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

3169 lines
113 KiB
HLSL

string DefaultParameterScopeBlock = "material"; // 1
float3 AmbientLightColor : register(vs_2_0, c4) : register(vs_3_0, c4) <bool unmanaged = 1;> = { 0.3, 0.3, 0.3 };
struct
{
float3 Color;
float3 Direction;
} DirectionalLight[3] : register(vs_2_0, c5) : register(ps_3_0, c5) : register(vs_3_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 };
int NumPointLights : register(ps_3_0, i0) <string SasBindAddress = "Sas.NumPointLights"; string UIWidget = "None";>;
struct
{
float3 Color;
float3 Position;
float2 Range_Inner_Outer;
} PointLight[8] : register(ps_3_0, c89) <bool unmanaged = 1;>;
struct
{
float4 WorldPositionMultiplier_XYZZ;
float2 CurrentOffsetUV;
} Cloud : register(vs_3_0, c117) <bool unmanaged = 1;>;
float3 NoCloudMultiplier <bool unmanaged = 1;> = { 1, 1, 1 };
bool HasRecolorColors <string UIWidget = "None"; string SasBindAddress = "WW3D.HasRecolorColors"; bool ExportValue = 0;>;
float3 RecolorColor : register(ps_2_0, c0) : register(ps_3_0, c0) <bool unmanaged = 1;>;
column_major float4x4 ShadowMapWorldToShadow : register(vs_3_0, c113) <bool unmanaged = 1;>;
float OpacityOverride : register(vs_2_0, c1) : register(vs_3_0, c1) <bool unmanaged = 1;> = { 1 };
float3 TintColor : register(ps_2_0, c2) : register(ps_3_0, c2) <bool unmanaged = 1;> = { 1, 1, 1 };
float3 EyePosition : register(vs_3_0, c123) : register(ps_3_0, c123) <bool unmanaged = 1;>;
column_major float4x4 ViewProjection : register(vs_2_0, c119) : register(vs_3_0, c119) <bool unmanaged = 1;>;
float4 WorldBones[128] : register(vs_2_0, c128) : register(vs_3_0, c128) <bool unmanaged = 1;>;
bool HasShadow <string UIWidget = "None"; string SasBindAddress = "Sas.HasShadow";>;
texture ShadowMap <string UIWidget = "None"; string SasBindAddress = "Sas.Shadow[0].ShadowMap";>; // 8
sampler2D ShadowMapSampler : register(ps_3_0, s0) <string Texture = "ShadowMap"; string UIWidget = "None"; string SasBindAddress = "Sas.Shadow[0].ShadowMap";> =
sampler_state
{
Texture = <ShadowMap>; // 11
MinFilter = 1;
MagFilter = 1;
MipFilter = 0;
AddressU = 3;
AddressV = 3;
};
float4 Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize : register(ps_3_0, c11) <string UIWidget = "None"; string SasBindAddress = "Sas.Shadow[0].Zero_Zero_OneOverMapSize_OneOverMapSize";>;
float2 MapCellSize <string UIWidget = "None"; string SasBindAddress = "Terrain.Map.CellSize";> = { 10, 10 };
texture MacroSampler <string UIWidget = "None"; string SasBindAddress = "Terrain.MacroTexture"; string ResourceName = "ShaderPreviewMacro.dds";>; // 19
sampler2D MacroSamplerSampler <string Texture = "MacroSampler"; string UIWidget = "None"; string SasBindAddress = "Terrain.MacroTexture"; string ResourceName = "ShaderPreviewMacro.dds";> =
sampler_state
{
Texture = <MacroSampler>; // 23
MinFilter = 2;
MagFilter = 2;
MipFilter = 2;
AddressU = 1;
AddressV = 1;
};
int _SasGlobal : SasGlobal <string UIWidget = "None"; int3 SasVersion = int3(1, 0, 0); int MaxLocalLights = 8; int MaxSupportedInstancingMode = 1;>;
int NumJointsPerVertex <string UIWidget = "None"; string SasBindAddress = "Sas.Skeleton.NumJointsPerVertex";>;
column_major float4x3 World : World : register(vs_2_0, c124) : register(vs_3_0, c124);
texture CloudTexture <string UIWidget = "None"; string SasBindAddress = "Terrain.Cloud.Texture"; string ResourceName = "ShaderPreviewCloud.dds";>; // 31
sampler2D CloudTextureSampler <string Texture = "CloudTexture"; string UIWidget = "None"; string SasBindAddress = "Terrain.Cloud.Texture"; string ResourceName = "ShaderPreviewCloud.dds";> =
sampler_state
{
Texture = <CloudTexture>; // 35
MinFilter = 2;
MagFilter = 2;
MipFilter = 2;
AddressU = 1;
AddressV = 1;
};
texture EnvironmentTexture <string UIWidget = "None"; string SasBindAddress = "Objects.LightSpaceEnvironmentMap"; string ResourceType = "Cube";>; // 40
samplerCUBE EnvironmentTextureSampler <string Texture = "EnvironmentTexture"; string UIWidget = "None"; string SasBindAddress = "Objects.LightSpaceEnvironmentMap"; string ResourceType = "Cube";> =
sampler_state
{
Texture = <EnvironmentTexture>; // 44
MinFilter = 2;
MagFilter = 2;
MipFilter = 2;
AddressU = 3;
AddressV = 3;
AddressW = 3;
};
texture DiffuseTexture <string UIName = "Diffuse Texture";>; // 49
sampler2D DiffuseTextureSampler : register(ps_2_0, s0) <string Texture = "DiffuseTexture"; string UIName = "Diffuse Texture";> =
sampler_state
{
Texture = <DiffuseTexture>; // 51
MinFilter = 3;
MagFilter = 2;
MipFilter = 2;
MaxAnisotropy = 8;
AddressU = 1;
AddressV = 1;
};
texture NormalMap <string UIName = "Normal Texture";>; // 54
sampler2D NormalMapSampler <string Texture = "NormalMap"; string UIName = "Normal Texture";> =
sampler_state
{
Texture = <NormalMap>; // 56
MinFilter = 3;
MagFilter = 2;
MipFilter = 2;
MaxAnisotropy = 8;
AddressU = 1;
AddressV = 1;
};
texture SpecMap <string UIName = "Specular Map";>; // 59
sampler2D SpecMapSampler : register(ps_2_0, s1) <string Texture = "SpecMap"; string UIName = "Specular Map";> =
sampler_state
{
Texture = <SpecMap>; // 61
MinFilter = 3;
MagFilter = 2;
MipFilter = 2;
MaxAnisotropy = 8;
AddressU = 1;
AddressV = 1;
};
texture DamagedTexture <string UIName = "Damaged Texture";>; // 64
sampler2D DamagedTextureSampler <string Texture = "DamagedTexture"; string UIName = "Damaged Texture";> =
sampler_state
{
Texture = <DamagedTexture>; // 66
MinFilter = 3;
MagFilter = 2;
MipFilter = 2;
MaxAnisotropy = 8;
AddressU = 1;
AddressV = 1;
};
float EnvMult <string UIName = "Reflection Multiplier"; string UIWidget = "Slider"; float UIMax = 1; float UIMin = 0; float UIStep = 0.01;> = { 1 };
bool AlphaTestEnable = { 1 };
struct
{
float4 ScaleUV_OffsetUV;
} Shroud : register(vs_2_0, c11) : register(vs_3_0, c11) <string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud";> = { 1, 1, 0, 0 };
texture ShroudTexture <string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud.Texture";>; // 73
sampler2D ShroudTextureSampler <string Texture = "ShroudTexture"; string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud.Texture";> =
sampler_state
{
Texture = <ShroudTexture>; // 76
MinFilter = 2;
MagFilter = 2;
MipFilter = 2;
AddressU = 3;
AddressV = 3;
};
float Time : Time;
// VS_H_Array_Shader_0 Vertex_3_0 Has PRES False
struct VS_H_Array_Shader_0_Input
{
float4 position : POSITION;
float4 normal : NORMAL;
float4 tangent : TANGENT;
float4 binormal : BINORMAL;
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
float4 color : COLOR;
};
struct VS_H_Array_Shader_0_Output
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float3 texcoord1 : TEXCOORD1;
float3 texcoord2 : TEXCOORD2;
float3 texcoord3 : TEXCOORD3;
float3 texcoord4 : TEXCOORD4;
float4 texcoord5 : TEXCOORD5;
float4 texcoord6 : TEXCOORD6;
float4 color : COLOR;
};
VS_H_Array_Shader_0_Output VS_H_Array_Shader_0(VS_H_Array_Shader_0_Input i)
{
VS_H_Array_Shader_0_Output o;
float4 temp0, temp1;
// def c0, 1, 0, 0.1, 0.5
// def c2, 0, -0.0015, 0, 0
// dcl_position v0
// dcl_normal v1
// dcl_tangent v2
// dcl_binormal v3
// dcl_texcoord v4
// dcl_texcoord1 v5
// dcl_color v6
// dcl_position o0
// dcl_texcoord o1
// dcl_texcoord1 o2.xyz
// dcl_texcoord2 o3.xyz
// dcl_texcoord3 o4.xyz
// dcl_texcoord4 o5.xyz
// dcl_texcoord5 o6
// dcl_texcoord6 o7
// dcl_color o8
// dp3 r0.x, v1, c124
temp0.x = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz);
// dp3 r0.y, v1, c125
temp0.y = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz);
// dp3 r0.z, v1, c126
temp0.z = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz);
// dp3 r0.w, r0, c10
temp0.w = dot(temp0.xyz, DirectionalLight[2].Direction.xyz);
// mov o2.z, r0.x
o.texcoord1.z = temp0.x;
// mov o3.z, r0.y
o.texcoord2.z = temp0.y;
// mov o4.z, r0.z
o.texcoord3.z = temp0.z;
// max r0.x, r0.w, c0.y
temp0.x = max(temp0.w, float1(0));
// mul r0.xyz, r0.x, c9
temp0.xyz = temp0.xxx * DirectionalLight[2].Color.xyz;
// mov r1.z, c0.z
temp1.z = float1(0.1);
// mad r0.xyz, c4, r1.z, r0
temp0.xyz = AmbientLightColor.xyz * temp1.zzz + temp0.xyz;
// mul r0.xyz, r0, v6
temp0.xyz = temp0.xyz * i.color.xyz;
// mov r0.w, c1.x
temp0.w = OpacityOverride.x;
// mad r1, v6.w, c0.yyyx, c0.wwwy
temp1 = i.color.w * float4(0, 0, 0, 1) + float4(0.5, 0.5, 0.5, 0);
// mul o8, r0, r1
o.color = temp0 * temp1;
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 r1.z, r0, c126
temp1.z = dot(temp0, (World._m02_m12_m22_m32));
// mov r1.w, c0.x
temp1.w = float1(1);
// dp4 r1.x, r0, c124
temp1.x = dot(temp0, (World._m00_m10_m20_m30));
// dp4 r1.y, r0, c125
temp1.y = dot(temp0, (World._m01_m11_m21_m31));
// dp4 o0.x, r1, c119
o.position.x = dot(temp1, (ViewProjection._m00_m10_m20_m30));
// dp4 o0.y, r1, c120
o.position.y = dot(temp1, (ViewProjection._m01_m11_m21_m31));
// dp4 o0.z, r1, c121
o.position.z = dot(temp1, (ViewProjection._m02_m12_m22_m32));
// dp4 o0.w, r1, c122
o.position.w = dot(temp1, (ViewProjection._m03_m13_m23_m33));
// add r0.xy, r1, c11.zwzw
temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
// mul o7.xy, r0, c11
o.texcoord6.xy = temp0.xy * Shroud.ScaleUV_OffsetUV.xy;
// mul r0.xy, r1.z, c117.zwzw
temp0.xy = temp1.zz * Cloud.WorldPositionMultiplier_XYZZ.zw;
// mad r0.xy, r1, c117, -r0
temp0.xy = temp1.xy * Cloud.WorldPositionMultiplier_XYZZ.xy + -temp0.xy;
// add o7.zw, r0.xyxy, c118.xyxy
o.texcoord6.zw = temp0.xy + Cloud.CurrentOffsetUV.xy;
// mov o1.xy, v4
o.texcoord.xy = i.texcoord.xy;
// mov o1.zw, v5.xyyx
o.texcoord.zw = i.texcoord1.yx;
// dp3 r0.x, v3, c124
temp0.x = dot(i.binormal.xyz, (World._m00_m10_m20_m30).xyz);
// mov o2.x, -r0.x
o.texcoord1.x = -temp0.x;
// dp3 r0.x, v2, c124
temp0.x = dot(i.tangent.xyz, (World._m00_m10_m20_m30).xyz);
// mov o2.y, -r0.x
o.texcoord1.y = -temp0.x;
// dp3 r0.x, v3, c125
temp0.x = dot(i.binormal.xyz, (World._m01_m11_m21_m31).xyz);
// mov o3.x, -r0.x
o.texcoord2.x = -temp0.x;
// dp3 r0.x, v2, c125
temp0.x = dot(i.tangent.xyz, (World._m01_m11_m21_m31).xyz);
// mov o3.y, -r0.x
o.texcoord2.y = -temp0.x;
// dp3 r0.x, v3, c126
temp0.x = dot(i.binormal.xyz, (World._m02_m12_m22_m32).xyz);
// mov o4.x, -r0.x
o.texcoord3.x = -temp0.x;
// dp3 r0.x, v2, c126
temp0.x = dot(i.tangent.xyz, (World._m02_m12_m22_m32).xyz);
// mov o4.y, -r0.x
o.texcoord3.y = -temp0.x;
// mov o5.xyz, r1
o.texcoord4 = temp1;
// dp4 r0.x, r1, c116
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33));
// rcp r0.y, r0.x
temp0.y = 1.0f / temp0.x;
// mov o6.w, r0.x
o.texcoord5.w = temp0.x;
// dp4 r0.x, r1, c113
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m00_m10_m20_m30));
// dp4 r0.z, r1, c114
temp0.z = dot(temp1, (ShadowMapWorldToShadow._m01_m11_m21_m31));
// dp4 r0.w, r1, c115
temp0.w = dot(temp1, (ShadowMapWorldToShadow._m02_m12_m22_m32));
// mad o6.xyz, r0.xzww, r0.y, c2.xxyw
o.texcoord5.xyz = temp0.xzw * temp0.yyy + float3(0, 0, -0.0015);
//
return o;
}
// VS_H_Array_Shader_1 Vertex_3_0 Has PRES False
struct VS_H_Array_Shader_1_Input
{
float4 position : POSITION;
float4 normal : NORMAL;
float4 tangent : TANGENT;
float4 binormal : BINORMAL;
float4 blendindices : BLENDINDICES;
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
float4 color : COLOR;
};
struct VS_H_Array_Shader_1_Output
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float3 texcoord1 : TEXCOORD1;
float3 texcoord2 : TEXCOORD2;
float3 texcoord3 : TEXCOORD3;
float3 texcoord4 : TEXCOORD4;
float4 texcoord5 : TEXCOORD5;
float4 texcoord6 : TEXCOORD6;
float4 color : COLOR;
};
VS_H_Array_Shader_1_Output VS_H_Array_Shader_1(VS_H_Array_Shader_1_Input i)
{
VS_H_Array_Shader_1_Output o;
float4 temp0, temp1, temp2, temp3, temp4;
float addr0;
// def c0, 1, -1, 0, 0.1
// def c2, 0.5, 0, -0.0015, 0
// dcl_position v0
// dcl_normal v1
// dcl_tangent v2
// dcl_binormal v3
// dcl_blendindices v4
// dcl_texcoord v5
// dcl_texcoord1 v6
// dcl_color v7
// dcl_position o0
// dcl_texcoord o1
// dcl_texcoord1 o2.xyz
// dcl_texcoord2 o3.xyz
// dcl_texcoord3 o4.xyz
// dcl_texcoord4 o5.xyz
// dcl_texcoord5 o6
// dcl_texcoord6 o7
// dcl_color o8
// slt r0.x, v4.x, -v4.x
temp0.x = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
// frc r0.y, v4.x
temp0.y = frac(i.blendindices.x);
// add r0.z, -r0.y, v4.x
temp0.z = -temp0.y + i.blendindices.x;
// slt r0.y, -r0.y, r0.y
temp0.y = (-temp0.y < temp0.y) ? 1 : 0;
// mad r0.x, r0.x, r0.y, r0.z
temp0.x = temp0.x * temp0.y + temp0.z;
// add r0.x, r0.x, r0.x
temp0.x = temp0.x + temp0.x;
// mova a0.x, r0.x
addr0.x = temp0.x;
// mul r0.w, v7.w, c129[a0.x].w
temp0.w = i.color.w * WorldBones[1 + addr0.x].w;
// mov r1.w, c1.x
temp1.w = OpacityOverride.x;
// mov r0.xyz, c2.x
temp0.xyz = float3(0.5, 0.5, 0.5);
// add r2.x, v4.x, v4.x
temp2.x = i.blendindices.x + i.blendindices.x;
// frc r2.y, r2.x
temp2.y = frac(temp2.x);
// add r2.z, r2.x, -r2.y
temp2.z = temp2.x + -temp2.y;
// slt r2.y, -r2.y, r2.y
temp2.y = (-temp2.y < temp2.y) ? 1 : 0;
