496 lines
13 KiB
HLSL
496 lines
13 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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row_major float4x4 ViewProjection <bool unmanaged = 1;>;
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float4 WorldBones[128] <bool unmanaged = 1;>;
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texture BaseSampler <string UIWidget = "None"; string SasBindAddress = "Decal.BaseTexture";>; // 2
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sampler2D BaseSamplerSampler <string Texture = "BaseSampler"; string UIWidget = "None"; string SasBindAddress = "Decal.BaseTexture";> =
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sampler_state
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{
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Texture = <BaseSampler>; // 5
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AddressU = 3;
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AddressV = 3;
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MinFilter = 2;
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MagFilter = 2;
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MipFilter = 2;
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};
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texture MaskSampler <string UIWidget = "None"; string SasBindAddress = "Decal.MaskTexture";>; // 9
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sampler2D MaskSamplerSampler <string Texture = "MaskSampler"; string UIWidget = "None"; string SasBindAddress = "Decal.MaskTexture";> =
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sampler_state
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{
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Texture = <MaskSampler>; // 12
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AddressU = 3;
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AddressV = 3;
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MinFilter = 2;
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MagFilter = 2;
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MipFilter = 2;
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};
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column_major float4x4 WorldViewProjection : WorldViewProjection : register(vs_2_0, c11);
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row_major float4x3 World : World;
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float Time : Time;
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// MergeCombinePass_PixelShader1 Pixel_2_0 Has PRES False
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struct MergeCombinePass_PixelShader1_Input
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{
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float4 color : COLOR;
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float2 texcoord : TEXCOORD;
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};
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float4 MergeCombinePass_PixelShader1(MergeCombinePass_PixelShader1_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0;
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// dcl v0
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// dcl t0.xy
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// dcl_2d s0
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// texld r0, t0, s0
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temp0 = tex2D(BaseSamplerSampler, i.texcoord.xy);
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// mul r0, r0, v0
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temp0 = temp0 * i.color;
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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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// MergeCombinePass_VertexShader2 Vertex_2_0 Has PRES False
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struct MergeCombinePass_VertexShader2_Input
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{
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float4 position : POSITION;
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float4 texcoord : TEXCOORD;
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float4 color : COLOR;
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};
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struct MergeCombinePass_VertexShader2_Output
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{
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float4 position : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD;
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};
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MergeCombinePass_VertexShader2_Output MergeCombinePass_VertexShader2(MergeCombinePass_VertexShader2_Input i)
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{
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MergeCombinePass_VertexShader2_Output o;
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float4 temp0;
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// def c0, 1, 0, 0, 0
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// dcl_position v0
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// dcl_texcoord v1
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// dcl_color v2
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// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
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temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
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// dp4 oPos.x, r0, c11
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o.position.x = dot(temp0, (WorldViewProjection._m00_m10_m20_m30));
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// dp4 oPos.y, r0, c12
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o.position.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31));
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// dp4 oPos.z, r0, c13
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o.position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32));
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// dp4 oPos.w, r0, c14
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o.position.w = dot(temp0, (WorldViewProjection._m03_m13_m23_m33));
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// mov oD0, v2
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o.color = i.color;
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// mov oT0.xy, v1
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o.texcoord = i.texcoord;
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//
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return o;
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}
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// MergeStencilPass_PixelShader3 Pixel_2_0 Has PRES False
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struct MergeStencilPass_PixelShader3_Input
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{
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float4 color : COLOR;
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float2 texcoord : TEXCOORD;
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};
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float4 MergeStencilPass_PixelShader3(MergeStencilPass_PixelShader3_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0;
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// dcl v0
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// dcl t0.xy
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// dcl_2d s0
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// texld r0, t0, s0
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temp0 = tex2D(MaskSamplerSampler, i.texcoord.xy);
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// mul r0, r0, v0
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temp0 = temp0 * i.color;
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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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// MergeStencilPass_VertexShader4 Vertex_2_0 Has PRES False
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struct MergeStencilPass_VertexShader4_Input
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{
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float4 position : POSITION;
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float4 texcoord : TEXCOORD;
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float4 color : COLOR;
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};
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struct MergeStencilPass_VertexShader4_Output
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{
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float4 position : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD;
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};
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MergeStencilPass_VertexShader4_Output MergeStencilPass_VertexShader4(MergeStencilPass_VertexShader4_Input i)
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{
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MergeStencilPass_VertexShader4_Output o;
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float4 temp0;
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// def c0, 1, 0, 0, 0
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// dcl_position v0
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// dcl_texcoord v1
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// dcl_color v2
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// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
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temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
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// dp4 oPos.x, r0, c11
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o.position.x = dot(temp0, (WorldViewProjection._m00_m10_m20_m30));
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// dp4 oPos.y, r0, c12
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o.position.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31));
