195 lines
6.1 KiB
HLSL
195 lines
6.1 KiB
HLSL
string DefaultParameterScopeBlock = "material"; // 1
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float3 AmbientLightColor <bool unmanaged = 1;> = { 0.3, 0.3, 0.3 };
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struct {
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float3 Color;
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float3 Direction;
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} DirectionalLight[3] <bool unmanaged = 1;> = { 1.625198, 1.512711, 1.097048, 0.62914, -0.34874, 0.69465, 0.5232916, 0.6654605, 0.7815244, -0.32877, 0.90329, 0.27563, 0.4420466, 0.4102767, 0.4420466, -0.80704, -0.58635, 0.06975 };
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struct {
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float3 Color;
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float3 Position;
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float2 Range_Inner_Outer;
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} PointLight[8] <bool unmanaged = 1;>;
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struct {
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float4 WorldPositionMultiplier_XYZZ;
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float2 CurrentOffsetUV;
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} Cloud <bool unmanaged = 1;>;
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float3 NoCloudMultiplier <bool unmanaged = 1;> = { 1, 1, 1 };
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float3 RecolorColorDummy <bool unmanaged = 1;>;
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row_major float4x4 ShadowMapWorldToShadow <bool unmanaged = 1;>;
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float OpacityOverride <bool unmanaged = 1;> = { 1 };
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float3 TintColor <bool unmanaged = 1;> = { 1, 1, 1 };
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float3 EyePosition <bool unmanaged = 1;>;
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column_major float4x4 ViewProjection : register(vs_2_0, c119) <bool unmanaged = 1;>;
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float4 WorldBones[128] <bool unmanaged = 1;>;
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column_major float4x4 View : View : register(vs_2_0, c11);
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float Time : Time;
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float4 HouseColor : register(ps_2_0, c11) <string UIWidget = "None"; string SasBindAddress = "ConnectionLine.HouseColor"; int WW3DDynamicSet = 2;> = { 1, 1, 1, 1 };
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float LineLength : register(vs_2_0, c16) <string UIWidget = "None"; string SasBindAddress = "ConnectionLine.LineLength"; int WW3DDynamicSet = 2;> = { 2.5 };
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texture LineTexture <string UIWidget = "None";>; // 6
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sampler2D LineTextureSampler : register(ps_2_0, s0) <string Texture = "LineTexture"; string UIWidget = "None";> =
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sampler_state
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{
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Texture = <LineTexture>; // 8
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MinFilter = 2;
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MagFilter = 2;
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MipFilter = 2;
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AddressU = 1;
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AddressV = 1;
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};
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struct
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{
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float4 ScaleUV_OffsetUV;
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} Shroud : register(vs_2_0, c17) <string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud";> = { 1, 1, 0, 0 };
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texture ShroudTexture <string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud.Texture"; string ResourceName = "ShaderPreviewShroud.dds";>; // 13
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sampler2D ShroudTextureSampler : register(ps_2_0, s1) <string Texture = "ShroudTexture"; string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud.Texture"; string ResourceName = "ShaderPreviewShroud.dds";> =
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sampler_state
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{
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Texture = <ShroudTexture>; // 17
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MinFilter = 2;
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MagFilter = 2;
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MipFilter = 2;
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AddressU = 3;
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AddressV = 3;
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};
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// Default_PixelShader1 Pixel_2_0 Has PRES False
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struct Default_PixelShader1_Input
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{
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float2 texcoord : TEXCOORD;
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float2 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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};
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float4 Default_PixelShader1(Default_PixelShader1_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0, temp1, temp2;
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// dcl t0.xy
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// dcl t1.xy
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// dcl t2.xy
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// dcl_2d s0
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// dcl_2d s1
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// texld r0, t0, s0
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temp0 = tex2D(LineTextureSampler, i.texcoord.xy);
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// texld r1, t1, s0
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temp1 = tex2D(LineTextureSampler, i.texcoord1.xy);
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// texld r2, t2, s1
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temp2 = tex2D(ShroudTextureSampler, i.texcoord2.xy);
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// add r0, r0, r1
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temp0 = temp0 + temp1;
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// mul r0, r0, c11
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temp0 = temp0 * HouseColor;
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// mul r0.xyz, r2.x, r0
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temp0.xyz = temp2.xxx * temp0.xyz;
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// mov oC0, r0
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out_color = temp0;
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//
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return out_color;
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}