// slt r2.x, r2.x, -r2.x
temp2.x = (temp2.x < -temp2.x) ? 1 : 0;
// mad r2.x, r2.x, r2.y, r2.z
temp2.x = temp2.x * temp2.y + temp2.z;
// mova a0.x, r2.x
addr0.x = temp2.x;
// mul r2, v1.zxyy, c128[a0.x].yzxy
temp2 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
// mad r2, c128[a0.x].wwwx, v1.xyzx, r2
temp2 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp2;
// mul r3, v1.yzxz, c128[a0.x].zxyz
temp3 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
// mad r2, r2, c0.xxxy, -r3
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
// mul r3.xyz, r2.w, c128[a0.x]
temp3.xyz = temp2.www * WorldBones[0 + addr0.x].xyz;
// mad r3.xyz, c128[a0.x].w, r2, -r3
temp3.xyz = WorldBones[0 + addr0.x].www * temp2.xyz + -temp3.xyz;
// mad r3.xyz, c128[a0.x].yzxw, r2.zxyw, r3
temp3.xyz = WorldBones[0 + addr0.x].yzx * temp2.zxy + temp3.xyz;
// mad r2.xyz, c128[a0.x].zxyw, -r2.yzxw, r3
temp2.xyz = WorldBones[0 + addr0.x].zxy * -temp2.yzx + temp3.xyz;
// dp3 r2.w, r2, c10
temp2.w = dot(temp2.xyz, DirectionalLight[2].Direction.xyz);
// max r2.w, r2.w, c0.z
temp2.w = max(temp2.w, float1(0));
// mul r3.xyz, r2.w, c9
temp3.xyz = temp2.www * DirectionalLight[2].Color.xyz;
// mov r2.w, c0.w
temp2.w = float1(0.1);
// mad r3.xyz, c4, r2.w, r3
temp3.xyz = AmbientLightColor.xyz * temp2.www + temp3.xyz;
// mul r1.xyz, r3, v7
temp1.xyz = temp3.xyz * i.color.xyz;
// mul o8, r0, r1
o.color = temp0 * temp1;
// mul r0, v0.zxyy, c128[a0.x].yzxy
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
// mad r0, c128[a0.x].wwwx, v0.xyzx, r0
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
// mul r1, v0.yzxz, c128[a0.x].zxyz
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
// mad r0, r0, c0.xxxy, -r1
temp0 = temp0 * float4(1, 1, 1, -1) + -temp1;
// mul r1.xyz, r0.w, c128[a0.x]
temp1.xyz = temp0.www * WorldBones[0 + addr0.x].xyz;
// mad r1.xyz, c128[a0.x].w, r0, -r1
temp1.xyz = WorldBones[0 + addr0.x].www * temp0.xyz + -temp1.xyz;
// mad r1.xyz, c128[a0.x].yzxw, r0.zxyw, r1
temp1.xyz = WorldBones[0 + addr0.x].yzx * temp0.zxy + temp1.xyz;
// mad r0.xyz, c128[a0.x].zxyw, -r0.yzxw, r1
temp0.xyz = WorldBones[0 + addr0.x].zxy * -temp0.yzx + temp1.xyz;
// add r0.xyz, r0, c129[a0.x]
temp0.xyz = temp0.xyz + WorldBones[1 + addr0.x].xyz;
// mov r0.w, c0.x
temp0.w = float1(1);
// dp4 o0.x, r0, c119
o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30));
// dp4 o0.y, r0, c120
o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31));
// dp4 o0.z, r0, c121
o.position.z = dot(temp0, (ViewProjection._m02_m12_m22_m32));
// dp4 o0.w, r0, c122
o.position.w = dot(temp0, (ViewProjection._m03_m13_m23_m33));
// add r1.xy, r0, c11.zwzw
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
// mul o7.xy, r1, c11
o.texcoord6.xy = temp1.xy * Shroud.ScaleUV_OffsetUV.xy;
// mul r1.xy, r0.z, c117.zwzw
temp1.xy = temp0.zz * Cloud.WorldPositionMultiplier_XYZZ.zw;
// mad r1.xy, r0, c117, -r1
temp1.xy = temp0.xy * Cloud.WorldPositionMultiplier_XYZZ.xy + -temp1.xy;
// add o7.zw, r1.xyxy, c118.xyxy
o.texcoord6.zw = temp1.xy + Cloud.CurrentOffsetUV.xy;
// mov o1.xy, v5
o.texcoord.xy = i.texcoord.xy;
// mov o1.zw, v6.xyyx
o.texcoord.zw = i.texcoord1.yx;
// mul r1, v3.zxyy, c128[a0.x].yzxy
temp1 = i.binormal.zxyy * WorldBones[0 + addr0.x].yzxy;
// mad r1, c128[a0.x].wwwx, v3.xyzx, r1
temp1 = WorldBones[0 + addr0.x].wwwx * i.binormal.xyzx + temp1;
// mul r3, v3.yzxz, c128[a0.x].zxyz
temp3 = i.binormal.yzxz * WorldBones[0 + addr0.x].zxyz;
// mad r1, r1, c0.xxxy, -r3
temp1 = temp1 * float4(1, 1, 1, -1) + -temp3;
// mul r3.xyz, r1.w, c128[a0.x]
temp3.xyz = temp1.www * WorldBones[0 + addr0.x].xyz;
// mad r3.xyz, c128[a0.x].w, r1, -r3
temp3.xyz = WorldBones[0 + addr0.x].www * temp1.xyz + -temp3.xyz;
// mad r3.xyz, c128[a0.x].yzxw, r1.zxyw, r3
temp3.xyz = WorldBones[0 + addr0.x].yzx * temp1.zxy + temp3.xyz;
// mad r1.xyz, c128[a0.x].zxyw, -r1.yzxw, r3
temp1.xyz = WorldBones[0 + addr0.x].zxy * -temp1.yzx + temp3.xyz;
// mov o2.x, -r1.x
o.texcoord1.x = -temp1.x;
// mul r3, v2.zxyy, c128[a0.x].yzxy
temp3 = i.tangent.zxyy * WorldBones[0 + addr0.x].yzxy;
// mad r3, c128[a0.x].wwwx, v2.xyzx, r3
temp3 = WorldBones[0 + addr0.x].wwwx * i.tangent.xyzx + temp3;
// mul r4, v2.yzxz, c128[a0.x].zxyz
temp4 = i.tangent.yzxz * WorldBones[0 + addr0.x].zxyz;
// mad r3, r3, c0.xxxy, -r4
temp3 = temp3 * float4(1, 1, 1, -1) + -temp4;
// mul r4.xyz, r3.w, c128[a0.x]
temp4.xyz = temp3.www * WorldBones[0 + addr0.x].xyz;
// mad r4.xyz, c128[a0.x].w, r3, -r4
temp4.xyz = WorldBones[0 + addr0.x].www * temp3.xyz + -temp4.xyz;
// mad r4.xyz, c128[a0.x].yzxw, r3.zxyw, r4
temp4.xyz = WorldBones[0 + addr0.x].yzx * temp3.zxy + temp4.xyz;
// mad r3.xyz, c128[a0.x].zxyw, -r3.yzxw, r4
temp3.xyz = WorldBones[0 + addr0.x].zxy * -temp3.yzx + temp4.xyz;
// mov o2.y, -r3.x
o.texcoord1.y = -temp3.x;
// mov o2.z, r2.x
o.texcoord1.z = temp2.x;
// mov o3.x, -r1.y
o.texcoord2.x = -temp1.y;
// mov o4.x, -r1.z
o.texcoord3.x = -temp1.z;
// mov o3.y, -r3.y
o.texcoord2.y = -temp3.y;
// mov o4.y, -r3.z
o.texcoord3.y = -temp3.z;
// mov o3.z, r2.y
o.texcoord2.z = temp2.y;
// mov o4.z, r2.z
o.texcoord3.z = temp2.z;
// mov o5.xyz, r0
o.texcoord4 = temp0;
// dp4 r1.x, r0, c113
temp1.x = dot(temp0, (ShadowMapWorldToShadow._m00_m10_m20_m30));
// dp4 r1.y, r0, c114
temp1.y = dot(temp0, (ShadowMapWorldToShadow._m01_m11_m21_m31));
// dp4 r1.z, r0, c115
temp1.z = dot(temp0, (ShadowMapWorldToShadow._m02_m12_m22_m32));
// dp4 r0.x, r0, c116
temp0.x = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33));
// rcp r0.y, r0.x
temp0.y = 1.0f / temp0.x;
// mov o6.w, r0.x
o.texcoord5.w = temp0.x;
// mad o6.xyz, r1, r0.y, c2.yyzw
o.texcoord5.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015);
//
return o;
}
VertexShader VS_H_Array[2] = {
compile vs_3_0 VS_H_Array_Shader_0(), // 80
compile vs_3_0 VS_H_Array_Shader_1(), // 81
};
// PS_H_Array_Shader_0 Pixel_3_0 Has PRES False
struct PS_H_Array_Shader_0_Input
{
float4 texcoord : TEXCOORD;
float3 texcoord1 : TEXCOORD1;
float3 texcoord2 : TEXCOORD2;
float3 texcoord3 : TEXCOORD3;
float3 texcoord4 : TEXCOORD4;
float4 texcoord6 : TEXCOORD6;
float4 color : COLOR;
};
float4 PS_H_Array_Shader_0(PS_H_Array_Shader_0_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6, temp7;
float3 temp8;
float2 temp9;
// def c0, 0, 1, 2, 3
// def c1, -4, -5, -6, -7
// def c3, 2.2, 2, -1, -1.5
// dcl_texcoord v0
// dcl_texcoord1_centroid v1.xyz
// dcl_texcoord2_centroid v2.xyz
// dcl_texcoord3_centroid v3.xyz
// dcl_texcoord4 v4.xyz
// dcl_texcoord6 v5
// dcl_color v6
// dcl_2d s0
// dcl_cube s1
// dcl_2d s2
// dcl_2d s3
// dcl_2d s4
// dcl_2d s5
// dcl_2d s6
// add r0.xyz, c123, -v4
temp0.xyz = EyePosition.xyz + -i.texcoord4.xyz;
// nrm r1.xyz, r0
temp1.xyz = normalize(temp0.xyz).xyz;
// texld r0, v0, s2
temp0 = tex2D(DiffuseTextureSampler, i.texcoord.xy);
// log r2.x, r0.x
temp2.x = log2(temp0.x);
// log r2.y, r0.y
temp2.y = log2(temp0.y);
// log r2.z, r0.z
temp2.z = log2(temp0.z);
// mul r2.xyz, r2, c3.x
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
// exp r3.x, r2.x
temp3.x = exp2(temp2.x);
// exp r3.y, r2.y
temp3.y = exp2(temp2.y);
// exp r3.z, r2.z
temp3.z = exp2(temp2.z);
// texld r2, v0, s3
temp2 = tex2D(NormalMapSampler, i.texcoord.xy);
// mad r2.xyz, r2, c3.y, c3.z
temp2.xyz = temp2.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
// mul r2.xyz, r2, -c3.wwzw
temp2.xyz = temp2.xyz * float3(1.5, 1.5, 1);
// dp3 r4.x, r2, v1
temp4.x = dot(temp2.xyz, i.texcoord1.xyz);
// dp3 r4.y, r2, v2
temp4.y = dot(temp2.xyz, i.texcoord2.xyz);
// dp3 r4.z, r2, v3
temp4.z = dot(temp2.xyz, i.texcoord3.xyz);
// nrm r2.xyz, r4
temp2.xyz = normalize(temp4.xyz).xyz;
// texld r4, v0, s4
temp4 = tex2D(SpecMapSampler, i.texcoord.xy);
// dp3 r1.w, r1, r2
temp1.w = dot(temp1.xyz, temp2.xyz);
// add r1.w, r1.w, r1.w
temp1.w = temp1.w + temp1.w;
// mad r1.xyz, r2, -r1.w, r1
temp1.xyz = temp2.xyz * -temp1.www + temp1.xyz;
// mov r1.xyz, -r1
temp1.xyz = -temp1.xyz;
// texld r1, r1, s1
temp1 = texCUBE(EnvironmentTextureSampler, temp1.xyz);
// mul r1.xyz, r1, c5
temp1.xyz = temp1.xyz * DirectionalLight[0].Color.xyz;
// mul r1.xyz, r4.x, r1
temp1.xyz = temp4.xxx * temp1.xyz;
// mad r1.xyz, r3, v6, r1
temp1.xyz = temp3.xyz * i.color.xyz + temp1.xyz;
// texld r4, v5.zwzw, s0
temp4 = tex2D(CloudTextureSampler, i.texcoord6.zw);
// log r5.x, r4.x
temp5.x = log2(temp4.x);
// log r5.y, r4.y
temp5.y = log2(temp4.y);
// log r5.z, r4.z
temp5.z = log2(temp4.z);
// mul r4.xyz, r5, c3.x
temp4.xyz = temp5.xyz * float3(2.2, 2.2, 2.2);
// exp r5.x, r4.x
temp5.x = exp2(temp4.x);
// exp r5.y, r4.y
temp5.y = exp2(temp4.y);
// exp r5.z, r4.z
temp5.z = exp2(temp4.z);
// dp3 r1.w, r2, c6
temp1.w = dot(temp2.xyz, DirectionalLight[0].Direction.xyz);
// max r2.w, r1.w, c0.x
temp2.w = max(temp1.w, float1(0));
// mul r4.xyz, r5, c5
temp4.xyz = temp5.xyz * DirectionalLight[0].Color.xyz;
// mul r5.xyz, r3, r2.w
temp5.xyz = temp3.xyz * temp2.www;
// mad r1.xyz, r4, r5, r1
temp1.xyz = temp4.xyz * temp5.xyz + temp1.xyz;
// dp3 r1.w, r2, c8
temp1.w = dot(temp2.xyz, DirectionalLight[1].Direction.xyz);
// max r2.w, r1.w, c0.x
temp2.w = max(temp1.w, float1(0));
// mul r4.xyz, r3, r2.w
temp4.xyz = temp3.xyz * temp2.www;
// mad r1.xyz, c7, r4, r1
temp1.xyz = DirectionalLight[1].Color.xyz * temp4.xyz + temp1.xyz;
// mov r4.xyz, c0.x
temp4.xyz = float3(0, 0, 0);
// mov r1.w, c0.x
temp1.w = float1(0);
// rep i0
for (int it0 = 0; it0 < NumPointLights; ++it0) {
// add r5, r1.w, -c0
temp5 = temp1.w + float4(-0, -1, -2, -3);
// add r6, r1.w, c1
temp6 = temp1.w + float4(-4, -5, -6, -7);
// mov r7.x, c0.x
temp7.x = float1(0);
// cmp r7.yzw, -r5_abs.x, c89.xxyz, r7.x
temp7.yzw = (-abs(temp5).xxx >= 0) ? PointLight[0].Color.xyz : temp7.xxx;
// cmp r8.xyz, -r5_abs.x, c90, r7.x
temp8.xyz = (-abs(temp5).xxx >= 0) ? PointLight[0].Position.xyz : temp7.xxx;
// cmp r9.xy, -r5_abs.x, c91, r7.x
temp9.xy = (-abs(temp5).xx >= 0) ? PointLight[0].Range_Inner_Outer.xy : temp7.xx;
// cmp r7.xyz, -r5_abs.y, c92, r7.yzww
temp7.xyz = (-abs(temp5).yyy >= 0) ? PointLight[1].Color.xyz : temp7.yzw;
// cmp r8.xyz, -r5_abs.y, c93, r8
temp8.xyz = (-abs(temp5).yyy >= 0) ? PointLight[1].Position.xyz : temp8.xyz;
// cmp r5.xy, -r5_abs.y, c94, r9
temp5.xy = (-abs(temp5).yy >= 0) ? PointLight[1].Range_Inner_Outer.xy : temp9.xy;
// cmp r7.xyz, -r5_abs.z, c95, r7
temp7.xyz = (-abs(temp5).zzz >= 0) ? PointLight[2].Color.xyz : temp7.xyz;
// cmp r8.xyz, -r5_abs.z, c96, r8
temp8.xyz = (-abs(temp5).zzz >= 0) ? PointLight[2].Position.xyz : temp8.xyz;
// cmp r5.xy, -r5_abs.z, c97, r5
temp5.xy = (-abs(temp5).zz >= 0) ? PointLight[2].Range_Inner_Outer.xy : temp5.xy;
// cmp r7.xyz, -r5_abs.w, c98, r7
temp7.xyz = (-abs(temp5).www >= 0) ? PointLight[3].Color.xyz : temp7.xyz;
// cmp r8.xyz, -r5_abs.w, c99, r8
temp8.xyz = (-abs(temp5).www >= 0) ? PointLight[3].Position.xyz : temp8.xyz;
// cmp r5.xy, -r5_abs.w, c100, r5
temp5.xy = (-abs(temp5).ww >= 0) ? PointLight[3].Range_Inner_Outer.xy : temp5.xy;
// cmp r7.xyz, -r6_abs.x, c101, r7
temp7.xyz = (-abs(temp6).xxx >= 0) ? PointLight[4].Color.xyz : temp7.xyz;
// cmp r8.xyz, -r6_abs.x, c102, r8
temp8.xyz = (-abs(temp6).xxx >= 0) ? PointLight[4].Position.xyz : temp8.xyz;
// cmp r5.xy, -r6_abs.x, c103, r5
temp5.xy = (-abs(temp6).xx >= 0) ? PointLight[4].Range_Inner_Outer.xy : temp5.xy;
// cmp r7.xyz, -r6_abs.y, c104, r7
temp7.xyz = (-abs(temp6).yyy >= 0) ? PointLight[5].Color.xyz : temp7.xyz;
// cmp r8.xyz, -r6_abs.y, c105, r8
temp8.xyz = (-abs(temp6).yyy >= 0) ? PointLight[5].Position.xyz : temp8.xyz;
// cmp r5.xy, -r6_abs.y, c106, r5
temp5.xy = (-abs(temp6).yy >= 0) ? PointLight[5].Range_Inner_Outer.xy : temp5.xy;
// cmp r7.xyz, -r6_abs.z, c107, r7
temp7.xyz = (-abs(temp6).zzz >= 0) ? PointLight[6].Color.xyz : temp7.xyz;
// cmp r8.xyz, -r6_abs.z, c108, r8
temp8.xyz = (-abs(temp6).zzz >= 0) ? PointLight[6].Position.xyz : temp8.xyz;
// cmp r5.xy, -r6_abs.z, c109, r5
temp5.xy = (-abs(temp6).zz >= 0) ? PointLight[6].Range_Inner_Outer.xy : temp5.xy;
// cmp r6.xyz, -r6_abs.w, c110, r7
temp6.xyz = (-abs(temp6).www >= 0) ? PointLight[7].Color.xyz : temp7.xyz;
// cmp r7.xyz, -r6_abs.w, c111, r8
temp7.xyz = (-abs(temp6).www >= 0) ? PointLight[7].Position.xyz : temp8.xyz;
// cmp r5.xy, -r6_abs.w, c112, r5
temp5.xy = (-abs(temp6).ww >= 0) ? PointLight[7].Range_Inner_Outer.xy : temp5.xy;
// add r7.xyz, r7, -v4
temp7.xyz = temp7.xyz + -i.texcoord4.xyz;
// dp3 r2.w, r7, r7
temp2.w = dot(temp7.xyz, temp7.xyz);
// rsq r2.w, r2.w
temp2.w = 1 / sqrt(temp2.w);
// rcp r3.w, r2.w
temp3.w = 1.0f / temp2.w;
// mul r7.xyz, r7, r2.w
temp7.xyz = temp7.xyz * temp2.www;
// add r2.w, -r5.x, r3.w
temp2.w = -temp5.x + temp3.w;
// add r3.w, -r5.x, r5.y
temp3.w = -temp5.x + temp5.y;
// rcp r3.w, r3.w
temp3.w = 1.0f / temp3.w;
// mad_sat r2.w, r2.w, -r3.w, -c3.z
temp2.w = saturate(temp2.w * -temp3.w + float1(1));
// mul r2.w, r2.w, r2.w
