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

496 lines
13 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 BaseSampler <string UIWidget = "None"; string SasBindAddress = "Decal.BaseTexture";>; // 2
sampler2D BaseSamplerSampler <string Texture = "BaseSampler"; string UIWidget = "None"; string SasBindAddress = "Decal.BaseTexture";> =
sampler_state
{
Texture = <BaseSampler>; // 5
AddressU = 3;
AddressV = 3;
MinFilter = 2;
MagFilter = 2;
MipFilter = 2;
};
texture MaskSampler <string UIWidget = "None"; string SasBindAddress = "Decal.MaskTexture";>; // 9
sampler2D MaskSamplerSampler <string Texture = "MaskSampler"; string UIWidget = "None"; string SasBindAddress = "Decal.MaskTexture";> =
sampler_state
{
Texture = <MaskSampler>; // 12
AddressU = 3;
AddressV = 3;
MinFilter = 2;
MagFilter = 2;
MipFilter = 2;
};
column_major float4x4 WorldViewProjection : WorldViewProjection : register(vs_2_0, c11);
row_major float4x3 World : World;
float Time : Time;
// MergeCombinePass_PixelShader1 Pixel_2_0 Has PRES False
struct MergeCombinePass_PixelShader1_Input
{
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
float4 MergeCombinePass_PixelShader1(MergeCombinePass_PixelShader1_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// dcl v0
// dcl t0.xy
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(BaseSamplerSampler, i.texcoord.xy);
// mul r0, r0, v0
temp0 = temp0 * i.color;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// MergeCombinePass_VertexShader2 Vertex_2_0 Has PRES False
struct MergeCombinePass_VertexShader2_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct MergeCombinePass_VertexShader2_Output
{
float4 position : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
MergeCombinePass_VertexShader2_Output MergeCombinePass_VertexShader2(MergeCombinePass_VertexShader2_Input i)
{
MergeCombinePass_VertexShader2_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
o.position.x = dot(temp0, (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, v2
o.color = i.color;
// mov oT0.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
// MergeStencilPass_PixelShader3 Pixel_2_0 Has PRES False
struct MergeStencilPass_PixelShader3_Input
{
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
float4 MergeStencilPass_PixelShader3(MergeStencilPass_PixelShader3_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// dcl v0
// dcl t0.xy
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(MaskSamplerSampler, i.texcoord.xy);
// mul r0, r0, v0
temp0 = temp0 * i.color;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// MergeStencilPass_VertexShader4 Vertex_2_0 Has PRES False
struct MergeStencilPass_VertexShader4_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct MergeStencilPass_VertexShader4_Output
{
float4 position : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
MergeStencilPass_VertexShader4_Output MergeStencilPass_VertexShader4(MergeStencilPass_VertexShader4_Input i)
{
MergeStencilPass_VertexShader4_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
o.position.x = dot(temp0, (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, v2
o.color = i.color;
// mov oT0.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
// Multiply_PixelShader5 Pixel_2_0 Has PRES False
struct Multiply_PixelShader5_Input
{
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
float4 Multiply_PixelShader5(Multiply_PixelShader5_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// dcl v0
// dcl t0.xy
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(BaseSamplerSampler, i.texcoord.xy);
// mul r0, r0, v0
temp0 = temp0 * i.color;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// Multiply_VertexShader6 Vertex_2_0 Has PRES False
struct Multiply_VertexShader6_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct Multiply_VertexShader6_Output
{
float4 position : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
Multiply_VertexShader6_Output Multiply_VertexShader6(Multiply_VertexShader6_Input i)
{
Multiply_VertexShader6_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