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// dp4 oPos.z, r0, c13
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o.position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32));
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// dp4 oPos.w, r0, c14
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o.position.w = dot(temp0, (WorldViewProjection._m03_m13_m23_m33));
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// mov oD0, v2
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o.color = i.color;
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// mov oT0.xy, v1
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o.texcoord = i.texcoord;
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//
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return o;
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}
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// Multiply_PixelShader5 Pixel_2_0 Has PRES False
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struct Multiply_PixelShader5_Input
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{
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float4 color : COLOR;
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float2 texcoord : TEXCOORD;
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};
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float4 Multiply_PixelShader5(Multiply_PixelShader5_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0;
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// dcl v0
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// dcl t0.xy
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// dcl_2d s0
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// texld r0, t0, s0
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temp0 = tex2D(BaseSamplerSampler, i.texcoord.xy);
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// mul r0, r0, v0
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temp0 = temp0 * i.color;
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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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// Multiply_VertexShader6 Vertex_2_0 Has PRES False
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struct Multiply_VertexShader6_Input
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{
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float4 position : POSITION;
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float4 texcoord : TEXCOORD;
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float4 color : COLOR;
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};
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struct Multiply_VertexShader6_Output
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{
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float4 position : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD;
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};
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Multiply_VertexShader6_Output Multiply_VertexShader6(Multiply_VertexShader6_Input i)
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{
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Multiply_VertexShader6_Output o;
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float4 temp0;
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// def c0, 1, 0, 0, 0
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// dcl_position v0
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// dcl_texcoord v1
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// dcl_color v2
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// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
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temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
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// dp4 oPos.x, r0, c11
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o.position.x = dot(temp0, (WorldViewProjection._m00_m10_m20_m30));
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// dp4 oPos.y, r0, c12
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o.position.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31));
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// dp4 oPos.z, r0, c13
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o.position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32));
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// dp4 oPos.w, r0, c14
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o.position.w = dot(temp0, (WorldViewProjection._m03_m13_m23_m33));
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// mov oD0, v2
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o.color = i.color;
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// mov oT0.xy, v1
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o.texcoord = i.texcoord;
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//
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return o;
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}
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// Add_PixelShader7 Pixel_2_0 Has PRES False
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struct Add_PixelShader7_Input
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{
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float4 color : COLOR;
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float2 texcoord : TEXCOORD;
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};
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float4 Add_PixelShader7(Add_PixelShader7_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0;
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// dcl v0
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// dcl t0.xy
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// dcl_2d s0
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// texld r0, t0, s0
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temp0 = tex2D(BaseSamplerSampler, i.texcoord.xy);
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// mul r0, r0, v0
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temp0 = temp0 * i.color;
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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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// Add_VertexShader8 Vertex_2_0 Has PRES False
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struct Add_VertexShader8_Input
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{
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float4 position : POSITION;
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float4 texcoord : TEXCOORD;
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float4 color : COLOR;
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};
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struct Add_VertexShader8_Output
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{
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float4 position : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD;
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};
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Add_VertexShader8_Output Add_VertexShader8(Add_VertexShader8_Input i)
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{
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Add_VertexShader8_Output o;
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float4 temp0;
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// def c0, 1, 0, 0, 0
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// dcl_position v0
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// dcl_texcoord v1
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// dcl_color v2
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// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
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temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
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// dp4 oPos.x, r0, c11
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o.position.x = dot(temp0, (WorldViewProjection._m00_m10_m20_m30));
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// dp4 oPos.y, r0, c12
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o.position.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31));
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// dp4 oPos.z, r0, c13
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o.position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32));
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// dp4 oPos.w, r0, c14
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o.position.w = dot(temp0, (WorldViewProjection._m03_m13_m23_m33));
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// mov oD0, v2
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o.color = i.color;
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// mov oT0.xy, v1
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o.texcoord = i.texcoord;
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//
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return o;
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}
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// Alpha_PixelShader9 Pixel_2_0 Has PRES False
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struct Alpha_PixelShader9_Input
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{
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float4 color : COLOR;
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float2 texcoord : TEXCOORD;
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};
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float4 Alpha_PixelShader9(Alpha_PixelShader9_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0;
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// dcl v0
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// dcl t0.xy
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// dcl_2d s0
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// texld r0, t0, s0