temp2.w = temp2.w * temp2.w;
// mul r5.xyz, r6, r2.w
temp5.xyz = temp6.xyz * temp2.www;
// dp3 r2.w, r2, r7
temp2.w = dot(temp2.xyz, temp7.xyz);
// max r3.w, r2.w, c0.x
temp3.w = max(temp2.w, float1(0));
// mad r4.xyz, r5, r3.w, r4
temp4.xyz = temp5.xyz * temp3.www + temp4.xyz;
// add r1.w, r1.w, -c3.z
temp1.w = temp1.w + float1(1);
// endrep
}
// mad r0.xyz, r4, r3, r1
temp0.xyz = temp4.xyz * temp3.xyz + temp1.xyz;
// texld r1, v0.wzzw, s5
temp1 = tex2D(DamagedTextureSampler, i.texcoord.wz);
// lrp r2, v6.w, -c3.z, r1
temp2 = lerp(temp1, float4(1, 1, 1, 1), i.color.w);
// mul r0, r0, r2
temp0 = temp0 * temp2;
// mul r0.xyz, r0, c2
temp0.xyz = temp0.xyz * TintColor.xyz;
// texld r1, v5, s6
temp1 = tex2D(ShroudTextureSampler, i.texcoord6.xy);
// mul oC0.xyz, r0, r1
out_color.xyz = temp0.xyz * temp1.xyz;
// mov oC0.w, r0.w
out_color.w = temp0.w;
//
return out_color;
}
// PS_H_Array_Shader_1 Pixel_3_0 Has PRES False
struct PS_H_Array_Shader_1_Input
{
float4 texcoord : TEXCOORD;
float3 texcoord1 : TEXCOORD1;
float3 texcoord2 : TEXCOORD2;
float3 texcoord3 : TEXCOORD3;
float3 texcoord4 : TEXCOORD4;
float3 texcoord5 : TEXCOORD5;
float4 texcoord6 : TEXCOORD6;
float4 color : COLOR;
};
float4 PS_H_Array_Shader_1(PS_H_Array_Shader_1_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6, temp7;
float3 temp8;
float2 temp9;
// def c0, -0, -1, -2, -3
// def c1, 1, 0, 0.25, 0
// def c3, 2.2, 2, -1, -1.5
// def c4, -4, -5, -6, -7
// dcl_texcoord v0
// dcl_texcoord1_centroid v1.xyz
// dcl_texcoord2_centroid v2.xyz
// dcl_texcoord3_centroid v3.xyz
// dcl_texcoord4 v4.xyz
// dcl_texcoord5 v5.xyz
// dcl_texcoord6 v6
// dcl_color v7
// dcl_2d s0
// dcl_2d s1
// dcl_cube s2
// dcl_2d s3
// dcl_2d s4
// dcl_2d s5
// dcl_2d s6
// dcl_2d s7
// add r0.xyz, c123, -v4
temp0.xyz = EyePosition.xyz + -i.texcoord4.xyz;
// nrm r1.xyz, r0
temp1.xyz = normalize(temp0.xyz).xyz;
// texld r0, v0, s3
temp0 = tex2D(DiffuseTextureSampler, i.texcoord.xy);
// log r2.x, r0.x
temp2.x = log2(temp0.x);
// log r2.y, r0.y
temp2.y = log2(temp0.y);
// log r2.z, r0.z
temp2.z = log2(temp0.z);
// mul r2.xyz, r2, c3.x
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
// exp r3.x, r2.x
temp3.x = exp2(temp2.x);
// exp r3.y, r2.y
temp3.y = exp2(temp2.y);
// exp r3.z, r2.z
temp3.z = exp2(temp2.z);
// texld r2, v0, s4
temp2 = tex2D(NormalMapSampler, i.texcoord.xy);
// mad r2.xyz, r2, c3.y, c3.z
temp2.xyz = temp2.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
// mul r2.xyz, r2, -c3.wwzw
temp2.xyz = temp2.xyz * float3(1.5, 1.5, 1);
// dp3 r4.x, r2, v1
temp4.x = dot(temp2.xyz, i.texcoord1.xyz);
// dp3 r4.y, r2, v2
temp4.y = dot(temp2.xyz, i.texcoord2.xyz);
// dp3 r4.z, r2, v3
temp4.z = dot(temp2.xyz, i.texcoord3.xyz);
// nrm r2.xyz, r4
temp2.xyz = normalize(temp4.xyz).xyz;
// texld r4, v5, s0
temp4 = tex2D(ShadowMapSampler, i.texcoord5.xy);
// add r5.xy, c11.zxzw, v5
temp5.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx + i.texcoord5.xy;
// texld r5, r5, s0
temp5 = tex2D(ShadowMapSampler, temp5.xy);
// add r5.yz, c11, v5.xxyw
temp5.yz = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz + i.texcoord5.xy;
// texld r6, r5.yzzw, s0
temp6 = tex2D(ShadowMapSampler, temp5.yz);
// add r5.yz, c11.xwzw, v5.xxyw
temp5.yz = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz + i.texcoord5.xy;
// texld r7, r5.yzzw, s0
temp7 = tex2D(ShadowMapSampler, temp5.yz);
// mov r4.y, r5.x
temp4.y = temp5.x;
// mov r4.z, r6.x
temp4.z = temp6.x;
// mov r4.w, r7.x
temp4.w = temp7.x;
// add r4, r4, -v5.z
temp4 = temp4 + -i.texcoord5.z;
// cmp r4, r4, c1.x, c1.y
temp4 = (temp4 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
// dp4 r1.w, -c3.z, r4
temp1.w = dot(float4(1, 1, 1, 1), temp4);
// mul r1.w, r1.w, c1.z
temp1.w = temp1.w * float1(0.25);
// texld r4, v0, s5
temp4 = tex2D(SpecMapSampler, i.texcoord.xy);
// dp3 r2.w, r1, r2
temp2.w = dot(temp1.xyz, temp2.xyz);
// add r2.w, r2.w, r2.w
temp2.w = temp2.w + temp2.w;
// mad r1.xyz, r2, -r2.w, r1
temp1.xyz = temp2.xyz * -temp2.www + temp1.xyz;
// mov r1.xyz, -r1
temp1.xyz = -temp1.xyz;
// texld r5, r1, s2
temp5 = texCUBE(EnvironmentTextureSampler, temp1.xyz);
// mul r1.xyz, r5, c5
temp1.xyz = temp5.xyz * DirectionalLight[0].Color.xyz;
// mul r1.xyz, r4.x, r1
temp1.xyz = temp4.xxx * temp1.xyz;
// mul r1.xyz, r1.w, r1
temp1.xyz = temp1.www * temp1.xyz;
// mad r1.xyz, r3, v7, r1
temp1.xyz = temp3.xyz * i.color.xyz + temp1.xyz;
// texld r4, v6.zwzw, s1
temp4 = tex2D(CloudTextureSampler, i.texcoord6.zw);
// log r5.x, r4.x
temp5.x = log2(temp4.x);
// log r5.y, r4.y
temp5.y = log2(temp4.y);
// log r5.z, r4.z
temp5.z = log2(temp4.z);
// mul r4.xyz, r5, c3.x
temp4.xyz = temp5.xyz * float3(2.2, 2.2, 2.2);
// exp r5.x, r4.x
temp5.x = exp2(temp4.x);
// exp r5.y, r4.y
temp5.y = exp2(temp4.y);
// exp r5.z, r4.z
temp5.z = exp2(temp4.z);
// mul r4.xyz, r1.w, r5
temp4.xyz = temp1.www * temp5.xyz;
// dp3 r1.w, r2, c6
temp1.w = dot(temp2.xyz, DirectionalLight[0].Direction.xyz);
// max r2.w, r1.w, c1.y
temp2.w = max(temp1.w, float1(0));
// mul r4.xyz, r4, c5
temp4.xyz = temp4.xyz * DirectionalLight[0].Color.xyz;
// mul r5.xyz, r3, r2.w
temp5.xyz = temp3.xyz * temp2.www;
// mad r1.xyz, r4, r5, r1
temp1.xyz = temp4.xyz * temp5.xyz + temp1.xyz;
// dp3 r1.w, r2, c8
temp1.w = dot(temp2.xyz, DirectionalLight[1].Direction.xyz);
// max r2.w, r1.w, c1.y
temp2.w = max(temp1.w, float1(0));
// mul r4.xyz, r3, r2.w
temp4.xyz = temp3.xyz * temp2.www;
// mad r1.xyz, c7, r4, r1
temp1.xyz = DirectionalLight[1].Color.xyz * temp4.xyz + temp1.xyz;
// mov r4.xyz, c1.y
temp4.xyz = float3(0, 0, 0);
// mov r1.w, c1.y
temp1.w = float1(0);
// rep i0
for (int it0 = 0; it0 < NumPointLights; ++it0) {
// add r5, r1.w, c0
temp5 = temp1.w + float4(-0, -1, -2, -3);
// add r6, r1.w, c4
temp6 = temp1.w + float4(-4, -5, -6, -7);
// mov r7.y, c1.y
temp7.y = float1(0);
// cmp r7.xzw, -r5_abs.x, c89.xyyz, r7.y
temp7.xzw = (-abs(temp5).xxx >= 0) ? PointLight[0].Color.xyz : temp7.yyy;
// cmp r8.xyz, -r5_abs.x, c90, r7.y
temp8.xyz = (-abs(temp5).xxx >= 0) ? PointLight[0].Position.xyz : temp7.yyy;
// cmp r9.xy, -r5_abs.x, c91, r7.y
temp9.xy = (-abs(temp5).xx >= 0) ? PointLight[0].Range_Inner_Outer.xy : temp7.yy;
// cmp r7.xyz, -r5_abs.y, c92, r7.xzww
temp7.xyz = (-abs(temp5).yyy >= 0) ? PointLight[1].Color.xyz : temp7.xzw;
// cmp r8.xyz, -r5_abs.y, c93, r8
temp8.xyz = (-abs(temp5).yyy >= 0) ? PointLight[1].Position.xyz : temp8.xyz;
// cmp r5.xy, -r5_abs.y, c94, r9
temp5.xy = (-abs(temp5).yy >= 0) ? PointLight[1].Range_Inner_Outer.xy : temp9.xy;
// cmp r7.xyz, -r5_abs.z, c95, r7
temp7.xyz = (-abs(temp5).zzz >= 0) ? PointLight[2].Color.xyz : temp7.xyz;
// cmp r8.xyz, -r5_abs.z, c96, r8
temp8.xyz = (-abs(temp5).zzz >= 0) ? PointLight[2].Position.xyz : temp8.xyz;
// cmp r5.xy, -r5_abs.z, c97, r5
temp5.xy = (-abs(temp5).zz >= 0) ? PointLight[2].Range_Inner_Outer.xy : temp5.xy;
// cmp r7.xyz, -r5_abs.w, c98, r7
temp7.xyz = (-abs(temp5).www >= 0) ? PointLight[3].Color.xyz : temp7.xyz;
// cmp r8.xyz, -r5_abs.w, c99, r8
temp8.xyz = (-abs(temp5).www >= 0) ? PointLight[3].Position.xyz : temp8.xyz;
// cmp r5.xy, -r5_abs.w, c100, r5
temp5.xy = (-abs(temp5).ww >= 0) ? PointLight[3].Range_Inner_Outer.xy : temp5.xy;
// cmp r7.xyz, -r6_abs.x, c101, r7
temp7.xyz = (-abs(temp6).xxx >= 0) ? PointLight[4].Color.xyz : temp7.xyz;
// cmp r8.xyz, -r6_abs.x, c102, r8
temp8.xyz = (-abs(temp6).xxx >= 0) ? PointLight[4].Position.xyz : temp8.xyz;
// cmp r5.xy, -r6_abs.x, c103, r5
temp5.xy = (-abs(temp6).xx >= 0) ? PointLight[4].Range_Inner_Outer.xy : temp5.xy;
// cmp r7.xyz, -r6_abs.y, c104, r7
temp7.xyz = (-abs(temp6).yyy >= 0) ? PointLight[5].Color.xyz : temp7.xyz;
// cmp r8.xyz, -r6_abs.y, c105, r8
temp8.xyz = (-abs(temp6).yyy >= 0) ? PointLight[5].Position.xyz : temp8.xyz;
// cmp r5.xy, -r6_abs.y, c106, r5
temp5.xy = (-abs(temp6).yy >= 0) ? PointLight[5].Range_Inner_Outer.xy : temp5.xy;
// cmp r7.xyz, -r6_abs.z, c107, r7
temp7.xyz = (-abs(temp6).zzz >= 0) ? PointLight[6].Color.xyz : temp7.xyz;
// cmp r8.xyz, -r6_abs.z, c108, r8
temp8.xyz = (-abs(temp6).zzz >= 0) ? PointLight[6].Position.xyz : temp8.xyz;
// cmp r5.xy, -r6_abs.z, c109, r5
temp5.xy = (-abs(temp6).zz >= 0) ? PointLight[6].Range_Inner_Outer.xy : temp5.xy;
// cmp r6.xyz, -r6_abs.w, c110, r7
temp6.xyz = (-abs(temp6).www >= 0) ? PointLight[7].Color.xyz : temp7.xyz;
// cmp r7.xyz, -r6_abs.w, c111, r8
temp7.xyz = (-abs(temp6).www >= 0) ? PointLight[7].Position.xyz : temp8.xyz;
// cmp r5.xy, -r6_abs.w, c112, r5
temp5.xy = (-abs(temp6).ww >= 0) ? PointLight[7].Range_Inner_Outer.xy : temp5.xy;
// add r7.xyz, r7, -v4
temp7.xyz = temp7.xyz + -i.texcoord4.xyz;
// dp3 r2.w, r7, r7
temp2.w = dot(temp7.xyz, temp7.xyz);
// rsq r2.w, r2.w
temp2.w = 1 / sqrt(temp2.w);
// rcp r3.w, r2.w
temp3.w = 1.0f / temp2.w;
// mul r7.xyz, r7, r2.w
temp7.xyz = temp7.xyz * temp2.www;
// add r2.w, -r5.x, r3.w
temp2.w = -temp5.x + temp3.w;
// add r3.w, -r5.x, r5.y
temp3.w = -temp5.x + temp5.y;
// rcp r3.w, r3.w
temp3.w = 1.0f / temp3.w;
// mad_sat r2.w, r2.w, -r3.w, -c3.z
temp2.w = saturate(temp2.w * -temp3.w + float1(1));
// mul r2.w, r2.w, r2.w
temp2.w = temp2.w * temp2.w;
// mul r5.xyz, r6, r2.w
temp5.xyz = temp6.xyz * temp2.www;
// dp3 r2.w, r2, r7
temp2.w = dot(temp2.xyz, temp7.xyz);
// max r3.w, r2.w, c1.y
temp3.w = max(temp2.w, float1(0));
// mad r4.xyz, r5, r3.w, r4
temp4.xyz = temp5.xyz * temp3.www + temp4.xyz;
// add r1.w, r1.w, -c3.z
temp1.w = temp1.w + float1(1);
// endrep
}
// mad r0.xyz, r4, r3, r1
temp0.xyz = temp4.xyz * temp3.xyz + temp1.xyz;
// texld r1, v0.wzzw, s6
temp1 = tex2D(DamagedTextureSampler, i.texcoord.wz);
// lrp r2, v7.w, -c3.z, r1
temp2 = lerp(temp1, float4(1, 1, 1, 1), i.color.w);
// mul r0, r0, r2
temp0 = temp0 * temp2;
// mul r0.xyz, r0, c2
temp0.xyz = temp0.xyz * TintColor.xyz;
// texld r1, v6, s7
temp1 = tex2D(ShroudTextureSampler, i.texcoord6.xy);
// mul oC0.xyz, r0, r1
out_color.xyz = temp0.xyz * temp1.xyz;
// mov oC0.w, r0.w
out_color.w = temp0.w;
//
return out_color;
}
// PS_H_Array_Shader_2 Pixel_3_0 Has PRES False
struct PS_H_Array_Shader_2_Input
{
float4 texcoord : TEXCOORD;
float3 texcoord1 : TEXCOORD1;
float3 texcoord2 : TEXCOORD2;
float3 texcoord3 : TEXCOORD3;
float3 texcoord4 : TEXCOORD4;
float4 texcoord6 : TEXCOORD6;
float4 color : COLOR;
};
float4 PS_H_Array_Shader_2(PS_H_Array_Shader_2_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3, temp4, temp6, temp7;
float3 temp5, temp8;
float2 temp9;
// def c1, 0, 1, 2, 3
// def c3, -4, -5, -6, -7
// def c4, 2, 2.2, -1, -1.5
// dcl_texcoord v0
// dcl_texcoord1_centroid v1.xyz
// dcl_texcoord2_centroid v2.xyz
// dcl_texcoord3_centroid v3.xyz
// dcl_texcoord4 v4.xyz
// dcl_texcoord6 v5
// dcl_color v6
// dcl_2d s0
// dcl_cube s1
// dcl_2d s2
// dcl_2d s3
// dcl_2d s4
// dcl_2d s5
// dcl_2d s6
// add r0.xyz, c123, -v4
temp0.xyz = EyePosition.xyz + -i.texcoord4.xyz;
// nrm r1.xyz, r0
temp1.xyz = normalize(temp0.xyz).xyz;
// texld r0, v0, s2
temp0 = tex2D(DiffuseTextureSampler, i.texcoord.xy);
// texld r2, v0, s4
temp2 = tex2D(SpecMapSampler, i.texcoord.xy);
// mul r3.xyz, r0, c0
temp3.xyz = temp0.xyz * RecolorColor.xyz;
// mad r3.xyz, r3, c4.x, -r0
temp3.xyz = temp3.xyz * float3(2, 2, 2) + -temp0.xyz;
// mad r2.yzw, r2.z, r3.xxyz, r0.xxyz
temp2.yzw = temp2.zzz * temp3.xyz + temp0.xyz;
// log r3.x, r2.y
temp3.x = log2(temp2.y);
// log r3.y, r2.z
temp3.y = log2(temp2.z);
// log r3.z, r2.w
temp3.z = log2(temp2.w);
// mul r2.yzw, r3.xxyz, c4.y
temp2.yzw = temp3.xyz * float3(2.2, 2.2, 2.2);
// exp r3.x, r2.y
temp3.x = exp2(temp2.y);
// exp r3.y, r2.z
temp3.y = exp2(temp2.z);
// exp r3.z, r2.w
temp3.z = exp2(temp2.w);
// texld r4, v0, s3
temp4 = tex2D(NormalMapSampler, i.texcoord.xy);
// mad r2.yzw, r4.xxyz, c4.x, c4.z
temp2.yzw = temp4.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
// mul r2.yzw, r2, -c4.xwwz
temp2.yzw = temp2.yzw * float3(1.5, 1.5, 1);
// dp3 r4.x, r2.yzww, v1
temp4.x = dot(temp2.yzw, i.texcoord1.xyz);
// dp3 r4.y, r2.yzww, v2
temp4.y = dot(temp2.yzw, i.texcoord2.xyz);
// dp3 r4.z, r2.yzww, v3
temp4.z = dot(temp2.yzw, i.texcoord3.xyz);
// nrm r5.xyz, r4
temp5.xyz = normalize(temp4.xyz).xyz;
// dp3 r1.w, r1, r5
temp1.w = dot(temp1.xyz, temp5.xyz);
// add r1.w, r1.w, r1.w
temp1.w = temp1.w + temp1.w;
// mad r1.xyz, r5, -r1.w, r1
temp1.xyz = temp5.xyz * -temp1.www + temp1.xyz;
// mov r1.xyz, -r1
temp1.xyz = -temp1.xyz;
// texld r1, r1, s1
temp1 = texCUBE(EnvironmentTextureSampler, temp1.xyz);
// mul r1.xyz, r1, c5
temp1.xyz = temp1.xyz * DirectionalLight[0].Color.xyz;
// mul r1.xyz, r2.x, r1
temp1.xyz = temp2.xxx * temp1.xyz;
// mad r1.xyz, r3, v6, r1
temp1.xyz = temp3.xyz * i.color.xyz + temp1.xyz;
// texld r2, v5.zwzw, s0
temp2 = tex2D(CloudTextureSampler, i.texcoord6.zw);
// log r4.x, r2.x
temp4.x = log2(temp2.x);
// log r4.y, r2.y
temp4.y = log2(temp2.y);
// log r4.z, r2.z
temp4.z = log2(temp2.z);
// mul r2.xyz, r4, c4.y
