode = 1;
AlphaBlendEnable = 0;
AlphaTestEnable = 0;
}
}