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

487 lines
14 KiB
HLSL

string DefaultParameterScopeBlock = "material"; // 1
float3 AmbientLightColor <bool unmanaged = 1;> = { 0.3, 0.3, 0.3 };
struct
{
float3 Color;
float3 Direction;
} DirectionalLight[3] : register(ps_2_0, c5) <bool unmanaged = 1;> = { 1.625198, 1.512711, 1.097048, 0.62914, -0.34874, 0.69465, 0.5232916, 0.6654605, 0.7815244, -0.32877, 0.90329, 0.27563, 0.4420466, 0.4102767, 0.4420466, -0.80704, -0.58635, 0.06975 };
struct {
float3 Color;
float3 Position;
float2 Range_Inner_Outer;
} PointLight[8] <bool unmanaged = 1;>;
struct {
float4 WorldPositionMultiplier_XYZZ;
float2 CurrentOffsetUV;
} Cloud <bool unmanaged = 1;>;
float3 NoCloudMultiplier <bool unmanaged = 1;> = { 1, 1, 1 };
float3 RecolorColorDummy <bool unmanaged = 1;>;
row_major float4x4 ShadowMapWorldToShadow <bool unmanaged = 1;>;
float OpacityOverride <bool unmanaged = 1;> = { 1 };
float3 TintColor <bool unmanaged = 1;> = { 1, 1, 1 };
float3 EyePosition <bool unmanaged = 1;>;
row_major float4x4 ViewProjection <bool unmanaged = 1;>;
float4 WorldBones[128] <bool unmanaged = 1;>;
texture EnvironmentTexture <string SasBindAddress = "Environment.SourceTexture"; string ResourceType = "Cube";>; // 2
samplerCUBE EnvironmentTextureSampler : register(ps_2_0, s0) <string Texture = "EnvironmentTexture"; string SasBindAddress = "Environment.SourceTexture"; string ResourceType = "Cube";> =
sampler_state
{
Texture = <EnvironmentTexture>; // 5
MinFilter = 2;
MagFilter = 2;
MipFilter = 2;
AddressU = 3;
AddressV = 3;
AddressW = 3;
};
// CubeFace5_PixelShader1 Pixel_2_0 Has PRES False
float4 CubeFace5_PixelShader1(float3 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0;
float3 temp1;
// def c0, 0, 0, 1, 0
// dcl t0.xyz
// dcl_cube s0
// mov r0.xyz, c6
temp0.xyz = DirectionalLight[0].Direction.xyz;
// mul r1.xyz, r0.zxyw, c0
temp1.xyz = temp0.zxy * float3(0, 0, 1);
// mad r0.xyz, r0.yzxw, c0.yzxw, -r1
temp0.xyz = temp0.yzx * float3(0, 1, 0) + -temp1.xyz;
// nrm r1.xyz, r0
temp1.xyz = normalize(temp0.xyz).xyz;
// mul r0.xyz, r1.yzxw, c6.zxyw
temp0.xyz = temp1.yzx * DirectionalLight[0].Direction.zxy;
// mad r0.xyz, c6.yzxw, r1.zxyw, -r0
temp0.xyz = DirectionalLight[0].Direction.yzx * temp1.zxy + -temp0.xyz;
// dp3 r1.x, r1, t0
temp1.x = dot(temp1.xyz, texcoord.xyz);
// dp3 r1.y, r0, t0
temp1.y = dot(temp0.xyz, texcoord.xyz);
// dp3 r1.z, c6, t0
temp1.z = dot(DirectionalLight[0].Direction.xyz, texcoord.xyz);
// texld r0, r1, s0
temp0 = texCUBE(EnvironmentTextureSampler, temp1.xyz);
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// CubeFace5_VertexShader2 Vertex_2_0 Has PRES False
struct CubeFace5_VertexShader2_Output
{
float4 position : POSITION;
float3 texcoord : TEXCOORD;
};
CubeFace5_VertexShader2_Output CubeFace5_VertexShader2(float4 position : POSITION)
{
CubeFace5_VertexShader2_Output o;
// def c0, 1, -1, 0, 0
// dcl_position v0
// mov oPos.xyz, v0
o.position.xyz = position.xyz;
// mov oPos.w, c0.x
o.position.w = float1(1);
// mul oT0.xy, v0, c0.yxzw
o.texcoord.xy = position.xy * float2(-1, 1);
// mov oT0.z, c0.y