temp2.xyz = temp4.xyz * float3(2.2, 2.2, 2.2);
// exp r4.x, r2.x
temp4.x = exp2(temp2.x);
// exp r4.y, r2.y
temp4.y = exp2(temp2.y);
// exp r4.z, r2.z
temp4.z = exp2(temp2.z);
// dp3 r1.w, r5, c6
temp1.w = dot(temp5.xyz, DirectionalLight[0].Direction.xyz);
// max r2.x, r1.w, c1.x
temp2.x = max(temp1.w, float1(0));
// mul r2.yzw, r4.xxyz, c5.xxyz
temp2.yzw = temp4.xyz * DirectionalLight[0].Color.xyz;
// mul r4.xyz, r3, r2.x
temp4.xyz = temp3.xyz * temp2.xxx;
// mad r1.xyz, r2.yzww, r4, r1
temp1.xyz = temp2.yzw * temp4.xyz + temp1.xyz;
// dp3 r1.w, r5, c8
temp1.w = dot(temp5.xyz, DirectionalLight[1].Direction.xyz);
// max r2.x, r1.w, c1.x
temp2.x = max(temp1.w, float1(0));
// mul r2.xyz, r3, r2.x
temp2.xyz = temp3.xyz * temp2.xxx;
// mad r1.xyz, c7, r2, r1
temp1.xyz = DirectionalLight[1].Color.xyz * temp2.xyz + temp1.xyz;
// mov r2.xyz, c1.x
temp2.xyz = float3(0, 0, 0);
// mov r1.w, c1.x
temp1.w = float1(0);
// rep i0
for (int it0 = 0; it0 < NumPointLights; ++it0) {
// add r4, r1.w, -c1
temp4 = temp1.w + float4(-0, -1, -2, -3);
// add r6, r1.w, c3
temp6 = temp1.w + float4(-4, -5, -6, -7);
// mov r7.x, c1.x
temp7.x = float1(0);
// cmp r7.yzw, -r4_abs.x, c89.xxyz, r7.x
temp7.yzw = (-abs(temp4).xxx >= 0) ? PointLight[0].Color.xyz : temp7.xxx;
// cmp r8.xyz, -r4_abs.x, c90, r7.x
temp8.xyz = (-abs(temp4).xxx >= 0) ? PointLight[0].Position.xyz : temp7.xxx;
// cmp r9.xy, -r4_abs.x, c91, r7.x
temp9.xy = (-abs(temp4).xx >= 0) ? PointLight[0].Range_Inner_Outer.xy : temp7.xx;
// cmp r7.xyz, -r4_abs.y, c92, r7.yzww
temp7.xyz = (-abs(temp4).yyy >= 0) ? PointLight[1].Color.xyz : temp7.yzw;
// cmp r8.xyz, -r4_abs.y, c93, r8
temp8.xyz = (-abs(temp4).yyy >= 0) ? PointLight[1].Position.xyz : temp8.xyz;
// cmp r4.xy, -r4_abs.y, c94, r9
temp4.xy = (-abs(temp4).yy >= 0) ? PointLight[1].Range_Inner_Outer.xy : temp9.xy;
// cmp r7.xyz, -r4_abs.z, c95, r7
temp7.xyz = (-abs(temp4).zzz >= 0) ? PointLight[2].Color.xyz : temp7.xyz;
// cmp r8.xyz, -r4_abs.z, c96, r8
temp8.xyz = (-abs(temp4).zzz >= 0) ? PointLight[2].Position.xyz : temp8.xyz;
// cmp r4.xy, -r4_abs.z, c97, r4
temp4.xy = (-abs(temp4).zz >= 0) ? PointLight[2].Range_Inner_Outer.xy : temp4.xy;
// cmp r7.xyz, -r4_abs.w, c98, r7
temp7.xyz = (-abs(temp4).www >= 0) ? PointLight[3].Color.xyz : temp7.xyz;
// cmp r8.xyz, -r4_abs.w, c99, r8
temp8.xyz = (-abs(temp4).www >= 0) ? PointLight[3].Position.xyz : temp8.xyz;
// cmp r4.xy, -r4_abs.w, c100, r4
temp4.xy = (-abs(temp4).ww >= 0) ? PointLight[3].Range_Inner_Outer.xy : temp4.xy;
// cmp r7.xyz, -r6_abs.x, c101, r7
temp7.xyz = (-abs(temp6).xxx >= 0) ? PointLight[4].Color.xyz : temp7.xyz;
// cmp r8.xyz, -r6_abs.x, c102, r8
temp8.xyz = (-abs(temp6).xxx >= 0) ? PointLight[4].Position.xyz : temp8.xyz;
// cmp r4.xy, -r6_abs.x, c103, r4
temp4.xy = (-abs(temp6).xx >= 0) ? PointLight[4].Range_Inner_Outer.xy : temp4.xy;
// cmp r7.xyz, -r6_abs.y, c104, r7
temp7.xyz = (-abs(temp6).yyy >= 0) ? PointLight[5].Color.xyz : temp7.xyz;
// cmp r8.xyz, -r6_abs.y, c105, r8
temp8.xyz = (-abs(temp6).yyy >= 0) ? PointLight[5].Position.xyz : temp8.xyz;
// cmp r4.xy, -r6_abs.y, c106, r4
temp4.xy = (-abs(temp6).yy >= 0) ? PointLight[5].Range_Inner_Outer.xy : temp4.xy;
// cmp r7.xyz, -r6_abs.z, c107, r7
temp7.xyz = (-abs(temp6).zzz >= 0) ? PointLight[6].Color.xyz : temp7.xyz;
// cmp r8.xyz, -r6_abs.z, c108, r8
temp8.xyz = (-abs(temp6).zzz >= 0) ? PointLight[6].Position.xyz : temp8.xyz;
// cmp r4.xy, -r6_abs.z, c109, r4
temp4.xy = (-abs(temp6).zz >= 0) ? PointLight[6].Range_Inner_Outer.xy : temp4.xy;
// cmp r6.xyz, -r6_abs.w, c110, r7
temp6.xyz = (-abs(temp6).www >= 0) ? PointLight[7].Color.xyz : temp7.xyz;
// cmp r7.xyz, -r6_abs.w, c111, r8
temp7.xyz = (-abs(temp6).www >= 0) ? PointLight[7].Position.xyz : temp8.xyz;
// cmp r4.xy, -r6_abs.w, c112, r4
temp4.xy = (-abs(temp6).ww >= 0) ? PointLight[7].Range_Inner_Outer.xy : temp4.xy;
// add r7.xyz, r7, -v4
temp7.xyz = temp7.xyz + -i.texcoord4.xyz;
// dp3 r2.w, r7, r7
temp2.w = dot(temp7.xyz, temp7.xyz);
// rsq r2.w, r2.w
temp2.w = 1 / sqrt(temp2.w);
// rcp r3.w, r2.w
temp3.w = 1.0f / temp2.w;
// mul r7.xyz, r7, r2.w
temp7.xyz = temp7.xyz * temp2.www;
// add r2.w, -r4.x, r3.w
temp2.w = -temp4.x + temp3.w;
// add r3.w, -r4.x, r4.y
temp3.w = -temp4.x + temp4.y;
// rcp r3.w, r3.w
temp3.w = 1.0f / temp3.w;
// mad_sat r2.w, r2.w, -r3.w, -c4.z
temp2.w = saturate(temp2.w * -temp3.w + float1(1));
// mul r2.w, r2.w, r2.w
temp2.w = temp2.w * temp2.w;
// mul r4.xyz, r6, r2.w
temp4.xyz = temp6.xyz * temp2.www;
// dp3 r2.w, r5, r7
temp2.w = dot(temp5.xyz, temp7.xyz);
// max r3.w, r2.w, c1.x
temp3.w = max(temp2.w, float1(0));
// mad r2.xyz, r4, r3.w, r2
temp2.xyz = temp4.xyz * temp3.www + temp2.xyz;
// add r1.w, r1.w, -c4.z
temp1.w = temp1.w + float1(1);
// endrep
}
// mad r0.xyz, r2, r3, r1
temp0.xyz = temp2.xyz * temp3.xyz + temp1.xyz;
// texld r1, v0.wzzw, s5
temp1 = tex2D(DamagedTextureSampler, i.texcoord.wz);
// lrp r2, v6.w, -c4.z, r1
temp2 = lerp(temp1, float4(1, 1, 1, 1), i.color.w);
// mul r0, r0, r2
temp0 = temp0 * temp2;
// mul r0.xyz, r0, c2
temp0.xyz = temp0.xyz * TintColor.xyz;
// texld r1, v5, s6
temp1 = tex2D(ShroudTextureSampler, i.texcoord6.xy);
// mul oC0.xyz, r0, r1
out_color.xyz = temp0.xyz * temp1.xyz;
// mov oC0.w, r0.w
out_color.w = temp0.w;
//
return out_color;
}
// PS_H_Array_Shader_3 Pixel_3_0 Has PRES False
struct PS_H_Array_Shader_3_Input
{
float4 texcoord : TEXCOORD;
float3 texcoord1 : TEXCOORD1;
float3 texcoord2 : TEXCOORD2;
float3 texcoord3 : TEXCOORD3;
float3 texcoord4 : TEXCOORD4;
float3 texcoord5 : TEXCOORD5;
float4 texcoord6 : TEXCOORD6;
float4 color : COLOR;
};
float4 PS_H_Array_Shader_3(PS_H_Array_Shader_3_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3, temp4, temp6, temp7, temp8;
float3 temp5;
float2 temp9;
// def c1, 1, 0, 0.25, 0
// def c3, 2, 2.2, -1, -1.5
// def c4, -0, -1, -2, -3
// def c9, -4, -5, -6, -7
// dcl_texcoord v0
// dcl_texcoord1_centroid v1.xyz
// dcl_texcoord2_centroid v2.xyz
// dcl_texcoord3_centroid v3.xyz
// dcl_texcoord4 v4.xyz
// dcl_texcoord5 v5.xyz
// dcl_texcoord6 v6
// dcl_color v7
// dcl_2d s0
// dcl_2d s1
// dcl_cube s2
// dcl_2d s3
// dcl_2d s4
// dcl_2d s5
// dcl_2d s6
// dcl_2d s7
// add r0.xyz, c123, -v4
temp0.xyz = EyePosition.xyz + -i.texcoord4.xyz;
// nrm r1.xyz, r0
temp1.xyz = normalize(temp0.xyz).xyz;
// texld r0, v0, s3
temp0 = tex2D(DiffuseTextureSampler, i.texcoord.xy);
// texld r2, v0, s5
temp2 = tex2D(SpecMapSampler, i.texcoord.xy);
// mul r3.xyz, r0, c0
temp3.xyz = temp0.xyz * RecolorColor.xyz;
// mad r3.xyz, r3, c3.x, -r0
temp3.xyz = temp3.xyz * float3(2, 2, 2) + -temp0.xyz;
// mad r2.yzw, r2.z, r3.xxyz, r0.xxyz
temp2.yzw = temp2.zzz * temp3.xyz + temp0.xyz;
// log r3.x, r2.y
temp3.x = log2(temp2.y);
// log r3.y, r2.z
temp3.y = log2(temp2.z);
// log r3.z, r2.w
temp3.z = log2(temp2.w);
// mul r2.yzw, r3.xxyz, c3.y
temp2.yzw = temp3.xyz * float3(2.2, 2.2, 2.2);
// exp r3.x, r2.y
temp3.x = exp2(temp2.y);
// exp r3.y, r2.z
temp3.y = exp2(temp2.z);
// exp r3.z, r2.w
temp3.z = exp2(temp2.w);
// texld r4, v0, s4
temp4 = tex2D(NormalMapSampler, i.texcoord.xy);
// mad r2.yzw, r4.xxyz, c3.x, c3.z
temp2.yzw = temp4.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
// mul r2.yzw, r2, -c3.xwwz
temp2.yzw = temp2.yzw * float3(1.5, 1.5, 1);
// dp3 r4.x, r2.yzww, v1
temp4.x = dot(temp2.yzw, i.texcoord1.xyz);
// dp3 r4.y, r2.yzww, v2
temp4.y = dot(temp2.yzw, i.texcoord2.xyz);
// dp3 r4.z, r2.yzww, v3
temp4.z = dot(temp2.yzw, i.texcoord3.xyz);
// nrm r5.xyz, r4
temp5.xyz = normalize(temp4.xyz).xyz;
// texld r4, v5, s0
temp4 = tex2D(ShadowMapSampler, i.texcoord5.xy);
// add r2.yz, c11.xzxw, v5.xxyw
temp2.yz = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx + i.texcoord5.xy;
// texld r6, r2.yzzw, s0
temp6 = tex2D(ShadowMapSampler, temp2.yz);
// add r2.yz, c11, v5.xxyw
temp2.yz = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz + i.texcoord5.xy;
// texld r7, r2.yzzw, s0
temp7 = tex2D(ShadowMapSampler, temp2.yz);
// add r2.yz, c11.xwzw, v5.xxyw
temp2.yz = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz + i.texcoord5.xy;
// texld r8, r2.yzzw, s0
temp8 = tex2D(ShadowMapSampler, temp2.yz);
// mov r4.y, r6.x
temp4.y = temp6.x;
// mov r4.z, r7.x
temp4.z = temp7.x;
// mov r4.w, r8.x
temp4.w = temp8.x;
// add r4, r4, -v5.z
temp4 = temp4 + -i.texcoord5.z;
// cmp r4, r4, c1.x, c1.y
temp4 = (temp4 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
// dp4 r1.w, -c3.z, r4
temp1.w = dot(float4(1, 1, 1, 1), temp4);
// mul r1.w, r1.w, c1.z
temp1.w = temp1.w * float1(0.25);
// dp3 r2.y, r1, r5
temp2.y = dot(temp1.xyz, temp5.xyz);
// add r2.y, r2.y, r2.y
temp2.y = temp2.y + temp2.y;
// mad r1.xyz, r5, -r2.y, r1
temp1.xyz = temp5.xyz * -temp2.yyy + temp1.xyz;
// mov r1.xyz, -r1
temp1.xyz = -temp1.xyz;
// texld r4, r1, s2
temp4 = texCUBE(EnvironmentTextureSampler, temp1.xyz);
// mul r1.xyz, r4, c5
temp1.xyz = temp4.xyz * DirectionalLight[0].Color.xyz;
// mul r1.xyz, r2.x, r1
temp1.xyz = temp2.xxx * temp1.xyz;
// mul r1.xyz, r1.w, r1
temp1.xyz = temp1.www * temp1.xyz;
// mad r1.xyz, r3, v7, r1
temp1.xyz = temp3.xyz * i.color.xyz + temp1.xyz;
// texld r2, v6.zwzw, s1
temp2 = tex2D(CloudTextureSampler, i.texcoord6.zw);
// log r4.x, r2.x
temp4.x = log2(temp2.x);
// log r4.y, r2.y
temp4.y = log2(temp2.y);
// log r4.z, r2.z
temp4.z = log2(temp2.z);
// mul r2.xyz, r4, c3.y
temp2.xyz = temp4.xyz * float3(2.2, 2.2, 2.2);
// exp r4.x, r2.x
temp4.x = exp2(temp2.x);
// exp r4.y, r2.y
temp4.y = exp2(temp2.y);
// exp r4.z, r2.z
temp4.z = exp2(temp2.z);
// mul r2.xyz, r1.w, r4
temp2.xyz = temp1.www * temp4.xyz;
// dp3 r1.w, r5, c6
temp1.w = dot(temp5.xyz, DirectionalLight[0].Direction.xyz);
// max r2.w, r1.w, c1.y
temp2.w = max(temp1.w, float1(0));
// mul r2.xyz, r2, c5
temp2.xyz = temp2.xyz * DirectionalLight[0].Color.xyz;
// mul r4.xyz, r3, r2.w
temp4.xyz = temp3.xyz * temp2.www;
// mad r1.xyz, r2, r4, r1
temp1.xyz = temp2.xyz * temp4.xyz + temp1.xyz;
// dp3 r1.w, r5, c8
temp1.w = dot(temp5.xyz, DirectionalLight[1].Direction.xyz);
// max r2.x, r1.w, c1.y
temp2.x = max(temp1.w, float1(0));
// mul r2.xyz, r3, r2.x
temp2.xyz = temp3.xyz * temp2.xxx;
// mad r1.xyz, c7, r2, r1
temp1.xyz = DirectionalLight[1].Color.xyz * temp2.xyz + temp1.xyz;
// mov r2.xyz, c1.y
temp2.xyz = float3(0, 0, 0);
// mov r1.w, c1.y
temp1.w = float1(0);
// rep i0
for (int it0 = 0; it0 < NumPointLights; ++it0) {
// add r4, r1.w, c4
temp4 = temp1.w + float4(-0, -1, -2, -3);
// add r6, r1.w, c9
temp6 = temp1.w + float4(-4, -5, -6, -7);
// mov r7.y, c1.y
temp7.y = float1(0);
// cmp r7.xzw, -r4_abs.x, c89.xyyz, r7.y
temp7.xzw = (-abs(temp4).xxx >= 0) ? PointLight[0].Color.xyz : temp7.yyy;
// cmp r8.xyz, -r4_abs.x, c90, r7.y
temp8.xyz = (-abs(temp4).xxx >= 0) ? PointLight[0].Position.xyz : temp7.yyy;
// cmp r9.xy, -r4_abs.x, c91, r7.y
temp9.xy = (-abs(temp4).xx >= 0) ? PointLight[0].Range_Inner_Outer.xy : temp7.yy;
// cmp r7.xyz, -r4_abs.y, c92, r7.xzww
temp7.xyz = (-abs(temp4).yyy >= 0) ? PointLight[1].Color.xyz : temp7.xzw;
// cmp r8.xyz, -r4_abs.y, c93, r8
temp8.xyz = (-abs(temp4).yyy >= 0) ? PointLight[1].Position.xyz : temp8.xyz;
// cmp r4.xy, -r4_abs.y, c94, r9
temp4.xy = (-abs(temp4).yy >= 0) ? PointLight[1].Range_Inner_Outer.xy : temp9.xy;
// cmp r7.xyz, -r4_abs.z, c95, r7
temp7.xyz = (-abs(temp4).zzz >= 0) ? PointLight[2].Color.xyz : temp7.xyz;
// cmp r8.xyz, -r4_abs.z, c96, r8
temp8.xyz = (-abs(temp4).zzz >= 0) ? PointLight[2].Position.xyz : temp8.xyz;
// cmp r4.xy, -r4_abs.z, c97, r4
temp4.xy = (-abs(temp4).zz >= 0) ? PointLight[2].Range_Inner_Outer.xy : temp4.xy;
// cmp r7.xyz, -r4_abs.w, c98, r7
temp7.xyz = (-abs(temp4).www >= 0) ? PointLight[3].Color.xyz : temp7.xyz;
// cmp r8.xyz, -r4_abs.w, c99, r8
temp8.xyz = (-abs(temp4).www >= 0) ? PointLight[3].Position.xyz : temp8.xyz;
// cmp r4.xy, -r4_abs.w, c100, r4
temp4.xy = (-abs(temp4).ww >= 0) ? PointLight[3].Range_Inner_Outer.xy : temp4.xy;
// cmp r7.xyz, -r6_abs.x, c101, r7
temp7.xyz = (-abs(temp6).xxx >= 0) ? PointLight[4].Color.xyz : temp7.xyz;
// cmp r8.xyz, -r6_abs.x, c102, r8
temp8.xyz = (-abs(temp6).xxx >= 0) ? PointLight[4].Position.xyz : temp8.xyz;
// cmp r4.xy, -r6_abs.x, c103, r4
temp4.xy = (-abs(temp6).xx >= 0) ? PointLight[4].Range_Inner_Outer.xy : temp4.xy;
// cmp r7.xyz, -r6_abs.y, c104, r7
temp7.xyz = (-abs(temp6).yyy >= 0) ? PointLight[5].Color.xyz : temp7.xyz;
// cmp r8.xyz, -r6_abs.y, c105, r8
temp8.xyz = (-abs(temp6).yyy >= 0) ? PointLight[5].Position.xyz : temp8.xyz;
// cmp r4.xy, -r6_abs.y, c106, r4
temp4.xy = (-abs(temp6).yy >= 0) ? PointLight[5].Range_Inner_Outer.xy : temp4.xy;
// cmp r7.xyz, -r6_abs.z, c107, r7
temp7.xyz = (-abs(temp6).zzz >= 0) ? PointLight[6].Color.xyz : temp7.xyz;
// cmp r8.xyz, -r6_abs.z, c108, r8
temp8.xyz = (-abs(temp6).zzz >= 0) ? PointLight[6].Position.xyz : temp8.xyz;
// cmp r4.xy, -r6_abs.z, c109, r4