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// Default_VertexShader2 Vertex_2_0 Has PRES True
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struct Default_VertexShader2_Input
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{
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float4 position : POSITION;
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float4 tangent : TANGENT;
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float4 texcoord : TEXCOORD;
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};
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struct Default_VertexShader2_Output
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD;
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float2 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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};
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Default_VertexShader2_Output Default_VertexShader2(Default_VertexShader2_Input i)
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{
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/*
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PRSI
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OutputRegisterOffset: 14
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Unknown1: 0
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Unknown2: 0
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OutputRegisterCount: 2
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Unknown3: 0
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Unknown4: 0
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Unknown5: 14
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Unknown6: 2
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Mappings: 1
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0 - ConstOutput: 0 ConstInput 0
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*/
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float4 expr14;
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float4 expr15;
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{
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// Expression_2_1
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// mul c14.x, c0.x, (4)
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expr14.x = Time.x * (4);
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// mul c15.x, c0.x, (0.8)
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expr15.x = Time.x * (0.8);
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}
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Default_VertexShader2_Output o;
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float4 temp0;
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// def c0, -0.5, 10, 1, 0.006666667
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// dcl_position v0
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// dcl_tangent v1
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// dcl_texcoord v2
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// mul r0.xyz, v1.zxyw, c13.yzxw
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temp0.xyz = i.tangent.zxy * (View._m02_m12_m22_m32).yzx;
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// mad r0.xyz, v1.yzxw, c13.zxyw, -r0
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temp0.xyz = i.tangent.yzx * (View._m02_m12_m22_m32).zxy + -temp0.xyz;
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// add r0.w, v2.x, c0.x
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temp0.w = i.texcoord.x + float1(-0.5);
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// mul r0.w, r0.w, c0.y
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temp0.w = temp0.w * float1(10);
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// mad r0.xyz, r0, r0.w, v0
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temp0.xyz = temp0.xyz * temp0.www + i.position.xyz;
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// mov r0.w, c0.z
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temp0.w = float1(1);
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// dp4 oPos.x, r0, c119
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o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30));
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// dp4 oPos.y, r0, c120
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o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31));
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// dp4 oPos.z, r0, c121
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o.position.z = dot(temp0, (ViewProjection._m02_m12_m22_m32));
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// dp4 oPos.w, r0, c122
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o.position.w = dot(temp0, (ViewProjection._m03_m13_m23_m33));
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// add r0.xy, r0, c17.zwzw
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temp0.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
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// mul r0.z, v2.y, c16.x
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temp0.z = i.texcoord.y * LineLength.x;
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// mov r0.w, c0.w
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temp0.w = float1(0.006666667);
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// mad oT0.y, r0.z, r0.w, -c14.x
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o.texcoord.y = temp0.z * temp0.w + -expr14.x;
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// mad oT1.y, r0.z, r0.w, -c15.x
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o.texcoord1.y = temp0.z * temp0.w + -expr15.x;
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// mul oT2.xy, r0, c17
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o.texcoord2 = temp0 * Shroud.ScaleUV_OffsetUV;
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// mov oT0.x, v2.x
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o.texcoord.x = i.texcoord.x;
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// mov oT1.x, v2.x
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o.texcoord1.x = i.texcoord.x;
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//
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return o;
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}
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technique Default
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{
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pass pass0
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{
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VertexShader = compile vs_2_0 Default_VertexShader2(); // 22
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PixelShader = compile ps_2_0 Default_PixelShader1(); // 23
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ZEnable = 1;
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ZWriteEnable = 0;
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ZFunc = 4;
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AlphaBlendEnable = 1;
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CullMode = 1;
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SrcBlend = 2;
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DestBlend = 2;
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}
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}
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