o.texcoord.z = float1(-1);
//
return o;
}
// CubeFace4_PixelShader3 Pixel_2_0 Has PRES False
float4 CubeFace4_PixelShader3(float3 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0;
float3 temp1;
// def c0, 0, 0, 1, 0
// dcl t0.xyz
// dcl_cube s0
// mov r0.xyz, c6
temp0.xyz = DirectionalLight[0].Direction.xyz;
// mul r1.xyz, r0.zxyw, c0
temp1.xyz = temp0.zxy * float3(0, 0, 1);
// mad r0.xyz, r0.yzxw, c0.yzxw, -r1
temp0.xyz = temp0.yzx * float3(0, 1, 0) + -temp1.xyz;
// nrm r1.xyz, r0
temp1.xyz = normalize(temp0.xyz).xyz;
// mul r0.xyz, r1.yzxw, c6.zxyw
temp0.xyz = temp1.yzx * DirectionalLight[0].Direction.zxy;
// mad r0.xyz, c6.yzxw, r1.zxyw, -r0
temp0.xyz = DirectionalLight[0].Direction.yzx * temp1.zxy + -temp0.xyz;
// dp3 r1.x, r1, t0
temp1.x = dot(temp1.xyz, texcoord.xyz);
// dp3 r1.y, r0, t0
temp1.y = dot(temp0.xyz, texcoord.xyz);
// dp3 r1.z, c6, t0
temp1.z = dot(DirectionalLight[0].Direction.xyz, texcoord.xyz);
// texld r0, r1, s0
temp0 = texCUBE(EnvironmentTextureSampler, temp1.xyz);
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// CubeFace4_VertexShader4 Vertex_2_0 Has PRES False
struct CubeFace4_VertexShader4_Output
{
float4 position : POSITION;
float3 texcoord : TEXCOORD;
};
CubeFace4_VertexShader4_Output CubeFace4_VertexShader4(float4 position : POSITION)
{
CubeFace4_VertexShader4_Output o;
// def c0, 1, 0, 0, 0
// dcl_position v0
// mov oPos.xyz, v0
o.position.xyz = position.xyz;
// mov oPos.w, c0.x
o.position.w = float1(1);
// mov oT0.xy, v0
o.texcoord.xy = position.xy;
// mov oT0.z, c0.x
o.texcoord.z = float1(1);
//
return o;
}
// CubeFace3_PixelShader5 Pixel_2_0 Has PRES False
float4 CubeFace3_PixelShader5(float3 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0;
float3 temp1;
// def c0, 0, 0, 1, 0
// dcl t0.xyz
// dcl_cube s0
// mov r0.xyz, c6
temp0.xyz = DirectionalLight[0].Direction.xyz;
// mul r1.xyz, r0.zxyw, c0
temp1.xyz = temp0.zxy * float3(0, 0, 1);
// mad r0.xyz, r0.yzxw, c0.yzxw, -r1
temp0.xyz = temp0.yzx * float3(0, 1, 0) + -temp1.xyz;
// nrm r1.xyz, r0
temp1.xyz = normalize(temp0.xyz).xyz;
// mul r0.xyz, r1.yzxw, c6.zxyw
temp0.xyz = temp1.yzx * DirectionalLight[0].Direction.zxy;
// mad r0.xyz, c6.yzxw, r1.zxyw, -r0
temp0.xyz = DirectionalLight[0].Direction.yzx * temp1.zxy + -temp0.xyz;
// dp3 r1.x, r1, t0
temp1.x = dot(temp1.xyz, texcoord.xyz);
// dp3 r1.y, r0, t0
temp1.y = dot(temp0.xyz, texcoord.xyz);
// dp3 r1.z, c6, t0
temp1.z = dot(DirectionalLight[0].Direction.xyz, texcoord.xyz);
// texld r0, r1, s0
temp0 = texCUBE(EnvironmentTextureSampler, temp1.xyz);
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// CubeFace3_VertexShader6 Vertex_2_0 Has PRES False
struct CubeFace3_VertexShader6_Output
{
float4 position : POSITION;
float3 texcoord : TEXCOORD;
};
CubeFace3_VertexShader6_Output CubeFace3_VertexShader6(float4 position : POSITION)
{
CubeFace3_VertexShader6_Output o;
// def c0, 1, -1, 0, 0
// dcl_position v0
// mov oPos.xyz, v0
o.position.xyz = position.xyz;
// mov oPos.w, c0.x
o.position.w = float1(1);
// mov oT0.xz, v0.xyyw
o.texcoord.xz = position.xy;
// mov oT0.y, c0.y
o.texcoord.y = float1(-1);
//