temp4.xy = (-abs(temp6).zz >= 0) ? PointLight[6].Range_Inner_Outer.xy : temp4.xy;
// cmp r6.xyz, -r6_abs.w, c110, r7
temp6.xyz = (-abs(temp6).www >= 0) ? PointLight[7].Color.xyz : temp7.xyz;
// cmp r7.xyz, -r6_abs.w, c111, r8
temp7.xyz = (-abs(temp6).www >= 0) ? PointLight[7].Position.xyz : temp8.xyz;
// cmp r4.xy, -r6_abs.w, c112, r4
temp4.xy = (-abs(temp6).ww >= 0) ? PointLight[7].Range_Inner_Outer.xy : temp4.xy;
// add r7.xyz, r7, -v4
temp7.xyz = temp7.xyz + -i.texcoord4.xyz;
// dp3 r2.w, r7, r7
temp2.w = dot(temp7.xyz, temp7.xyz);
// rsq r2.w, r2.w
temp2.w = 1 / sqrt(temp2.w);
// rcp r3.w, r2.w
temp3.w = 1.0f / temp2.w;
// mul r7.xyz, r7, r2.w
temp7.xyz = temp7.xyz * temp2.www;
// add r2.w, -r4.x, r3.w
temp2.w = -temp4.x + temp3.w;
// add r3.w, -r4.x, r4.y
temp3.w = -temp4.x + temp4.y;
// rcp r3.w, r3.w
temp3.w = 1.0f / temp3.w;
// mad_sat r2.w, r2.w, -r3.w, -c3.z
temp2.w = saturate(temp2.w * -temp3.w + float1(1));
// mul r2.w, r2.w, r2.w
temp2.w = temp2.w * temp2.w;
// mul r4.xyz, r6, r2.w
temp4.xyz = temp6.xyz * temp2.www;
// dp3 r2.w, r5, r7
temp2.w = dot(temp5.xyz, temp7.xyz);
// max r3.w, r2.w, c1.y
temp3.w = max(temp2.w, float1(0));
// mad r2.xyz, r4, r3.w, r2
temp2.xyz = temp4.xyz * temp3.www + temp2.xyz;
// add r1.w, r1.w, -c3.z
temp1.w = temp1.w + float1(1);
// endrep
}
// mad r0.xyz, r2, r3, r1
temp0.xyz = temp2.xyz * temp3.xyz + temp1.xyz;
// texld r1, v0.wzzw, s6
temp1 = tex2D(DamagedTextureSampler, i.texcoord.wz);
// lrp r2, v7.w, -c3.z, r1
temp2 = lerp(temp1, float4(1, 1, 1, 1), i.color.w);
// mul r0, r0, r2
temp0 = temp0 * temp2;
// mul r0.xyz, r0, c2
temp0.xyz = temp0.xyz * TintColor.xyz;
// texld r1, v6, s7
temp1 = tex2D(ShroudTextureSampler, i.texcoord6.xy);
// mul oC0.xyz, r0, r1
out_color.xyz = temp0.xyz * temp1.xyz;
// mov oC0.w, r0.w
out_color.w = temp0.w;
//
return out_color;
}
PixelShader PS_H_Array[4] = {
compile ps_3_0 PS_H_Array_Shader_0(), // 82
compile ps_3_0 PS_H_Array_Shader_1(), // 83
compile ps_3_0 PS_H_Array_Shader_2(), // 84
compile ps_3_0 PS_H_Array_Shader_3(), // 85
};
// VS_M_Array_Shader_0 Vertex_3_0 Has PRES True
struct VS_M_Array_Shader_0_Input
{
float4 position : POSITION;
float4 normal : NORMAL;
float4 tangent : TANGENT;
float4 binormal : BINORMAL;
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
float4 color : COLOR;
};
struct VS_M_Array_Shader_0_Output
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
float3 texcoord2 : TEXCOORD2;
float4 texcoord3 : TEXCOORD3;
float4 texcoord4 : TEXCOORD4;
float2 texcoord5 : TEXCOORD5;
float4 color : COLOR;
};
VS_M_Array_Shader_0_Output VS_M_Array_Shader_0(VS_M_Array_Shader_0_Input i)
{
/*
PRSI
OutputRegisterOffset: 12
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 1
Unknown3: 0
Unknown4: 0
Unknown5: 12
Unknown6: 1
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr12;
{
float4 temp0;
// Expression_2_1
// mul r0.x, c0.x, (66)
temp0.x = MapCellSize.x * (66);
// rcp c12.x, r0.x
expr12.x = 1.0f / (temp0.x);
}
VS_M_Array_Shader_0_Output o;
float4 temp0, temp1, temp2;
float3 temp3, temp4;
// def c0, 1, 0, 0.1, -1
// def c2, 0, -0.0015, 0, 0
// dcl_position v0
// dcl_normal v1
// dcl_tangent v2
// dcl_binormal v3
// dcl_texcoord v4
// dcl_texcoord1 v5
// dcl_color v6
// dcl_position o0
// dcl_texcoord o1
// dcl_texcoord1 o2
// dcl_texcoord2 o3.xyz
// dcl_texcoord3 o4
// dcl_texcoord4 o5
// dcl_texcoord5 o6.xy
// dcl_color o7
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 r1.z, r0, c126
temp1.z = dot(temp0, (World._m02_m12_m22_m32));
// mov r1.w, c0.x
temp1.w = float1(1);
// dp4 r1.x, r0, c124
temp1.x = dot(temp0, (World._m00_m10_m20_m30));
// dp4 r1.y, r0, c125
temp1.y = dot(temp0, (World._m01_m11_m21_m31));
// dp4 o0.x, r1, c119
o.position.x = dot(temp1, (ViewProjection._m00_m10_m20_m30));
// dp4 o0.y, r1, c120
o.position.y = dot(temp1, (ViewProjection._m01_m11_m21_m31));
// dp4 o0.z, r1, c121
o.position.z = dot(temp1, (ViewProjection._m02_m12_m22_m32));
// dp4 o0.w, r1, c122
o.position.w = dot(temp1, (ViewProjection._m03_m13_m23_m33));
// dp3 r0.x, v3, c124
temp0.x = dot(i.binormal.xyz, (World._m00_m10_m20_m30).xyz);
// dp3 r0.y, v3, c125
temp0.y = dot(i.binormal.xyz, (World._m01_m11_m21_m31).xyz);
// dp3 r0.z, v3, c126
temp0.z = dot(i.binormal.xyz, (World._m02_m12_m22_m32).xyz);
// dp3 o2.x, c6, -r0
o.texcoord1.x = dot(DirectionalLight[0].Direction.xyz, -temp0.xyz);
// dp3 r2.x, v2, c124
temp2.x = dot(i.tangent.xyz, (World._m00_m10_m20_m30).xyz);
// dp3 r2.y, v2, c125
temp2.y = dot(i.tangent.xyz, (World._m01_m11_m21_m31).xyz);
// dp3 r2.z, v2, c126
temp2.z = dot(i.tangent.xyz, (World._m02_m12_m22_m32).xyz);
// dp3 o2.y, c6, -r2
o.texcoord1.y = dot(DirectionalLight[0].Direction.xyz, -temp2.xyz);
// dp3 r3.x, v1, c124
temp3.x = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz);
// dp3 r3.y, v1, c125
temp3.y = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz);
// dp3 r3.z, v1, c126
temp3.z = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz);
// dp3 o2.z, c6, r3
o.texcoord1.z = dot(DirectionalLight[0].Direction.xyz, temp3.xyz);
// add r4.xyz, -r1, c123
temp4.xyz = -temp1.xyz + EyePosition.xyz;
// dp3 r0.w, r4, r4
temp0.w = dot(temp4.xyz, temp4.xyz);
// rsq r0.w, r0.w
temp0.w = 1 / sqrt(temp0.w);
// mad r4.xyz, r4, r0.w, c6
temp4.xyz = temp4.xyz * temp0.www + DirectionalLight[0].Direction.xyz;
// dp3 r0.x, r4, -r0
temp0.x = dot(temp4.xyz, -temp0.xyz);
// dp3 r0.y, r4, -r2
temp0.y = dot(temp4.xyz, -temp2.xyz);
// dp3 r0.z, r4, r3
temp0.z = dot(temp4.xyz, temp3.xyz);
// dp3 r0.w, r0, r0
temp0.w = dot(temp0.xyz, temp0.xyz);
// rsq r0.w, r0.w
temp0.w = 1 / sqrt(temp0.w);
// mul o3.xyz, r0, r0.w
o.texcoord2 = temp0 * temp0.w;
// dp3 r0.x, r3, c10
temp0.x = dot(temp3.xyz, DirectionalLight[2].Direction.xyz);
// dp3 r0.y, r3, c8
temp0.y = dot(temp3.xyz, DirectionalLight[1].Direction.xyz);
// max r0.x, r0.x, c0.y
temp0.x = max(temp0.x, float1(0));
// mul r0.xzw, r0.x, c9.xyyz
temp0.xzw = temp0.xxx * DirectionalLight[2].Color.xyz;
// max r0.y, r0.y, c0.y
temp0.y = max(temp0.y, float1(0));
// mad r0.xyz, c7, r0.y, r0.xzww
temp0.xyz = DirectionalLight[1].Color.xyz * temp0.yyy + temp0.xzw;
// mov r2.xzw, c0
temp2.xzw = float3(1, 0.1, -1);
// mad r0.xyz, c4, r2.z, r0
temp0.xyz = AmbientLightColor.xyz * temp2.zzz + temp0.xyz;
// mov r0.w, c1.x
temp0.w = OpacityOverride.x;
// mul o7, r0, v6
o.color = temp0 * i.color;
// add r0.xy, r1, c11.zwzw
temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
// mul o4.xy, r0, c11
o.texcoord3.xy = temp0.xy * Shroud.ScaleUV_OffsetUV.xy;
// mul r0.xy, r1.z, c117.zwzw
temp0.xy = temp1.zz * Cloud.WorldPositionMultiplier_XYZZ.zw;
// mad r0.xy, r1, c117, -r0
temp0.xy = temp1.xy * Cloud.WorldPositionMultiplier_XYZZ.xy + -temp0.xy;
// add o4.zw, r0.xyxy, c118.xyxy
o.texcoord3.zw = temp0.xy + Cloud.CurrentOffsetUV.xy;
// mul r0.xy, r2.xwzw, c12.x
temp0.xy = temp2.xw * expr12.xx;
// mul o6.xy, r1, r0
o.texcoord5 = temp1 * temp0;
// mov o1.xy, v4
o.texcoord.xy = i.texcoord.xy;
// mov o1.zw, v5.xyyx
o.texcoord.zw = i.texcoord1.yx;
// mov o2.w, c0.y
o.texcoord1.w = float1(0);
// dp4 r0.x, r1, c116
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33));
// rcp r0.y, r0.x
temp0.y = 1.0f / temp0.x;
// mov o5.w, r0.x
o.texcoord4.w = temp0.x;
// dp4 r0.x, r1, c113
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m00_m10_m20_m30));
// dp4 r0.z, r1, c114
temp0.z = dot(temp1, (ShadowMapWorldToShadow._m01_m11_m21_m31));
// dp4 r0.w, r1, c115
temp0.w = dot(temp1, (ShadowMapWorldToShadow._m02_m12_m22_m32));
// mad o5.xyz, r0.xzww, r0.y, c2.xxyw
o.texcoord4.xyz = temp0.xzw * temp0.yyy + float3(0, 0, -0.0015);
//
return o;
}
// VS_M_Array_Shader_1 Vertex_3_0 Has PRES True
struct VS_M_Array_Shader_1_Input
{
float4 position : POSITION;
float4 normal : NORMAL;
float4 tangent : TANGENT;
float4 binormal : BINORMAL;
float4 blendindices : BLENDINDICES;
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
float4 color : COLOR;
};
struct VS_M_Array_Shader_1_Output
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
float3 texcoord2 : TEXCOORD2;
float4 texcoord3 : TEXCOORD3;
float4 texcoord4 : TEXCOORD4;
float2 texcoord5 : TEXCOORD5;
float4 color : COLOR;
};
VS_M_Array_Shader_1_Output VS_M_Array_Shader_1(VS_M_Array_Shader_1_Input i)
{
/*
PRSI
OutputRegisterOffset: 12
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 1
Unknown3: 0
Unknown4: 0
Unknown5: 12
Unknown6: 1
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr12;
{
float4 temp0;
// Expression_2_1
// mul r0.x, c0.x, (66)
temp0.x = MapCellSize.x * (66);
// rcp c12.x, r0.x
expr12.x = 1.0f / (temp0.x);
}
VS_M_Array_Shader_1_Output o;
float4 temp0, temp1, temp2, temp3, temp4;
float addr0;
// def c0, 1, -1, 0, 0.1
// def c2, 0, -0.0015, 0, 0
// dcl_position v0
// dcl_normal v1
// dcl_tangent v2
// dcl_binormal v3
// dcl_blendindices v4
// dcl_texcoord v5
// dcl_texcoord1 v6
// dcl_color v7
// dcl_position o0
// dcl_texcoord o1
// dcl_texcoord1 o2
// dcl_texcoord2 o3.xyz
// dcl_texcoord3 o4
// dcl_texcoord4 o5
// dcl_texcoord5 o6.xy
// dcl_color o7
// add r0.x, v4.x, v4.x
temp0.x = i.blendindices.x + i.blendindices.x;
// frc r0.y, r0.x
temp0.y = frac(temp0.x);
// add r0.z, r0.x, -r0.y
temp0.z = temp0.x + -temp0.y;
// slt r0.y, -r0.y, r0.y
temp0.y = (-temp0.y < temp0.y) ? 1 : 0;
// slt r0.x, r0.x, -r0.x
temp0.x = (temp0.x < -temp0.x) ? 1 : 0;
// mad r0.x, r0.x, r0.y, r0.z
temp0.x = temp0.x * temp0.y + temp0.z;
// mova a0.x, r0.x
addr0.x = temp0.x;
// mul r0, v0.zxyy, c128[a0.x].yzxy
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
// mad r0, c128[a0.x].wwwx, v0.xyzx, r0
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
// mul r1, v0.yzxz, c128[a0.x].zxyz
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
// mad r0, r0, c0.xxxy, -r1
temp0 = temp0 * float4(1, 1, 1, -1) + -temp1;
// mul r1.xyz, r0.w, c128[a0.x]
temp1.xyz = temp0.www * WorldBones[0 + addr0.x].xyz;
// mad r1.xyz, c128[a0.x].w, r0, -r1
temp1.xyz = WorldBones[0 + addr0.x].www * temp0.xyz + -temp1.xyz;
// mad r1.xyz, c128[a0.x].yzxw, r0.zxyw, r1
temp1.xyz = WorldBones[0 + addr0.x].yzx * temp0.zxy + temp1.xyz;
// mad r0.xyz, c128[a0.x].zxyw, -r0.yzxw, r1
temp0.xyz = WorldBones[0 + addr0.x].zxy * -temp0.yzx + temp1.xyz;
// add r0.xyz, r0, c129[a0.x]
temp0.xyz = temp0.xyz + WorldBones[1 + addr0.x].xyz;
// mov r0.w, c0.x
temp0.w = float1(1);
// dp4 o0.x, r0, c119
o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30));
// dp4 o0.y, r0, c120
o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31));
// dp4 o0.z, r0, c121
o.position.z = dot(temp0, (ViewProjection._m02_m12_m22_m32));
// dp4 o0.w, r0, c122
o.position.w = dot(temp0, (ViewProjection._m03_m13_m23_m33));
// mul r1, v3.zxyy, c128[a0.x].yzxy
temp1 = i.binormal.zxyy * WorldBones[0 + addr0.x].yzxy;
// mad r1, c128[a0.x].wwwx, v3.xyzx, r1
temp1 = WorldBones[0 + addr0.x].wwwx * i.binormal.xyzx + temp1;
// mul r2, v3.yzxz, c128[a0.x].zxyz
temp2 = i.binormal.yzxz * WorldBones[0 + addr0.x].zxyz;
// mad r1, r1, c0.xxxy, -r2
temp1 = temp1 * float4(1, 1, 1, -1) + -temp2;
// mul r2.xyz, r1.w, c128[a0.x]
temp2.xyz = temp1.www * WorldBones[0 + addr0.x].xyz;
// mad r2.xyz, c128[a0.x].w, r1, -r2
temp2.xyz = WorldBones[0 + addr0.x].www * temp1.xyz + -temp2.xyz;
// mad r2.xyz, c128[a0.x].yzxw, r1.zxyw, r2
temp2.xyz = WorldBones[0 + addr0.x].yzx * temp1.zxy + temp2.xyz;
// mad r1.xyz, c128[a0.x].zxyw, -r1.yzxw, r2
temp1.xyz = WorldBones[0 + addr0.x].zxy * -temp1.yzx + temp2.xyz;
// dp3 o2.x, c6, -r1
o.texcoord1.x = dot(DirectionalLight[0].Direction.xyz, -temp1.xyz);
// mul r2, v2.zxyy, c128[a0.x].yzxy
temp2 = i.tangent.zxyy * WorldBones[0 + addr0.x].yzxy;
// mad r2, c128[a0.x].wwwx, v2.xyzx, r2
temp2 = WorldBones[0 + addr0.x].wwwx * i.tangent.xyzx + temp2;
// mul r3, v2.yzxz, c128[a0.x].zxyz
temp3 = i.tangent.yzxz * WorldBones[0 + addr0.x].zxyz;
// mad r2, r2, c0.xxxy, -r3
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
// mul r3.xyz, r2.w, c128[a0.x]
temp3.xyz = temp2.www * WorldBones[0 + addr0.x].xyz;
// mad r3.xyz, c128[a0.x].w, r2, -r3
temp3.xyz = WorldBones[0 + addr0.x].www * temp2.xyz + -temp3.xyz;
// mad r3.xyz, c128[a0.x].yzxw, r2.zxyw, r3
temp3.xyz = WorldBones[0 + addr0.x].yzx * temp2.zxy + temp3.xyz;
// mad r2.xyz, c128[a0.x].zxyw, -r2.yzxw, r3
temp2.xyz = WorldBones[0 + addr0.x].zxy * -temp2.yzx + temp3.xyz;
// dp3 o2.y, c6, -r2
o.texcoord1.y = dot(DirectionalLight[0].Direction.xyz, -temp2.xyz);
// mul r3, v1.zxyy, c128[a0.x].yzxy
temp3 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
// mad r3, c128[a0.x].wwwx, v1.xyzx, r3
temp3 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp3;
// mul r4, v1.yzxz, c128[a0.x].zxyz
temp4 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
// mad r3, r3, c0.xxxy, -r4
temp3 = temp3 * float4(1, 1, 1, -1) + -temp4;
// mul r4.xyz, r3.w, c128[a0.x]
temp4.xyz = temp3.www * WorldBones[0 + addr0.x].xyz;
// mad r4.xyz, c128[a0.x].w, r3, -r4