o.position.x = dot(temp0, (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, v2
o.color = i.color;
// mov oT0.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
// Add_PixelShader7 Pixel_2_0 Has PRES False
struct Add_PixelShader7_Input
{
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
float4 Add_PixelShader7(Add_PixelShader7_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// dcl v0
// dcl t0.xy
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(BaseSamplerSampler, i.texcoord.xy);
// mul r0, r0, v0
temp0 = temp0 * i.color;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// Add_VertexShader8 Vertex_2_0 Has PRES False
struct Add_VertexShader8_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct Add_VertexShader8_Output
{
float4 position : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
Add_VertexShader8_Output Add_VertexShader8(Add_VertexShader8_Input i)
{
Add_VertexShader8_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
o.position.x = dot(temp0, (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, v2
o.color = i.color;
// mov oT0.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
// Alpha_PixelShader9 Pixel_2_0 Has PRES False
struct Alpha_PixelShader9_Input
{
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
float4 Alpha_PixelShader9(Alpha_PixelShader9_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// dcl v0
// dcl t0.xy
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(BaseSamplerSampler, i.texcoord.xy);
// mul r0, r0, v0
temp0 = temp0 * i.color;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// Alpha_VertexShader10 Vertex_2_0 Has PRES False
struct Alpha_VertexShader10_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct Alpha_VertexShader10_Output
{
float4 position : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
Alpha_VertexShader10_Output Alpha_VertexShader10(Alpha_VertexShader10_Input i)
{
Alpha_VertexShader10_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
o.position.x = dot(temp0, (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, v2
o.color = i.color;
// mov oT0.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
technique Alpha
{
pass P0
{
VertexShader = compile vs_2_0 Alpha_VertexShader10(); // 16
PixelShader = compile ps_2_0 Alpha_PixelShader9(); // 17
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 1;
SrcBlend = 5;
DestBlend = 6;
AlphaTestEnable = 0;
DepthBias = -0.0001;
}
}
technique Add
{
pass P0
{
VertexShader = compile vs_2_0 Add_VertexShader8(); // 18
PixelShader = compile ps_2_0 Add_PixelShader7(); // 19
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 1;
SrcBlend = 2;
DestBlend = 2;
AlphaTestEnable = 0;
DepthBias = -0.0001;
}
}
technique Multiply
{
pass P0
{
VertexShader = compile vs_2_0 Multiply_VertexShader6(); // 20
PixelShader = compile ps_2_0 Multiply_PixelShader5(); // 21
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 0;
CullMode = 2;
AlphaBlendEnable = 1;
SrcBlend = 1;
DestBlend = 3;
AlphaTestEnable = 0;
DepthBias = -0.0001;
}
}
technique MergeStencilPass
{
pass P0
{
VertexShader = compile vs_2_0 MergeStencilPass_VertexShader4(); // 22
PixelShader = compile ps_2_0 MergeStencilPass_PixelShader3(); // 23
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 0;
CullMode = 2;
ColorWriteEnable = 0;
AlphaBlendEnable = 1;
SrcBlend = 1;
DestBlend = 2;
AlphaTestEnable = 1;
AlphaFunc = 7;
AlphaRef = 96;
StencilFunc = 8;
StencilPass = 3;
StencilEnable = 1;
StencilRef = 255;
StencilMask = 4;
StencilWriteMask = 4;
StencilZFail = 1;
StencilFail = 1;
DepthBias = -0.0001;
}
}
technique MergeCombinePass
{
pass P0
{
VertexShader = compile vs_2_0 MergeCombinePass_VertexShader2(); // 24
PixelShader = compile ps_2_0 MergeCombinePass_PixelShader1(); // 25
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 0;
CullMode = 2;
AlphaBlendEnable = 1;
SrcBlend = 5;
DestBlend = 6;
ColorWriteEnable = 15;
AlphaTestEnable = 1;
AlphaFunc = 7;
AlphaRef = 96;
StencilFunc = 6;
StencilPass = 1;
StencilEnable = 1;
StencilRef = 255;
StencilMask = 4;
StencilWriteMask = 4;
StencilZFail = 1;
StencilFail = 1;
DepthBias = -0.0001;
}
}