530 lines
14 KiB
HLSL
530 lines
14 KiB
HLSL
string DefaultParameterScopeBlock = "material"; // 1
|
|
float3 AmbientLightColor <bool unmanaged = 1;> = { 0.3, 0.3, 0.3 };
|
|
struct {
|
|
float3 Color;
|
|
float3 Direction;
|
|
} DirectionalLight[3] <bool unmanaged = 1;> = { 1.625198, 1.512711, 1.097048, 0.62914, -0.34874, 0.69465, 0.5232916, 0.6654605, 0.7815244, -0.32877, 0.90329, 0.27563, 0.4420466, 0.4102767, 0.4420466, -0.80704, -0.58635, 0.06975 };
|
|
struct {
|
|
float3 Color;
|
|
float3 Position;
|
|
float2 Range_Inner_Outer;
|
|
} PointLight[8] <bool unmanaged = 1;>;
|
|
struct {
|
|
float4 WorldPositionMultiplier_XYZZ;
|
|
float2 CurrentOffsetUV;
|
|
} Cloud <bool unmanaged = 1;>;
|
|
float3 NoCloudMultiplier <bool unmanaged = 1;> = { 1, 1, 1 };
|
|
float3 RecolorColorDummy <bool unmanaged = 1;>;
|
|
row_major float4x4 ShadowMapWorldToShadow <bool unmanaged = 1;>;
|
|
float OpacityOverride <bool unmanaged = 1;> = { 1 };
|
|
float3 TintColor <bool unmanaged = 1;> = { 1, 1, 1 };
|
|
float3 EyePosition <bool unmanaged = 1;>;
|
|
row_major float4x4 ViewProjection <bool unmanaged = 1;>;
|
|
float4 WorldBones[128] <bool unmanaged = 1;>;
|
|
texture ShadowMap <string SasBindAddress = "Sas.Shadow[0].ShadowMap";>; // 2
|
|
sampler2D ShadowMapSampler : register(ps_2_0, s0) <string Texture = "ShadowMap"; string SasBindAddress = "Sas.Shadow[0].ShadowMap";> =
|
|
sampler_state
|
|
{
|
|
Texture = <ShadowMap>; // 4
|
|
MinFilter = 1;
|
|
MagFilter = 1;
|
|
MipFilter = 1;
|
|
AddressU = 3;
|
|
AddressV = 3;
|
|
};
|
|
float4 FlatColorOverride <string UIWidget = "None"; string SasBindAddress = "WW3D.FlatColor"; int WW3DDynamicSet = 2;>;
|
|
column_major float4x4 WorldViewProjection : WorldViewProjection : register(vs_2_0, c11);
|
|
// CollisionBox_PixelShader1 Pixel_2_0 Has PRES False
|
|
float4 CollisionBox_PixelShader1(float4 color : COLOR) : COLOR
|
|
{
|
|
float4 out_color;
|
|
// dcl v0
|
|
// mov oC0, v0
|
|
out_color = color;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// CollisionBox_VertexShader2 Vertex_2_0 Has PRES False
|
|
struct CollisionBox_VertexShader2_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct CollisionBox_VertexShader2_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
CollisionBox_VertexShader2_Output CollisionBox_VertexShader2(CollisionBox_VertexShader2_Input i)
|
|
{
|
|
CollisionBox_VertexShader2_Output o;
|
|
float4 temp0;
|
|
// def c0, 1, 0, 0.5, 0.25
|
|
// def c1, 0.8, 0.7, 0.2, 0
|
|
// def c2, 0, 0.3, 0.9, 0
|
|
// dcl_position v0
|
|
// dcl_normal v1
|
|
// dcl_color v2
|
|
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
|
|
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
|
|
// dp4 oPos.x, r0, c11
|
|
o.position.x = dot(temp0, (WorldViewProjection._m00_m10_m20_m30));
|
|
// dp4 oPos.y, r0, c12
|
|
o.position.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31));
|
|
// dp4 oPos.z, r0, c13
|
|
o.position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32));
|
|
// dp4 oPos.w, r0, c14
|
|
o.position.w = dot(temp0, (WorldViewProjection._m03_m13_m23_m33));
|
|
// dp3 r0.x, v1.xzyw, -c0.zzww
|
|
temp0.x = dot(i.normal.xzy, float3(-0.5, -0.5, -0.25));
|
|
// max r0.x, r0.x, c0.y
|
|
temp0.x = max(temp0.x, float1(0));
|
|
// min r0.x, r0.x, c0.x
|
|
temp0.x = min(temp0.x, float1(1));
|
|
// mul r0.xyz, r0.x, c2
|
|
temp0.xyz = temp0.xxx * float3(0, 0.3, 0.9);
|
|
// dp3 r0.w, v1.xzyw, c0.zzww
|
|
temp0.w = dot(i.normal.xzy, float3(0.5, 0.5, 0.25));
|
|
// max r0.w, r0.w, c0.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// min r0.w, r0.w, c0.x
|
|
temp0.w = min(temp0.w, float1(1));
|
|
// mad oD0.xyz, r0.w, c1, r0
|
|