temp4.xyz = WorldBones[0 + addr0.x].www * temp3.xyz + -temp4.xyz;
// mad r4.xyz, c128[a0.x].yzxw, r3.zxyw, r4
temp4.xyz = WorldBones[0 + addr0.x].yzx * temp3.zxy + temp4.xyz;
// mad r3.xyz, c128[a0.x].zxyw, -r3.yzxw, r4
temp3.xyz = WorldBones[0 + addr0.x].zxy * -temp3.yzx + temp4.xyz;
// dp3 o2.z, c6, r3
o.texcoord1.z = dot(DirectionalLight[0].Direction.xyz, temp3.xyz);
// add r4.xyz, -r0, c123
temp4.xyz = -temp0.xyz + EyePosition.xyz;
// dp3 r1.w, r4, r4
temp1.w = dot(temp4.xyz, temp4.xyz);
// rsq r1.w, r1.w
temp1.w = 1 / sqrt(temp1.w);
// mad r4.xyz, r4, r1.w, c6
temp4.xyz = temp4.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
// dp3 r1.x, r4, -r1
temp1.x = dot(temp4.xyz, -temp1.xyz);
// dp3 r1.y, r4, -r2
temp1.y = dot(temp4.xyz, -temp2.xyz);
// dp3 r1.z, r4, r3
temp1.z = dot(temp4.xyz, temp3.xyz);
// dp3 r1.w, r1, r1
temp1.w = dot(temp1.xyz, temp1.xyz);
// rsq r1.w, r1.w
temp1.w = 1 / sqrt(temp1.w);
// mul o3.xyz, r1, r1.w
o.texcoord2 = temp1 * temp1.w;
// dp3 r1.x, r3, c10
temp1.x = dot(temp3.xyz, DirectionalLight[2].Direction.xyz);
// dp3 r1.y, r3, c8
temp1.y = dot(temp3.xyz, DirectionalLight[1].Direction.xyz);
// max r1.x, r1.x, c0.z
temp1.x = max(temp1.x, float1(0));
// mul r1.xzw, r1.x, c9.xyyz
temp1.xzw = temp1.xxx * DirectionalLight[2].Color.xyz;
// max r1.y, r1.y, c0.z
temp1.y = max(temp1.y, float1(0));
// mad r1.xyz, c7, r1.y, r1.xzww
temp1.xyz = DirectionalLight[1].Color.xyz * temp1.yyy + temp1.xzw;
// mov r2.xyw, c0
temp2.xyw = float3(1, -1, 0.1);
// mad r1.xyz, c4, r2.w, r1
temp1.xyz = AmbientLightColor.xyz * temp2.www + temp1.xyz;
// slt r2.z, v4.x, -v4.x
temp2.z = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
// frc r2.w, v4.x
temp2.w = frac(i.blendindices.x);
// add r3.x, -r2.w, v4.x
temp3.x = -temp2.w + i.blendindices.x;
// slt r2.w, -r2.w, r2.w
temp2.w = (-temp2.w < temp2.w) ? 1 : 0;
// mad r2.z, r2.z, r2.w, r3.x
temp2.z = temp2.z * temp2.w + temp3.x;
// add r2.z, r2.z, r2.z
temp2.z = temp2.z + temp2.z;
// mova a0.x, r2.z
addr0.x = temp2.z;
// mul r3.w, v7.w, c129[a0.x].w
temp3.w = i.color.w * WorldBones[1 + addr0.x].w;
// mov r1.w, c1.x
temp1.w = OpacityOverride.x;
// mov r3.xyz, v7
temp3.xyz = i.color.xyz;
// mul o7, r1, r3
o.color = temp1 * temp3;
// add r1.xy, r0, c11.zwzw
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
// mul o4.xy, r1, c11
o.texcoord3.xy = temp1.xy * Shroud.ScaleUV_OffsetUV.xy;
// mul r1.xy, r0.z, c117.zwzw
temp1.xy = temp0.zz * Cloud.WorldPositionMultiplier_XYZZ.zw;
// mad r1.xy, r0, c117, -r1
temp1.xy = temp0.xy * Cloud.WorldPositionMultiplier_XYZZ.xy + -temp1.xy;
// add o4.zw, r1.xyxy, c118.xyxy
o.texcoord3.zw = temp1.xy + Cloud.CurrentOffsetUV.xy;
// mul r1.xy, r2, c12.x
temp1.xy = temp2.xy * expr12.xx;
// mul o6.xy, r0, r1
o.texcoord5 = temp0 * temp1;
// mov o1.xy, v5
o.texcoord.xy = i.texcoord.xy;
// mov o1.zw, v6.xyyx
o.texcoord.zw = i.texcoord1.yx;
// mov o2.w, c0.z
o.texcoord1.w = float1(0);
// dp4 r1.x, r0, c113
temp1.x = dot(temp0, (ShadowMapWorldToShadow._m00_m10_m20_m30));
// dp4 r1.y, r0, c114
temp1.y = dot(temp0, (ShadowMapWorldToShadow._m01_m11_m21_m31));
// dp4 r1.z, r0, c115
temp1.z = dot(temp0, (ShadowMapWorldToShadow._m02_m12_m22_m32));
// dp4 r0.x, r0, c116
temp0.x = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33));
// rcp r0.y, r0.x
temp0.y = 1.0f / temp0.x;
// mov o5.w, r0.x
o.texcoord4.w = temp0.x;
// mad o5.xyz, r1, r0.y, c2.xxyw
o.texcoord4.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015);
//
return o;
}
VertexShader VS_M_Array[2] = {
compile vs_3_0 VS_M_Array_Shader_0(), // 88
compile vs_3_0 VS_M_Array_Shader_1(), // 89
};
// PS_M_Array_Shader_0 Pixel_3_0 Has PRES False
struct PS_M_Array_Shader_0_Input
{
float4 texcoord : TEXCOORD;
float3 texcoord2 : TEXCOORD2;
float4 texcoord3 : TEXCOORD3;
float4 color : COLOR;
float3 texcoord1 : TEXCOORD1;
};
float4 PS_M_Array_Shader_0(PS_M_Array_Shader_0_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2;
// def c0, 0, 1, 50, 0
// def c1, 0.8, 2, -1, -1.5
// dcl_texcoord v0
// dcl_texcoord2_centroid v1.xyz
// dcl_texcoord3 v2
// dcl_color v3
// dcl_texcoord1_centroid v4.xyz
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// dcl_2d s3
// dcl_2d s4
// dcl_2d s5
// texld r0, v0, s2
temp0 = /* not implemented _pp modifier */ tex2D(NormalMapSampler, i.texcoord.xy);
// mad_pp r0.xyz, r0, c1.y, c1.z
temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
// mul_pp r0.xyz, r0, -c1.wwzw
temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * float3(1.5, 1.5, 1);
// nrm_pp r1.xyz, r0
temp1.xyz = /* not implemented _pp modifier */ normalize(temp0.xyz).xyz;
// dp3_pp r0.x, r1, v1
temp0.x = /* not implemented _pp modifier */ dot(temp1.xyz, i.texcoord2.xyz);
// dp3_pp r0.y, r1, v4
temp0.y = /* not implemented _pp modifier */ dot(temp1.xyz, i.texcoord1.xyz);
// cmp r0.z, -r0.x, c0.x, c0.y
temp0.z = (-temp0.x >= 0) ? float1(0) : float1(1);
// pow r1.x, r0.x, c0.z
temp1.x = pow(temp0.x, float1(50));
// cmp r0.x, -r0.y, c0.x, c0.y
temp0.x = (-temp0.y >= 0) ? float1(0) : float1(1);
// mul r0.xy, r0.zyzw, r0.x
temp0.xy = temp0.zy * temp0.xx;
// mul_pp r0.x, r1.x, r0.x
temp0.x = /* not implemented _pp modifier */ temp1.x * temp0.x;
// texld r1, v0, s3
temp1 = /* not implemented _pp modifier */ tex2D(SpecMapSampler, i.texcoord.xy);
// mul_pp r0.z, r1.x, c1.x
temp0.z = /* not implemented _pp modifier */ temp1.x * float1(0.8);
// mul_pp r0.x, r0.x, r0.z
temp0.x = /* not implemented _pp modifier */ temp0.x * temp0.z;
// texld r1, v0, s1
temp1 = /* not implemented _pp modifier */ tex2D(DiffuseTextureSampler, i.texcoord.xy);
// mad_pp r0.xyz, r1, r0.y, r0.x
temp0.xyz = /* not implemented _pp modifier */ temp1.xyz * temp0.yyy + temp0.xxx;
// texld r2, v2.zwzw, s0
temp2 = /* not implemented _pp modifier */ tex2D(CloudTextureSampler, i.texcoord3.zw);
// mul r2.xyz, r2, c5
temp2.xyz = temp2.xyz * DirectionalLight[0].Color.xyz;
// mul r0.xyz, r0, r2
temp0.xyz = temp0.xyz * temp2.xyz;
// mad_pp r1.xyz, r1, v3, r0
temp1.xyz = /* not implemented _pp modifier */ temp1.xyz * i.color.xyz + temp0.xyz;
// texld r0, v0.wzzw, s4
temp0 = /* not implemented _pp modifier */ tex2D(DamagedTextureSampler, i.texcoord.wz);
// lrp r2, v3.w, -c1.z, r0
temp2 = lerp(temp0, float4(1, 1, 1, 1), i.color.w);
// mul_pp r0, r1, r2
temp0 = /* not implemented _pp modifier */ temp1 * temp2;
// mul_pp r0.xyz, r0, c2
temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * TintColor.xyz;
// mov_pp oC0.w, r0.w
out_color.w = /* not implemented _pp modifier */ temp0.w;
// texld r1, v2, s5
temp1 = /* not implemented _pp modifier */ tex2D(ShroudTextureSampler, i.texcoord3.xy);
// mul_pp oC0.xyz, r0, r1
out_color.xyz = /* not implemented _pp modifier */ temp0.xyz * temp1.xyz;
//
return out_color;
}
// PS_M_Array_Shader_1 Pixel_3_0 Has PRES False
struct PS_M_Array_Shader_1_Input
{
float4 texcoord : TEXCOORD;
float3 texcoord2 : TEXCOORD2;
float4 texcoord3 : TEXCOORD3;
float3 texcoord4 : TEXCOORD4;
float4 color : COLOR;
float3 texcoord1 : TEXCOORD1;
};
float4 PS_M_Array_Shader_1(PS_M_Array_Shader_1_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2;
// def c0, 0, 1, 50, 0.25
// def c1, 0.8, 2, -1, -1.5
// dcl_texcoord v0
// dcl_texcoord2_centroid v1.xyz
// dcl_texcoord3 v2
// dcl_texcoord4 v3.xyz
// dcl_color v4
// dcl_texcoord1_centroid v5.xyz
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// dcl_2d s3
// dcl_2d s4
// dcl_2d s5
// dcl_2d s6
// add r0.xy, c11.zxzw, v3
temp0.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx + i.texcoord4.xy;
// texld r0, r0, s0
temp0 = tex2D(ShadowMapSampler, temp0.xy);
// mov r0.y, r0.x
temp0.y = temp0.x;
// add r1.xy, c11.yzzw, v3
temp1.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz + i.texcoord4.xy;
// texld r1, r1, s0
temp1 = tex2D(ShadowMapSampler, temp1.xy);
// mov r0.z, r1.x
temp0.z = temp1.x;
// add r1.xy, c11.wzzw, v3
temp1.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz + i.texcoord4.xy;
// texld r1, r1, s0
temp1 = tex2D(ShadowMapSampler, temp1.xy);
// mov r0.w, r1.x
temp0.w = temp1.x;
// texld r1, v3, s0
temp1 = tex2D(ShadowMapSampler, i.texcoord4.xy);
// mov r0.x, r1.x
temp0.x = temp1.x;
// add r0, r0, -v3.z
temp0 = temp0 + -i.texcoord4.z;
// cmp r0, r0, c0.y, c0.x
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
// dp4 r0.x, -c1.z, r0
temp0.x = dot(float4(1, 1, 1, 1), temp0);
// mul r0.x, r0.x, c0.w
temp0.x = temp0.x * float1(0.25);
// texld r1, v0, s3
temp1 = /* not implemented _pp modifier */ tex2D(NormalMapSampler, i.texcoord.xy);
// mad_pp r0.yzw, r1.xxyz, c1.y, c1.z
temp0.yzw = /* not implemented _pp modifier */ temp1.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
// mul_pp r0.yzw, r0, -c1.xwwz
temp0.yzw = /* not implemented _pp modifier */ temp0.yzw * float3(1.5, 1.5, 1);
// nrm_pp r1.xyz, r0.yzww
temp1.xyz = /* not implemented _pp modifier */ normalize(temp0.yzww.xyz).xyz;
// dp3_pp r0.y, r1, v1
temp0.y = /* not implemented _pp modifier */ dot(temp1.xyz, i.texcoord2.xyz);
// dp3_pp r0.z, r1, v5
temp0.z = /* not implemented _pp modifier */ dot(temp1.xyz, i.texcoord1.xyz);
// cmp r0.w, -r0.y, c0.x, c0.y
temp0.w = (-temp0.y >= 0) ? float1(0) : float1(1);
// pow r1.x, r0.y, c0.z
temp1.x = pow(temp0.y, float1(50));
// cmp r0.y, -r0.z, c0.x, c0.y
temp0.y = (-temp0.z >= 0) ? float1(0) : float1(1);
// mul_pp r1.y, r0.z, r0.y
temp1.y = /* not implemented _pp modifier */ temp0.z * temp0.y;
// mul r0.y, r0.w, r0.y
temp0.y = temp0.w * temp0.y;
// mul_pp r1.z, r1.x, r0.y
temp1.z = /* not implemented _pp modifier */ temp1.x * temp0.y;
// mul_pp r0.xy, r0.x, r1.yzzw
temp0.xy = /* not implemented _pp modifier */ temp0.xx * temp1.yz;
// texld r1, v0, s4
temp1 = /* not implemented _pp modifier */ tex2D(SpecMapSampler, i.texcoord.xy);
// mul_pp r0.z, r1.x, c1.x
temp0.z = /* not implemented _pp modifier */ temp1.x * float1(0.8);
// mul_pp r0.y, r0.y, r0.z
temp0.y = /* not implemented _pp modifier */ temp0.y * temp0.z;
// texld r1, v0, s2
temp1 = /* not implemented _pp modifier */ tex2D(DiffuseTextureSampler, i.texcoord.xy);
// mad_pp r0.xyz, r1, r0.x, r0.y
temp0.xyz = /* not implemented _pp modifier */ temp1.xyz * temp0.xxx + temp0.yyy;
// texld r2, v2.zwzw, s1
temp2 = /* not implemented _pp modifier */ tex2D(CloudTextureSampler, i.texcoord3.zw);
// mul r2.xyz, r2, c5
temp2.xyz = temp2.xyz * DirectionalLight[0].Color.xyz;
// mul r0.xyz, r0, r2
temp0.xyz = temp0.xyz * temp2.xyz;
// mad_pp r1.xyz, r1, v4, r0
temp1.xyz = /* not implemented _pp modifier */ temp1.xyz * i.color.xyz + temp0.xyz;
// texld r0, v0.wzzw, s5
temp0 = /* not implemented _pp modifier */ tex2D(DamagedTextureSampler, i.texcoord.wz);
// lrp r2, v4.w, -c1.z, r0
temp2 = lerp(temp0, float4(1, 1, 1, 1), i.color.w);
// mul_pp r0, r1, r2
temp0 = /* not implemented _pp modifier */ temp1 * temp2;
// mul_pp r0.xyz, r0, c2
temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * TintColor.xyz;
// mov_pp oC0.w, r0.w
out_color.w = /* not implemented _pp modifier */ temp0.w;
// texld r1, v2, s6
temp1 = /* not implemented _pp modifier */ tex2D(ShroudTextureSampler, i.texcoord3.xy);
// mul_pp oC0.xyz, r0, r1
out_color.xyz = /* not implemented _pp modifier */ temp0.xyz * temp1.xyz;
//
return out_color;
}
// PS_M_Array_Shader_2 Pixel_3_0 Has PRES False
struct PS_M_Array_Shader_2_Input
{
float4 texcoord : TEXCOORD;
float3 texcoord2 : TEXCOORD2;
float4 texcoord3 : TEXCOORD3;
float4 color : COLOR;
float3 texcoord1 : TEXCOORD1;
};
float4 PS_M_Array_Shader_2(PS_M_Array_Shader_2_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3;
// def c1, 0, 1, 50, 0
// def c3, 0.8, 2, -1, -1.5
// dcl_texcoord v0
// dcl_texcoord2_centroid v1.xyz
// dcl_texcoord3 v2
// dcl_color v3
// dcl_texcoord1_centroid v4.xyz
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// dcl_2d s3
// dcl_2d s4
// dcl_2d s5
// texld r0, v0, s2
temp0 = /* not implemented _pp modifier */ tex2D(NormalMapSampler, i.texcoord.xy);
// mad_pp r0.xyz, r0, c3.y, c3.z
temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
// mul_pp r0.xyz, r0, -c3.wwzw
temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * float3(1.5, 1.5, 1);
// nrm_pp r1.xyz, r0
temp1.xyz = /* not implemented _pp modifier */ normalize(temp0.xyz).xyz;
// dp3_pp r0.x, r1, v1
temp0.x = /* not implemented _pp modifier */ dot(temp1.xyz, i.texcoord2.xyz);
// dp3_pp r0.y, r1, v4
temp0.y = /* not implemented _pp modifier */ dot(temp1.xyz, i.texcoord1.xyz);
// cmp r0.z, -r0.x, c1.x, c1.y
temp0.z = (-temp0.x >= 0) ? float1(0) : float1(1);
// pow r1.x, r0.x, c1.z
temp1.x = pow(temp0.x, float1(50));
// cmp r0.x, -r0.y, c1.x, c1.y
temp0.x = (-temp0.y >= 0) ? float1(0) : float1(1);
// mul r0.xy, r0.zyzw, r0.x
temp0.xy = temp0.zy * temp0.xx;
// mul_pp r0.x, r1.x, r0.x
temp0.x = /* not implemented _pp modifier */ temp1.x * temp0.x;
// texld r1, v0, s3
temp1 = /* not implemented _pp modifier */ tex2D(SpecMapSampler, i.texcoord.xy);
// mul_pp r0.z, r1.x, c3.x