return o;
}
// CubeFace2_PixelShader7 Pixel_2_0 Has PRES False
float4 CubeFace2_PixelShader7(float3 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0;
float3 temp1;
// def c0, 0, 0, 1, 0
// dcl t0.xyz
// dcl_cube s0
// mov r0.xyz, c6
temp0.xyz = DirectionalLight[0].Direction.xyz;
// mul r1.xyz, r0.zxyw, c0
temp1.xyz = temp0.zxy * float3(0, 0, 1);
// mad r0.xyz, r0.yzxw, c0.yzxw, -r1
temp0.xyz = temp0.yzx * float3(0, 1, 0) + -temp1.xyz;
// nrm r1.xyz, r0
temp1.xyz = normalize(temp0.xyz).xyz;
// mul r0.xyz, r1.yzxw, c6.zxyw
temp0.xyz = temp1.yzx * DirectionalLight[0].Direction.zxy;
// mad r0.xyz, c6.yzxw, r1.zxyw, -r0
temp0.xyz = DirectionalLight[0].Direction.yzx * temp1.zxy + -temp0.xyz;
// dp3 r1.x, r1, t0
temp1.x = dot(temp1.xyz, texcoord.xyz);
// dp3 r1.y, r0, t0
temp1.y = dot(temp0.xyz, texcoord.xyz);
// dp3 r1.z, c6, t0
temp1.z = dot(DirectionalLight[0].Direction.xyz, texcoord.xyz);
// texld r0, r1, s0
temp0 = texCUBE(EnvironmentTextureSampler, temp1.xyz);
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// CubeFace2_VertexShader8 Vertex_2_0 Has PRES False
struct CubeFace2_VertexShader8_Output
{
float4 position : POSITION;
float3 texcoord : TEXCOORD;
};
CubeFace2_VertexShader8_Output CubeFace2_VertexShader8(float4 position : POSITION)
{
CubeFace2_VertexShader8_Output o;
// def c0, 1, -1, 0, 0
// dcl_position v0
// mov oPos.xyz, v0
o.position.xyz = position.xyz;
// mov oPos.w, c0.x
o.position.w = float1(1);
// mul oT0.xz, v0.xyyw, c0.xyyw
o.texcoord.xz = position.xy * float2(1, -1);
// mov oT0.y, c0.x
o.texcoord.y = float1(1);
//
return o;
}
// CubeFace1_PixelShader9 Pixel_2_0 Has PRES False
float4 CubeFace1_PixelShader9(float3 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0;
float3 temp1;
// def c0, 0, 0, 1, 0
// dcl t0.xyz
// dcl_cube s0
// mov r0.xyz, c6
temp0.xyz = DirectionalLight[0].Direction.xyz;
// mul r1.xyz, r0.zxyw, c0
temp1.xyz = temp0.zxy * float3(0, 0, 1);
// mad r0.xyz, r0.yzxw, c0.yzxw, -r1
temp0.xyz = temp0.yzx * float3(0, 1, 0) + -temp1.xyz;
// nrm r1.xyz, r0
temp1.xyz = normalize(temp0.xyz).xyz;
// mul r0.xyz, r1.yzxw, c6.zxyw
temp0.xyz = temp1.yzx * DirectionalLight[0].Direction.zxy;
// mad r0.xyz, c6.yzxw, r1.zxyw, -r0
temp0.xyz = DirectionalLight[0].Direction.yzx * temp1.zxy + -temp0.xyz;
// dp3 r1.x, r1, t0
temp1.x = dot(temp1.xyz, texcoord.xyz);
// dp3 r1.y, r0, t0
temp1.y = dot(temp0.xyz, texcoord.xyz);
// dp3 r1.z, c6, t0
temp1.z = dot(DirectionalLight[0].Direction.xyz, texcoord.xyz);
// texld r0, r1, s0
temp0 = texCUBE(EnvironmentTextureSampler, temp1.xyz);
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// CubeFace1_VertexShader10 Vertex_2_0 Has PRES False
struct CubeFace1_VertexShader10_Output
{
float4 position : POSITION;
float3 texcoord : TEXCOORD;
};
CubeFace1_VertexShader10_Output CubeFace1_VertexShader10(float4 position : POSITION)
{
CubeFace1_VertexShader10_Output o;
// def c0, 1, -1, 0, 0
// dcl_position v0
// mov oPos.xyz, v0
o.position.xyz = position.xyz;
// mov oPos.w, c0.x
o.position.w = float1(1);
// mov oT0.x, c0.y
o.texcoord.x = float1(-1);
// mov oT0.yz, v0.xyxw
o.texcoord.yz = position.yx;