o.color.xyz = temp0.www * float3(0.8, 0.7, 0.2) + temp0.xyz;
|
|
// mov oD0.w, v2.w
|
|
o.color.w = i.color.w;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// DrawObject_Alpha_PixelShader3 Pixel_2_0 Has PRES False
|
|
float4 DrawObject_Alpha_PixelShader3(float4 color : COLOR) : COLOR
|
|
{
|
|
float4 out_color;
|
|
// dcl v0
|
|
// mov oC0, v0
|
|
out_color = color;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// DrawObject_Alpha_VertexShader4 Vertex_2_0 Has PRES False
|
|
struct DrawObject_Alpha_VertexShader4_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct DrawObject_Alpha_VertexShader4_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
DrawObject_Alpha_VertexShader4_Output DrawObject_Alpha_VertexShader4(DrawObject_Alpha_VertexShader4_Input i)
|
|
{
|
|
DrawObject_Alpha_VertexShader4_Output o;
|
|
float4 temp0;
|
|
// def c0, 1, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_color v1
|
|
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
|
|
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
|
|
// dp4 oPos.x, r0, c11
|
|
o.position.x = dot(temp0, (WorldViewProjection._m00_m10_m20_m30));
|
|
// dp4 oPos.y, r0, c12
|
|
o.position.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31));
|
|
// dp4 oPos.z, r0, c13
|
|
o.position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32));
|
|
// dp4 oPos.w, r0, c14
|
|
o.position.w = dot(temp0, (WorldViewProjection._m03_m13_m23_m33));
|
|
// mov oD0, v1
|
|
o.color = i.color;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// DrawObject_Opaque_ZTest_PixelShader5 Pixel_2_0 Has PRES False
|
|
float4 DrawObject_Opaque_ZTest_PixelShader5(float4 color : COLOR) : COLOR
|
|
{
|
|
float4 out_color;
|
|
// dcl v0
|
|
// mov oC0, v0
|
|
out_color = color;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// DrawObject_Opaque_ZTest_VertexShader6 Vertex_2_0 Has PRES False
|
|
struct DrawObject_Opaque_ZTest_VertexShader6_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct DrawObject_Opaque_ZTest_VertexShader6_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
DrawObject_Opaque_ZTest_VertexShader6_Output DrawObject_Opaque_ZTest_VertexShader6(DrawObject_Opaque_ZTest_VertexShader6_Input i)
|
|
{
|
|
DrawObject_Opaque_ZTest_VertexShader6_Output o;
|
|
float4 temp0;
|
|
// def c0, 1, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_color v1
|
|
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
|
|
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
|
|
// dp4 oPos.x, r0, c11
|
|
o.position.x = dot(temp0, (WorldViewProjection._m00_m10_m20_m30));
|
|
// dp4 oPos.y, r0, c12
|
|
o.position.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31));
|
|
// dp4 oPos.z, r0, c13
|
|
o.position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32));
|
|
// dp4 oPos.w, r0, c14
|
|
o.position.w = dot(temp0, (WorldViewProjection._m03_m13_m23_m33));
|
|
// mov oD0, v1
|
|
o.color = i.color;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// DrawObject_Opaque_PixelShader7 Pixel_2_0 Has PRES False
|
|
float4 DrawObject_Opaque_PixelShader7(float4 color : COLOR) : COLOR
|
|
{
|
|
float4 out_color;
|
|
// dcl v0
|
|
// mov oC0, v0
|
|
out_color = color;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// DrawObject_Opaque_VertexShader8 Vertex_2_0 Has PRES False
|
|
struct DrawObject_Opaque_VertexShader8_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct DrawObject_Opaque_VertexShader8_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
DrawObject_Opaque_VertexShader8_Output DrawObject_Opaque_VertexShader8(DrawObject_Opaque_VertexShader8_Input i)
|
|
{
|
|
DrawObject_Opaque_VertexShader8_Output o;
|
|
float4 temp0;
|
|