temp0.z = /* not implemented _pp modifier */ temp1.x * float1(0.8);
// mul_pp r0.x, r0.x, r0.z
temp0.x = /* not implemented _pp modifier */ temp0.x * temp0.z;
// texld r2, v0, s1
temp2 = /* not implemented _pp modifier */ tex2D(DiffuseTextureSampler, i.texcoord.xy);
// mul r1.xyw, r2.xyzz, c0.xyzz
temp1.xyw = temp2.xyz * RecolorColor.xyz;
// mad r1.xyw, r1, c3.y, -r2.xyzz
temp1.xyw = temp1.xyw * float3(2, 2, 2) + -temp2.xyz;
// mad_pp r1.xyz, r1.z, r1.xyww, r2
temp1.xyz = /* not implemented _pp modifier */ temp1.zzz * temp1.xyw + temp2.xyz;
// mad_pp r0.xyz, r1, r0.y, r0.x
temp0.xyz = /* not implemented _pp modifier */ temp1.xyz * temp0.yyy + temp0.xxx;
// texld r3, v2.zwzw, s0
temp3 = /* not implemented _pp modifier */ tex2D(CloudTextureSampler, i.texcoord3.zw);
// mul r3.xyz, r3, c5
temp3.xyz = temp3.xyz * DirectionalLight[0].Color.xyz;
// mul r0.xyz, r0, r3
temp0.xyz = temp0.xyz * temp3.xyz;
// mad_pp r2.xyz, r1, v3, r0
temp2.xyz = /* not implemented _pp modifier */ temp1.xyz * i.color.xyz + temp0.xyz;
// texld r0, v0.wzzw, s4
temp0 = /* not implemented _pp modifier */ tex2D(DamagedTextureSampler, i.texcoord.wz);
// lrp r1, v3.w, -c3.z, r0
temp1 = lerp(temp0, float4(1, 1, 1, 1), i.color.w);
// mul_pp r0, r2, r1
temp0 = /* not implemented _pp modifier */ temp2 * temp1;
// mul_pp r0.xyz, r0, c2
temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * TintColor.xyz;
// mov_pp oC0.w, r0.w
out_color.w = /* not implemented _pp modifier */ temp0.w;
// texld r1, v2, s5
temp1 = /* not implemented _pp modifier */ tex2D(ShroudTextureSampler, i.texcoord3.xy);
// mul_pp oC0.xyz, r0, r1
out_color.xyz = /* not implemented _pp modifier */ temp0.xyz * temp1.xyz;
//
return out_color;
}
// PS_M_Array_Shader_3 Pixel_3_0 Has PRES False
struct PS_M_Array_Shader_3_Input
{
float4 texcoord : TEXCOORD;
float3 texcoord2 : TEXCOORD2;
float4 texcoord3 : TEXCOORD3;
float3 texcoord4 : TEXCOORD4;
float4 color : COLOR;
float3 texcoord1 : TEXCOORD1;
};
float4 PS_M_Array_Shader_3(PS_M_Array_Shader_3_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3;
// def c1, 0, 1, 50, 0.25
// def c3, 0.8, 2, -1, -1.5
// dcl_texcoord v0
// dcl_texcoord2_centroid v1.xyz
// dcl_texcoord3 v2
// dcl_texcoord4 v3.xyz
// dcl_color v4
// dcl_texcoord1_centroid v5.xyz
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// dcl_2d s3
// dcl_2d s4
// dcl_2d s5
// dcl_2d s6
// add r0.xy, c11.zxzw, v3
temp0.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx + i.texcoord4.xy;
// texld r0, r0, s0
temp0 = tex2D(ShadowMapSampler, temp0.xy);
// mov r0.y, r0.x
temp0.y = temp0.x;
// add r1.xy, c11.yzzw, v3
temp1.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz + i.texcoord4.xy;
// texld r1, r1, s0
temp1 = tex2D(ShadowMapSampler, temp1.xy);
// mov r0.z, r1.x
temp0.z = temp1.x;
// add r1.xy, c11.wzzw, v3
temp1.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz + i.texcoord4.xy;
// texld r1, r1, s0
temp1 = tex2D(ShadowMapSampler, temp1.xy);
// mov r0.w, r1.x
temp0.w = temp1.x;
// texld r1, v3, s0
temp1 = tex2D(ShadowMapSampler, i.texcoord4.xy);
// mov r0.x, r1.x
temp0.x = temp1.x;
// add r0, r0, -v3.z
temp0 = temp0 + -i.texcoord4.z;
// cmp r0, r0, c1.y, c1.x
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
// dp4 r0.x, -c3.z, r0
temp0.x = dot(float4(1, 1, 1, 1), temp0);
// mul r0.x, r0.x, c1.w
temp0.x = temp0.x * float1(0.25);
// texld r1, v0, s3
temp1 = /* not implemented _pp modifier */ tex2D(NormalMapSampler, i.texcoord.xy);
// mad_pp r0.yzw, r1.xxyz, c3.y, c3.z
temp0.yzw = /* not implemented _pp modifier */ temp1.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
// mul_pp r0.yzw, r0, -c3.xwwz
temp0.yzw = /* not implemented _pp modifier */ temp0.yzw * float3(1.5, 1.5, 1);
// nrm_pp r1.xyz, r0.yzww
temp1.xyz = /* not implemented _pp modifier */ normalize(temp0.yzww.xyz).xyz;
// dp3_pp r0.y, r1, v1
temp0.y = /* not implemented _pp modifier */ dot(temp1.xyz, i.texcoord2.xyz);
// dp3_pp r0.z, r1, v5
temp0.z = /* not implemented _pp modifier */ dot(temp1.xyz, i.texcoord1.xyz);
// cmp r0.w, -r0.y, c1.x, c1.y
temp0.w = (-temp0.y >= 0) ? float1(0) : float1(1);
// pow r1.x, r0.y, c1.z
temp1.x = pow(temp0.y, float1(50));
// cmp r0.y, -r0.z, c1.x, c1.y
temp0.y = (-temp0.z >= 0) ? float1(0) : float1(1);
// mul_pp r1.y, r0.z, r0.y
temp1.y = /* not implemented _pp modifier */ temp0.z * temp0.y;
// mul r0.y, r0.w, r0.y
temp0.y = temp0.w * temp0.y;
// mul_pp r1.z, r1.x, r0.y
temp1.z = /* not implemented _pp modifier */ temp1.x * temp0.y;
// mul_pp r0.xy, r0.x, r1.yzzw
temp0.xy = /* not implemented _pp modifier */ temp0.xx * temp1.yz;
// texld r1, v0, s4
temp1 = /* not implemented _pp modifier */ tex2D(SpecMapSampler, i.texcoord.xy);
// mul_pp r0.z, r1.x, c3.x
temp0.z = /* not implemented _pp modifier */ temp1.x * float1(0.8);
// mul_pp r0.y, r0.y, r0.z
temp0.y = /* not implemented _pp modifier */ temp0.y * temp0.z;
// texld r2, v0, s2
temp2 = /* not implemented _pp modifier */ tex2D(DiffuseTextureSampler, i.texcoord.xy);
// mul r1.xyw, r2.xyzz, c0.xyzz
temp1.xyw = temp2.xyz * RecolorColor.xyz;
// mad r1.xyw, r1, c3.y, -r2.xyzz
temp1.xyw = temp1.xyw * float3(2, 2, 2) + -temp2.xyz;
// mad_pp r1.xyz, r1.z, r1.xyww, r2
temp1.xyz = /* not implemented _pp modifier */ temp1.zzz * temp1.xyw + temp2.xyz;
// mad_pp r0.xyz, r1, r0.x, r0.y
temp0.xyz = /* not implemented _pp modifier */ temp1.xyz * temp0.xxx + temp0.yyy;
// texld r3, v2.zwzw, s1
temp3 = /* not implemented _pp modifier */ tex2D(CloudTextureSampler, i.texcoord3.zw);
// mul r3.xyz, r3, c5
temp3.xyz = temp3.xyz * DirectionalLight[0].Color.xyz;
// mul r0.xyz, r0, r3
temp0.xyz = temp0.xyz * temp3.xyz;
// mad_pp r2.xyz, r1, v4, r0
temp2.xyz = /* not implemented _pp modifier */ temp1.xyz * i.color.xyz + temp0.xyz;
// texld r0, v0.wzzw, s5
temp0 = /* not implemented _pp modifier */ tex2D(DamagedTextureSampler, i.texcoord.wz);
// lrp r1, v4.w, -c3.z, r0
temp1 = lerp(temp0, float4(1, 1, 1, 1), i.color.w);
// mul_pp r0, r2, r1
temp0 = /* not implemented _pp modifier */ temp2 * temp1;
// mul_pp r0.xyz, r0, c2
temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * TintColor.xyz;
// mov_pp oC0.w, r0.w
out_color.w = /* not implemented _pp modifier */ temp0.w;
// texld r1, v2, s6
temp1 = /* not implemented _pp modifier */ tex2D(ShroudTextureSampler, i.texcoord3.xy);
// mul_pp oC0.xyz, r0, r1
out_color.xyz = /* not implemented _pp modifier */ temp0.xyz * temp1.xyz;
//
return out_color;
}
PixelShader PS_M_Array[4] = {
compile ps_3_0 PS_M_Array_Shader_0(), // 90
compile ps_3_0 PS_M_Array_Shader_1(), // 91
compile ps_3_0 PS_M_Array_Shader_2(), // 92
compile ps_3_0 PS_M_Array_Shader_3(), // 93
};
// VS_L_Array_Shader_0 Vertex_2_0 Has PRES False
struct VS_L_Array_Shader_0_Input
{
float4 position : POSITION;
float4 normal : NORMAL;
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
float4 color : COLOR;
};
struct VS_L_Array_Shader_0_Output
{
float4 position : POSITION;
float4 color : COLOR;
float2 texcoord1 : TEXCOORD1;
float4 texcoord : TEXCOORD;
};
VS_L_Array_Shader_0_Output VS_L_Array_Shader_0(VS_L_Array_Shader_0_Input i)
{
VS_L_Array_Shader_0_Output o;
float4 temp0, temp1;
float3 temp2;
// def c0, 1, 0, 0.1, 0
// dcl_position v0
// dcl_normal v1
// dcl_texcoord v2
// dcl_texcoord1 v3
// dcl_color v4
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 r1.z, r0, c126
temp1.z = dot(temp0, (World._m02_m12_m22_m32));
// mov r1.w, c0.x
temp1.w = float1(1);
// dp4 r1.x, r0, c124
temp1.x = dot(temp0, (World._m00_m10_m20_m30));
// dp4 r1.y, r0, c125
temp1.y = dot(temp0, (World._m01_m11_m21_m31));
// dp4 oPos.x, r1, c119
o.position.x = dot(temp1, (ViewProjection._m00_m10_m20_m30));
// dp4 oPos.y, r1, c120
o.position.y = dot(temp1, (ViewProjection._m01_m11_m21_m31));
// dp4 oPos.z, r1, c121
o.position.z = dot(temp1, (ViewProjection._m02_m12_m22_m32));
// dp4 oPos.w, r1, c122
o.position.w = dot(temp1, (ViewProjection._m03_m13_m23_m33));
// add r0.xy, r1, c11.zwzw
temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
// dp3 r1.x, v1, c124
temp1.x = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz);
// dp3 r1.y, v1, c125
temp1.y = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz);
// dp3 r1.z, v1, c126
temp1.z = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz);
// dp3 r0.z, r1, c8
temp0.z = dot(temp1.xyz, DirectionalLight[1].Direction.xyz);
// max r0.z, r0.z, c0.y
temp0.z = max(temp0.z, float1(0));
// mul r2.xyz, r0.z, c7
temp2.xyz = temp0.zzz * DirectionalLight[1].Color.xyz;
// dp3 r0.z, r1, c6
temp0.z = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
// dp3 r0.w, r1, c10
temp0.w = dot(temp1.xyz, DirectionalLight[2].Direction.xyz);
// max r0.z, r0.z, c0.y
temp0.z = max(temp0.z, float1(0));
// mad r1.xyz, c5, r0.z, r2
temp1.xyz = DirectionalLight[0].Color.xyz * temp0.zzz + temp2.xyz;
// max r0.z, r0.w, c0.y
temp0.z = max(temp0.w, float1(0));
// mad r1.xyz, c9, r0.z, r1
temp1.xyz = DirectionalLight[2].Color.xyz * temp0.zzz + temp1.xyz;
// mov r0.z, c0.z
temp0.z = float1(0.1);
// mad r1.xyz, c4, r0.z, r1
temp1.xyz = AmbientLightColor.xyz * temp0.zzz + temp1.xyz;
// mov r1.w, c1.x
temp1.w = OpacityOverride.x;
// mul oD0, r1, v4
o.color = temp1 * i.color;
// mul oT1.xy, r0, c11
o.texcoord1 = temp0 * Shroud.ScaleUV_OffsetUV;
// mov oT0.xy, v2
o.texcoord.xy = i.texcoord.xy;
// mov oT0.zw, v3.xyyx
o.texcoord.zw = i.texcoord1.yx;
//
return o;
}
// VS_L_Array_Shader_1 Vertex_2_0 Has PRES False
struct VS_L_Array_Shader_1_Input
{
float4 position : POSITION;
float4 normal : NORMAL;
float4 blendindices : BLENDINDICES;
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
float4 color : COLOR;
};
struct VS_L_Array_Shader_1_Output
{
float4 position : POSITION;
float4 color : COLOR;
float2 texcoord1 : TEXCOORD1;
float4 texcoord : TEXCOORD;
};
VS_L_Array_Shader_1_Output VS_L_Array_Shader_1(VS_L_Array_Shader_1_Input i)
{
VS_L_Array_Shader_1_Output o;
float4 temp0, temp1, temp2;
float addr0;
// def c0, 1, -1, 0, 0.1
// dcl_position v0
// dcl_normal v1
// dcl_blendindices v2
// dcl_texcoord v3
// dcl_texcoord1 v4
// dcl_color v5
// add r0.x, v2.x, v2.x
temp0.x = i.blendindices.x + i.blendindices.x;
// frc r0.y, r0.x
temp0.y = frac(temp0.x);
// add r0.z, r0.x, -r0.y
temp0.z = temp0.x + -temp0.y;
// slt r0.y, -r0.y, r0.y
temp0.y = (-temp0.y < temp0.y) ? 1 : 0;
// slt r0.x, r0.x, -r0.x
temp0.x = (temp0.x < -temp0.x) ? 1 : 0;
// mad r0.x, r0.x, r0.y, r0.z
temp0.x = temp0.x * temp0.y + temp0.z;
// mova a0.x, r0.x
addr0.x = temp0.x;
// mul r0, v0.zxyy, c128[a0.x].yzxy
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
// mad r0, c128[a0.x].wwwx, v0.xyzx, r0
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
// mul r1, v0.yzxz, c128[a0.x].zxyz
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
// mad r0, r0, c0.xxxy, -r1
temp0 = temp0 * float4(1, 1, 1, -1) + -temp1;
// mul r1.xyz, r0.w, c128[a0.x]
temp1.xyz = temp0.www * WorldBones[0 + addr0.x].xyz;
// mad r1.xyz, c128[a0.x].w, r0, -r1
temp1.xyz = WorldBones[0 + addr0.x].www * temp0.xyz + -temp1.xyz;
// mad r1.xyz, c128[a0.x].yzxw, r0.zxyw, r1
temp1.xyz = WorldBones[0 + addr0.x].yzx * temp0.zxy + temp1.xyz;
// mad r0.xyz, c128[a0.x].zxyw, -r0.yzxw, r1
temp0.xyz = WorldBones[0 + addr0.x].zxy * -temp0.yzx + temp1.xyz;
// add r0.xyz, r0, c129[a0.x]
temp0.xyz = temp0.xyz + WorldBones[1 + addr0.x].xyz;
// mov r0.w, c0.x
temp0.w = float1(1);
// dp4 oPos.x, r0, c119
o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c120
o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31));
// dp4 oPos.z, r0, c121
o.position.z = dot(temp0, (ViewProjection._m02_m12_m22_m32));
// dp4 oPos.w, r0, c122
o.position.w = dot(temp0, (ViewProjection._m03_m13_m23_m33));
// add r0.xy, r0, c11.zwzw
temp0.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
// mul r1, v1.zxyy, c128[a0.x].yzxy
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
// mad r1, c128[a0.x].wwwx, v1.xyzx, r1
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
// mul r2, v1.yzxz, c128[a0.x].zxyz
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
// mad r1, r1, c0.xxxy, -r2
temp1 = temp1 * float4(1, 1, 1, -1) + -temp2;
// mul r2.xyz, r1.w, c128[a0.x]
temp2.xyz = temp1.www * WorldBones[0 + addr0.x].xyz;
// mad r2.xyz, c128[a0.x].w, r1, -r2
temp2.xyz = WorldBones[0 + addr0.x].www * temp1.xyz + -temp2.xyz;
// mad r2.xyz, c128[a0.x].yzxw, r1.zxyw, r2
temp2.xyz = WorldBones[0 + addr0.x].yzx * temp1.zxy + temp2.xyz;
// mad r1.xyz, c128[a0.x].zxyw, -r1.yzxw, r2
temp1.xyz = WorldBones[0 + addr0.x].zxy * -temp1.yzx + temp2.xyz;
// dp3 r0.z, r1, c6
temp0.z = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
// max r0.z, r0.z, c0.z
temp0.z = max(temp0.z, float1(0));
// dp3 r0.w, r1, c8
temp0.w = dot(temp1.xyz, DirectionalLight[1].Direction.xyz);
// dp3 r1.x, r1, c10
temp1.x = dot(temp1.xyz, DirectionalLight[2].Direction.xyz);
// max r0.w, r0.w, c0.z
temp0.w = max(temp0.w, float1(0));