//
return o;
}
// CubeFace0_PixelShader11 Pixel_2_0 Has PRES False
float4 CubeFace0_PixelShader11(float3 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0;
float3 temp1;
// def c0, 0, 0, 1, 0
// dcl t0.xyz
// dcl_cube s0
// mov r0.xyz, c6
temp0.xyz = DirectionalLight[0].Direction.xyz;
// mul r1.xyz, r0.zxyw, c0
temp1.xyz = temp0.zxy * float3(0, 0, 1);
// mad r0.xyz, r0.yzxw, c0.yzxw, -r1
temp0.xyz = temp0.yzx * float3(0, 1, 0) + -temp1.xyz;
// nrm r1.xyz, r0
temp1.xyz = normalize(temp0.xyz).xyz;
// mul r0.xyz, r1.yzxw, c6.zxyw
temp0.xyz = temp1.yzx * DirectionalLight[0].Direction.zxy;
// mad r0.xyz, c6.yzxw, r1.zxyw, -r0
temp0.xyz = DirectionalLight[0].Direction.yzx * temp1.zxy + -temp0.xyz;
// dp3 r1.x, r1, t0
temp1.x = dot(temp1.xyz, texcoord.xyz);
// dp3 r1.y, r0, t0
temp1.y = dot(temp0.xyz, texcoord.xyz);
// dp3 r1.z, c6, t0
temp1.z = dot(DirectionalLight[0].Direction.xyz, texcoord.xyz);
// texld r0, r1, s0
temp0 = texCUBE(EnvironmentTextureSampler, temp1.xyz);
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// CubeFace0_VertexShader12 Vertex_2_0 Has PRES False
struct CubeFace0_VertexShader12_Output
{
float4 position : POSITION;
float3 texcoord : TEXCOORD;
};
CubeFace0_VertexShader12_Output CubeFace0_VertexShader12(float4 position : POSITION)
{
CubeFace0_VertexShader12_Output o;
// def c0, 1, -1, 0, 0
// dcl_position v0
// mov oPos.xyz, v0
o.position.xyz = position.xyz;
// mov oPos.w, c0.x
o.position.w = float1(1);
// mov oT0.x, c0.x
o.texcoord.x = float1(1);
// mul oT0.yz, v0.xyxw, c0.xxyw
o.texcoord.yz = position.yx * float2(1, -1);
//
return o;
}
technique CubeFace0
{
pass p0
{
VertexShader = compile vs_2_0 CubeFace0_VertexShader12(); // 9
PixelShader = compile ps_2_0 CubeFace0_PixelShader11(); // 10
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaTestEnable = 0;
AlphaBlendEnable = 0;
}
}
technique CubeFace1
{
pass p0
{
VertexShader = compile vs_2_0 CubeFace1_VertexShader10(); // 11
PixelShader = compile ps_2_0 CubeFace1_PixelShader9(); // 12
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaTestEnable = 0;
AlphaBlendEnable = 0;
}
}
technique CubeFace2
{
pass p0
{
VertexShader = compile vs_2_0 CubeFace2_VertexShader8(); // 13
PixelShader = compile ps_2_0 CubeFace2_PixelShader7(); // 14
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaTestEnable = 0;
AlphaBlendEnable = 0;
}
}
technique CubeFace3
{
pass p0
{
VertexShader = compile vs_2_0 CubeFace3_VertexShader6(); // 15
PixelShader = compile ps_2_0 CubeFace3_PixelShader5(); // 16
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaTestEnable = 0;
AlphaBlendEnable = 0;
}
}
technique CubeFace4
{
pass p0
{
VertexShader = compile vs_2_0 CubeFace4_VertexShader4(); // 17
PixelShader = compile ps_2_0 CubeFace4_PixelShader3(); // 18
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaTestEnable = 0;
AlphaBlendEnable = 0;
}
}
technique CubeFace5
{
pass p0
{
VertexShader = compile vs_2_0 CubeFace5_VertexShader2(); // 19
PixelShader = compile ps_2_0 CubeFace5_PixelShader1(); // 20
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaTestEnable = 0;
AlphaBlendEnable = 0;
}
}