// def c0, 1, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_color v1
|
|
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
|
|
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
|
|
// dp4 oPos.x, r0, c11
|
|
o.position.x = dot(temp0, (WorldViewProjection._m00_m10_m20_m30));
|
|
// dp4 oPos.y, r0, c12
|
|
o.position.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31));
|
|
// dp4 oPos.z, r0, c13
|
|
o.position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32));
|
|
// dp4 oPos.w, r0, c14
|
|
o.position.w = dot(temp0, (WorldViewProjection._m03_m13_m23_m33));
|
|
// mov oD0, v1
|
|
o.color = i.color;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// DebugDisplay_PixelShader9 Pixel_2_0 Has PRES False
|
|
float4 DebugDisplay_PixelShader9(float4 color : COLOR) : COLOR
|
|
{
|
|
float4 out_color;
|
|
// dcl v0
|
|
// mov oC0, v0
|
|
out_color = color;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// DebugDisplay_VertexShader10 Vertex_2_0 Has PRES True
|
|
struct DebugDisplay_VertexShader10_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
DebugDisplay_VertexShader10_Output DebugDisplay_VertexShader10(float4 position : POSITION)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 15
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 1
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 15
|
|
Unknown6: 1
|
|
Mappings: 1
|
|
0 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr15;
|
|
{
|
|
// Expression_2_1
|
|
// mov c15, c0
|
|
expr15 = FlatColorOverride;
|
|
}
|
|
|
|
DebugDisplay_VertexShader10_Output o;
|
|
float4 temp0;
|
|
// def c0, 1, 0, 0, 0
|
|
// dcl_position v0
|
|
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
|
|
temp0 = position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
|
|
// dp4 oPos.x, r0, c11
|
|
o.position.x = dot(temp0, (WorldViewProjection._m00_m10_m20_m30));
|
|
// dp4 oPos.y, r0, c12
|
|
o.position.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31));
|
|
// dp4 oPos.z, r0, c13
|
|
o.position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32));
|
|
// dp4 oPos.w, r0, c14
|
|
o.position.w = dot(temp0, (WorldViewProjection._m03_m13_m23_m33));
|
|
// mov oD0, c15
|
|
o.color = expr15;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// DebugIcons_Regular_PixelShader11 Pixel_2_0 Has PRES False
|
|
float4 DebugIcons_Regular_PixelShader11(float4 color : COLOR) : COLOR
|
|
{
|
|
float4 out_color;
|
|
// dcl v0
|
|
// mov oC0, v0
|
|
out_color = color;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// DebugIcons_Regular_VertexShader12 Vertex_2_0 Has PRES False
|
|
struct DebugIcons_Regular_VertexShader12_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct DebugIcons_Regular_VertexShader12_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
DebugIcons_Regular_VertexShader12_Output DebugIcons_Regular_VertexShader12(DebugIcons_Regular_VertexShader12_Input i)
|
|
{
|
|
DebugIcons_Regular_VertexShader12_Output o;
|
|
float4 temp0;
|
|
// def c0, 1, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_color v1
|
|
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
|
|
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
|
|
// dp4 oPos.x, r0, c11
|
|
o.position.x = dot(temp0, (WorldViewProjection._m00_m10_m20_m30));
|
|
// dp4 oPos.y, r0, c12
|
|
o.position.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31));
|
|
// dp4 oPos.z, r0, c13
|
|
o.position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32));
|
|
// dp4 oPos.w, r0, c14
|
|
o.position.w = dot(temp0, (WorldViewProjection._m03_m13_m23_m33));
|
|
// mov oD0, v1
|
|
o.color = i.color;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// DisplayShadowMap_PixelShader13 Pixel_2_0 Has PRES False