// mul r1.yzw, r0.w, c7.xxyz
temp1.yzw = temp0.www * DirectionalLight[1].Color.xyz;
// mad r1.yzw, c5.xxyz, r0.z, r1
temp1.yzw = DirectionalLight[0].Color.xyz * temp0.zzz + temp1.yzw;
// max r0.z, r1.x, c0.z
temp0.z = max(temp1.x, float1(0));
// mad r1.xyz, c9, r0.z, r1.yzww
temp1.xyz = DirectionalLight[2].Color.xyz * temp0.zzz + temp1.yzw;
// mov r0.w, c0.w
temp0.w = float1(0.1);
// mad r1.xyz, c4, r0.w, r1
temp1.xyz = AmbientLightColor.xyz * temp0.www + temp1.xyz;
// slt r0.z, v2.x, -v2.x
temp0.z = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
// frc r0.w, v2.x
temp0.w = frac(i.blendindices.x);
// add r2.x, -r0.w, v2.x
temp2.x = -temp0.w + i.blendindices.x;
// slt r0.w, -r0.w, r0.w
temp0.w = (-temp0.w < temp0.w) ? 1 : 0;
// mad r0.z, r0.z, r0.w, r2.x
temp0.z = temp0.z * temp0.w + temp2.x;
// add r0.z, r0.z, r0.z
temp0.z = temp0.z + temp0.z;
// mova a0.x, r0.z
addr0.x = temp0.z;
// mul r2.w, v5.w, c129[a0.x].w
temp2.w = i.color.w * WorldBones[1 + addr0.x].w;
// mov r1.w, c1.x
temp1.w = OpacityOverride.x;
// mov r2.xyz, v5
temp2.xyz = i.color.xyz;
// mul oD0, r1, r2
o.color = temp1 * temp2;
// mul oT1.xy, r0, c11
o.texcoord1 = temp0 * Shroud.ScaleUV_OffsetUV;
// mov oT0.xy, v3
o.texcoord.xy = i.texcoord.xy;
// mov oT0.zw, v4.xyyx
o.texcoord.zw = i.texcoord1.yx;
//
return o;
}
VertexShader VS_L_Array[2] = {
compile vs_2_0 VS_L_Array_Shader_0(), // 96
compile vs_2_0 VS_L_Array_Shader_1(), // 97
};
// PS_L_Array_Shader_0 Pixel_2_0 Has PRES False
struct PS_L_Array_Shader_0_Input
{
float4 color : COLOR;
float4 texcoord : TEXCOORD;
float2 texcoord1 : TEXCOORD1;
};
float4 PS_L_Array_Shader_0(PS_L_Array_Shader_0_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3;
// def c0, 1, 0, 0, 0
// dcl v0
// dcl t0
// dcl t1.xy
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// mov r0.xy, t0.wzyx
temp0.xy = i.texcoord.wz;
// texld r0, r0, s1
temp0 = tex2D(DamagedTextureSampler, temp0.xy);
// texld r1, t0, s0
temp1 = tex2D(DiffuseTextureSampler, i.texcoord.xy);
// texld r2, t1, s2
temp2 = tex2D(ShroudTextureSampler, i.texcoord1.xy);
// lrp r3, v0.w, c0.x, r0
temp3 = lerp(temp0, float4(1, 1, 1, 1), i.color.w);
// mul r1.xyz, r1, v0
temp1.xyz = temp1.xyz * i.color.xyz;
// mul r0, r3, r1
temp0 = temp3 * temp1;
// mul r1.xyz, r0, c2
temp1.xyz = temp0.xyz * TintColor.xyz;
// mul r0.xyz, r2, r1
temp0.xyz = temp2.xyz * temp1.xyz;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// PS_L_Array_Shader_1 Pixel_2_0 Has PRES False
struct PS_L_Array_Shader_1_Input
{
float4 color : COLOR;
float4 texcoord : TEXCOORD;
float2 texcoord1 : TEXCOORD1;
};
float4 PS_L_Array_Shader_1(PS_L_Array_Shader_1_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3, temp4;
// def c1, 2, 1, 0, 0
// dcl v0
// dcl t0
// dcl t1.xy
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// dcl_2d s3
// mov r0.xy, t0.wzyx
temp0.xy = i.texcoord.wz;
// texld r0, r0, s2
temp0 = tex2D(DamagedTextureSampler, temp0.xy);
// texld r1, t0, s1
temp1 = tex2D(SpecMapSampler, i.texcoord.xy);
// texld r2, t0, s0
temp2 = tex2D(DiffuseTextureSampler, i.texcoord.xy);
// texld r3, t1, s3
temp3 = tex2D(ShroudTextureSampler, i.texcoord1.xy);
// lrp r4, v0.w, c1.y, r0
temp4 = lerp(temp0, float4(1, 1, 1, 1), i.color.w);
// mul r0.xyz, r2, c0
temp0.xyz = temp2.xyz * RecolorColor.xyz;
// mad r0.xyz, r0, c1.x, -r2
temp0.xyz = temp0.xyz * float3(2, 2, 2) + -temp2.xyz;
// mad r0.xyz, r1.z, r0, r2
temp0.xyz = temp1.zzz * temp0.xyz + temp2.xyz;
// mul r2.xyz, r0, v0
temp2.xyz = temp0.xyz * i.color.xyz;
// mul r0, r4, r2
temp0 = temp4 * temp2;
// mul r1.xyz, r0, c2
temp1.xyz = temp0.xyz * TintColor.xyz;
// mul r0.xyz, r3, r1
temp0.xyz = temp3.xyz * temp1.xyz;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
PixelShader PS_L_Array[2] = {
compile ps_2_0 PS_L_Array_Shader_0(), // 98
compile ps_2_0 PS_L_Array_Shader_1(), // 99
};
// VSCreateShadowMap_Array_Shader_0 Vertex_2_0 Has PRES False
struct VSCreateShadowMap_Array_Shader_0_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
float4 color : COLOR;
};
struct VSCreateShadowMap_Array_Shader_0_Output
{
float4 position : POSITION;
float texcoord1 : TEXCOORD1;
float color : COLOR;
float2 texcoord : TEXCOORD;
float2 texcoord2 : TEXCOORD2;
};
VSCreateShadowMap_Array_Shader_0_Output VSCreateShadowMap_Array_Shader_0(VSCreateShadowMap_Array_Shader_0_Input i)
{
VSCreateShadowMap_Array_Shader_0_Output o;
float4 temp0, temp1;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_texcoord1 v2
// dcl_color v3
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 r1.x, r0, c124
temp1.x = dot(temp0, (World._m00_m10_m20_m30));
// dp4 r1.y, r0, c125
temp1.y = dot(temp0, (World._m01_m11_m21_m31));
// dp4 r1.z, r0, c126
temp1.z = dot(temp0, (World._m02_m12_m22_m32));
// mov r1.w, c0.x
temp1.w = float1(1);
// dp4 oPos.x, r1, c119
o.position.x = dot(temp1, (ViewProjection._m00_m10_m20_m30));
// dp4 oPos.y, r1, c120
o.position.y = dot(temp1, (ViewProjection._m01_m11_m21_m31));
// dp4 r0.y, r1, c122
temp0.y = dot(temp1, (ViewProjection._m03_m13_m23_m33));
// dp4 r0.x, r1, c121
temp0.x = dot(temp1, (ViewProjection._m02_m12_m22_m32));
// rcp r0.z, r0.y
temp0.z = 1.0f / temp0.y;
// mov oPos.zw, r0.xyxy
o.position.zw = temp0.xy;
// mul oT1.x, r0.x, r0.z
o.texcoord1 = temp0.x * temp0.z;
// mul oD0.x, v3.w, c1.x
o.color = i.color.w * OpacityOverride.x;
// mov oT0.xy, v1
o.texcoord = i.texcoord;
// mov oT2.xy, v2
o.texcoord2 = i.texcoord1;
//
return o;
}
// VSCreateShadowMap_Array_Shader_1 Vertex_2_0 Has PRES False
struct VSCreateShadowMap_Array_Shader_1_Input
{
float4 position : POSITION;
float4 blendindices : BLENDINDICES;
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
float4 color : COLOR;
};
struct VSCreateShadowMap_Array_Shader_1_Output
{
float4 position : POSITION;
float texcoord1 : TEXCOORD1;
float color : COLOR;
float2 texcoord : TEXCOORD;
float2 texcoord2 : TEXCOORD2;
};
VSCreateShadowMap_Array_Shader_1_Output VSCreateShadowMap_Array_Shader_1(VSCreateShadowMap_Array_Shader_1_Input i)
{
VSCreateShadowMap_Array_Shader_1_Output o;
float4 temp0, temp1;
float addr0;
// def c0, 1, -1, 0, 0
// dcl_position v0
// dcl_blendindices v1
// dcl_texcoord v2
// dcl_texcoord1 v3
// dcl_color v4
// add r0.x, v1.x, v1.x
temp0.x = i.blendindices.x + i.blendindices.x;
// frc r0.y, r0.x
temp0.y = frac(temp0.x);
// add r0.z, r0.x, -r0.y
temp0.z = temp0.x + -temp0.y;
// slt r0.y, -r0.y, r0.y
temp0.y = (-temp0.y < temp0.y) ? 1 : 0;
// slt r0.x, r0.x, -r0.x
temp0.x = (temp0.x < -temp0.x) ? 1 : 0;
// mad r0.x, r0.x, r0.y, r0.z
temp0.x = temp0.x * temp0.y + temp0.z;
// mova a0.x, r0.x
addr0.x = temp0.x;
// mul r0, v0.zxyy, c128[a0.x].yzxy
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
// mad r0, c128[a0.x].wwwx, v0.xyzx, r0
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
// mul r1, v0.yzxz, c128[a0.x].zxyz
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
// mad r0, r0, c0.xxxy, -r1
temp0 = temp0 * float4(1, 1, 1, -1) + -temp1;
// mul r1.xyz, r0.w, c128[a0.x]
temp1.xyz = temp0.www * WorldBones[0 + addr0.x].xyz;
// mad r1.xyz, c128[a0.x].w, r0, -r1
temp1.xyz = WorldBones[0 + addr0.x].www * temp0.xyz + -temp1.xyz;
// mad r1.xyz, c128[a0.x].yzxw, r0.zxyw, r1
temp1.xyz = WorldBones[0 + addr0.x].yzx * temp0.zxy + temp1.xyz;
// mad r0.xyz, c128[a0.x].zxyw, -r0.yzxw, r1
temp0.xyz = WorldBones[0 + addr0.x].zxy * -temp0.yzx + temp1.xyz;
// add r0.xyz, r0, c129[a0.x]
temp0.xyz = temp0.xyz + WorldBones[1 + addr0.x].xyz;
// mov r0.w, c0.x
temp0.w = float1(1);
// dp4 oPos.x, r0, c119
o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c120
o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31));
// dp4 r1.y, r0, c122
temp1.y = dot(temp0, (ViewProjection._m03_m13_m23_m33));
// dp4 r1.x, r0, c121
temp1.x = dot(temp0, (ViewProjection._m02_m12_m22_m32));
// rcp r0.x, r1.y
temp0.x = 1.0f / temp1.y;
// mov oPos.zw, r1.xyxy
o.position.zw = temp1.xy;
// mul oT1.x, r1.x, r0.x
o.texcoord1 = temp1.x * temp0.x;
// slt r0.x, v1.x, -v1.x
temp0.x = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
// frc r0.y, v1.x
temp0.y = frac(i.blendindices.x);
// add r0.z, -r0.y, v1.x
temp0.z = -temp0.y + i.blendindices.x;
// slt r0.y, -r0.y, r0.y
temp0.y = (-temp0.y < temp0.y) ? 1 : 0;
// mad r0.x, r0.x, r0.y, r0.z
temp0.x = temp0.x * temp0.y + temp0.z;
// add r0.x, r0.x, r0.x
temp0.x = temp0.x + temp0.x;
// mova a0.x, r0.x
addr0.x = temp0.x;
// mul r0.x, v4.w, c129[a0.x].w
temp0.x = i.color.w * WorldBones[1 + addr0.x].w;
// mul oD0.x, r0.x, c1.x
o.color = temp0.x * OpacityOverride.x;
// mov oT0.xy, v2
o.texcoord = i.texcoord;
// mov oT2.xy, v3
o.texcoord2 = i.texcoord1;
//
return o;
}
VertexShader VSCreateShadowMap_Array[2] = {
compile vs_2_0 VSCreateShadowMap_Array_Shader_0(), // 102
compile vs_2_0 VSCreateShadowMap_Array_Shader_1(), // 103
};
// PSCreateShadowMap_Array_Shader_0 Pixel_2_0 Has PRES False
float4 PSCreateShadowMap_Array_Shader_0(float texcoord1 : TEXCOORD1) : COLOR
{
float4 out_color;
float4 temp0;
// dcl t1.x
// mov r0, t1.x
temp0 = 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
{
float2 texcoord : TEXCOORD;
float2 texcoord2 : TEXCOORD2;
float texcoord1 : TEXCOORD1;
float color : COLOR;
};
float4 PSCreateShadowMap_Array_Shader_1(PSCreateShadowMap_Array_Shader_1_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1;
// def c0, 1, -0.3764706, 0, 0
// dcl t0.xy
// dcl t2.xy
// dcl t1.x
// dcl v0.x
// dcl_2d s0
// dcl_2d s1
// texld r0, t2, s1
temp0 = tex2D(DamagedTextureSampler, i.texcoord2.xy);
// texld r1, t0, s0
temp1 = tex2D(DiffuseTextureSampler, i.texcoord.xy);
// lrp r1.x, v0.x, c0.x, r0.w
temp1.x = lerp(temp0.w, float1(1), i.color.x);
// mad r0, r1.w, r1.x, c0.y
temp0 = temp1.w * temp1.x + float4(-0.3764706, -0.3764706, -0.3764706, -0.3764706);
// texkill r0
clip(temp0);
// mov r0, t1.x
temp0 = i.texcoord1.x;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
PixelShader PSCreateShadowMap_Array[2] = {
compile ps_2_0 PSCreateShadowMap_Array_Shader_0(), // 104
compile ps_2_0 PSCreateShadowMap_Array_Shader_1(), // 105
};
// _CreateShadowMap_Expression21 Expression_2_0 Has PRES False
float _CreateShadowMap_Expression21()
{
float1 expr0;
// mov c0.x, c0.x
expr0.x = AlphaTestEnable.x;
return expr0;
}
// _CreateShadowMap_Expression22 Expression_2_0 Has PRES False
float _CreateShadowMap_Expression22()
{
float1 expr0;
// min c0.x, c0.x, (1)
expr0.x = min(NumJointsPerVertex.x, (1));
return expr0;
}
// Default_L_Expression23 Expression_2_0 Has PRES False
float Default_L_Expression23()
{
float1 expr0;
// mov c0.x, c0.x
expr0.x = HasRecolorColors.x;
return expr0;
}
// Default_L_Expression24 Expression_2_0 Has PRES False
float Default_L_Expression24()
{
float1 expr0;
// min c0.x, c0.x, (1)
expr0.x = min(NumJointsPerVertex.x, (1));
return expr0;
}
// Default_M_Expression25 Expression_2_0 Has PRES False
float Default_M_Expression25()
{
float4 temp0;
float1 expr0;
// add r0.x, c0.x, c0.x
temp0.x = HasRecolorColors.x + HasRecolorColors.x;
// add c0.x, r0.x, c1.x
expr0.x = temp0.x + HasShadow.x;
return expr0;
}
// Default_M_Expression26 Expression_2_0 Has PRES False
float Default_M_Expression26()
{
float1 expr0;
// min c0.x, c0.x, (1)
expr0.x = min(NumJointsPerVertex.x, (1));
return expr0;
}
// Default_Expression27 Expression_2_0 Has PRES False
float Default_Expression27()
{
float4 temp0;
float1 expr0;
// add r0.x, c0.x, c0.x
temp0.x = HasRecolorColors.x + HasRecolorColors.x;
// add c0.x, r0.x, c1.x
expr0.x = temp0.x + HasShadow.x;
return expr0;
}
// Default_Expression28 Expression_2_0 Has PRES False
float Default_Expression28()
{
float1 expr0;
// min c0.x, c0.x, (1)
expr0.x = min(NumJointsPerVertex.x, (1));
return expr0;
}
technique Default
{
pass p0
{
VertexShader = VS_H_Array[Default_Expression28()]; // 86
PixelShader = PS_H_Array[Default_Expression27()]; // 87
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 1;
CullMode = 2;
AlphaBlendEnable = 0;
AlphaFunc = 7;
AlphaRef = 96;
AlphaTestEnable = 1;
}
}
technique Default_M
{
pass p0
{
VertexShader = VS_M_Array[Default_M_Expression26()]; // 94
PixelShader = PS_M_Array[Default_M_Expression25()]; // 95
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 1;
CullMode = 2;
AlphaBlendEnable = 0;
AlphaFunc = 7;
AlphaRef = 96;
AlphaTestEnable = 1;
}
}
technique Default_L
{
pass p0
{
VertexShader = VS_L_Array[Default_L_Expression24()]; // 100
PixelShader = PS_L_Array[Default_L_Expression23()]; // 101
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 1;
CullMode = 2;
AlphaBlendEnable = 0;
AlphaFunc = 7;
AlphaRef = 96;
AlphaTestEnable = 1;
}
}
technique _CreateShadowMap
{
pass p0
{
VertexShader = VSCreateShadowMap_Array[_CreateShadowMap_Expression22()]; // 106
PixelShader = PSCreateShadowMap_Array[_CreateShadowMap_Expression21()]; // 107
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 1;
CullMode = 2;
AlphaBlendEnable = 0;
AlphaTestEnable = 0;
}
}