|
|
float4 DisplayShadowMap_PixelShader13(float2 texcoord : TEXCOORD) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0;
|
|
// dcl t0.xy
|
|
// dcl_2d s0
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(ShadowMapSampler, texcoord.xy);
|
|
// mov r0, r0.x
|
|
temp0 = temp0.x;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// DisplayShadowMap_VertexShader14 Vertex_2_0 Has PRES False
|
|
struct DisplayShadowMap_VertexShader14_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 texcoord : TEXCOORD;
|
|
};
|
|
|
|
struct DisplayShadowMap_VertexShader14_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
};
|
|
|
|
DisplayShadowMap_VertexShader14_Output DisplayShadowMap_VertexShader14(DisplayShadowMap_VertexShader14_Input i)
|
|
{
|
|
DisplayShadowMap_VertexShader14_Output o;
|
|
// def c0, 1, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_texcoord v1
|
|
// mov oPos.xyz, v0
|
|
o.position.xyz = i.position.xyz;
|
|
// mov oPos.w, c0.x
|
|
o.position.w = float1(1);
|
|
// mov oT0.xy, v1
|
|
o.texcoord = i.texcoord;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
technique DisplayShadowMap
|
|
{
|
|
pass P0
|
|
{
|
|
VertexShader = compile vs_2_0 DisplayShadowMap_VertexShader14(); // 9
|
|
PixelShader = compile ps_2_0 DisplayShadowMap_PixelShader13(); // 10
|
|
ZEnable = 0;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 0;
|
|
AlphaTestEnable = 0;
|
|
}
|
|
}
|
|
|
|
technique DebugIcons_Regular
|
|
{
|
|
pass P0
|
|
{
|
|
VertexShader = compile vs_2_0 DebugIcons_Regular_VertexShader12(); // 11
|
|
PixelShader = compile ps_2_0 DebugIcons_Regular_PixelShader11(); // 12
|
|
ZEnable = 0;
|
|
ZFunc = 4;
|
|
ZWriteEnable = 0;
|
|
CullMode = 2;
|
|
AlphaBlendEnable = 1;
|
|
SrcBlend = 5;
|
|
DestBlend = 6;
|
|
ColorWriteEnable = 15;
|
|
AlphaTestEnable = 0;
|
|
}
|
|
}
|
|
|
|
technique DebugDisplay
|
|
{
|
|
pass P0
|
|
{
|
|
VertexShader = compile vs_2_0 DebugDisplay_VertexShader10(); // 13
|
|
PixelShader = compile ps_2_0 DebugDisplay_PixelShader9(); // 14
|
|
ZEnable = 0;
|
|
ZFunc = 4;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 0;
|
|
AlphaTestEnable = 0;
|
|
}
|
|
}
|
|
|
|
technique DrawObject_Opaque
|
|
{
|
|
pass P0
|
|
{
|
|
VertexShader = compile vs_2_0 DrawObject_Opaque_VertexShader8(); // 15
|
|
PixelShader = compile ps_2_0 DrawObject_Opaque_PixelShader7(); // 16
|
|
FillMode = 3;
|
|
ZEnable = 0;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 0;
|
|
AlphaTestEnable = 0;
|
|
ColorWriteEnable = 15;
|
|
}
|
|
}
|
|
|
|
technique DrawObject_Opaque_ZTest
|
|
{
|
|
pass P0
|
|
{
|
|
VertexShader = compile vs_2_0 DrawObject_Opaque_ZTest_VertexShader6(); // 17
|
|
PixelShader = compile ps_2_0 DrawObject_Opaque_ZTest_PixelShader5(); // 18
|
|
FillMode = 3;
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 0;
|
|
AlphaTestEnable = 0;
|
|
ColorWriteEnable = 15;
|
|
}
|
|
}
|
|
|
|
technique DrawObject_Alpha
|
|
{
|
|
pass P0
|
|
{
|
|
VertexShader = compile vs_2_0 DrawObject_Alpha_VertexShader4(); // 19
|
|
PixelShader = compile ps_2_0 DrawObject_Alpha_PixelShader3(); // 20
|
|
FillMode = 3;
|
|
ZEnable = 0;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 1;
|
|
SrcBlend = 5;
|
|
DestBlend = 6;
|
|
AlphaTestEnable = 0;
|
|
ColorWriteEnable = 15;
|
|
}
|
|
}
|
|
|
|
technique CollisionBox
|
|
{
|
|
pass P0
|
|
{
|
|
VertexShader = compile vs_2_0 CollisionBox_VertexShader2(); // 21
|
|
PixelShader = compile ps_2_0 CollisionBox_PixelShader1(); // 22
|
|
FillMode = 3;
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 1;
|
|
SrcBlend = 5;
|
|
DestBlend = 6;
|
|
AlphaTestEnable = 0;
|
|
ColorWriteEnable = 15;
|
|
}
|
|
}
|
|
|