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temp0 = tex2D(BaseSamplerSampler, i.texcoord.xy);
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// mul r0, r0, v0
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temp0 = temp0 * i.color;
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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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// Alpha_VertexShader10 Vertex_2_0 Has PRES False
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struct Alpha_VertexShader10_Input
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{
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float4 position : POSITION;
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float4 texcoord : TEXCOORD;
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float4 color : COLOR;
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};
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struct Alpha_VertexShader10_Output
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{
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float4 position : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD;
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};
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Alpha_VertexShader10_Output Alpha_VertexShader10(Alpha_VertexShader10_Input i)
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{
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Alpha_VertexShader10_Output o;
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float4 temp0;
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// def c0, 1, 0, 0, 0
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// dcl_position v0
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// dcl_texcoord v1
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// dcl_color v2
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// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
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temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
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// dp4 oPos.x, r0, c11
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o.position.x = dot(temp0, (WorldViewProjection._m00_m10_m20_m30));
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// dp4 oPos.y, r0, c12
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o.position.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31));
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// dp4 oPos.z, r0, c13
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o.position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32));
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// dp4 oPos.w, r0, c14
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o.position.w = dot(temp0, (WorldViewProjection._m03_m13_m23_m33));
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// mov oD0, v2
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o.color = i.color;
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// mov oT0.xy, v1
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o.texcoord = i.texcoord;
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//
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return o;
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}
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technique Alpha
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{
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pass P0
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{
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VertexShader = compile vs_2_0 Alpha_VertexShader10(); // 16
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PixelShader = compile ps_2_0 Alpha_PixelShader9(); // 17
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ZEnable = 1;
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ZFunc = 4;
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ZWriteEnable = 0;
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CullMode = 1;
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AlphaBlendEnable = 1;
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SrcBlend = 5;
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DestBlend = 6;
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AlphaTestEnable = 0;
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DepthBias = -0.0001;
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}
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}
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technique Add
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{
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pass P0
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{
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VertexShader = compile vs_2_0 Add_VertexShader8(); // 18
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PixelShader = compile ps_2_0 Add_PixelShader7(); // 19
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ZEnable = 1;
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ZFunc = 4;
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ZWriteEnable = 0;
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CullMode = 1;
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AlphaBlendEnable = 1;
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SrcBlend = 2;
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DestBlend = 2;
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AlphaTestEnable = 0;
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DepthBias = -0.0001;
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}
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}
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technique Multiply
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{
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pass P0
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{
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VertexShader = compile vs_2_0 Multiply_VertexShader6(); // 20
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PixelShader = compile ps_2_0 Multiply_PixelShader5(); // 21
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ZEnable = 1;
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ZFunc = 4;
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ZWriteEnable = 0;
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CullMode = 2;
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AlphaBlendEnable = 1;
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SrcBlend = 1;
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DestBlend = 3;
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AlphaTestEnable = 0;
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DepthBias = -0.0001;
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}
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}
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technique MergeStencilPass
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{
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pass P0
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{
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VertexShader = compile vs_2_0 MergeStencilPass_VertexShader4(); // 22
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PixelShader = compile ps_2_0 MergeStencilPass_PixelShader3(); // 23
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ZEnable = 1;
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ZFunc = 4;
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ZWriteEnable = 0;
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CullMode = 2;
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ColorWriteEnable = 0;
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AlphaBlendEnable = 1;
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SrcBlend = 1;
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DestBlend = 2;
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AlphaTestEnable = 1;
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AlphaFunc = 7;
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AlphaRef = 96;
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StencilFunc = 8;
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StencilPass = 3;
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StencilEnable = 1;
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StencilRef = 255;
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StencilMask = 4;
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StencilWriteMask = 4;
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StencilZFail = 1;
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StencilFail = 1;
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DepthBias = -0.0001;
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}
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}
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technique MergeCombinePass
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{
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pass P0
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{
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VertexShader = compile vs_2_0 MergeCombinePass_VertexShader2(); // 24
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PixelShader = compile ps_2_0 MergeCombinePass_PixelShader1(); // 25
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ZEnable = 1;
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ZFunc = 4;
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ZWriteEnable = 0;
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CullMode = 2;
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AlphaBlendEnable = 1;
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SrcBlend = 5;
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DestBlend = 6;
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ColorWriteEnable = 15;
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AlphaTestEnable = 1;
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AlphaFunc = 7;
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AlphaRef = 96;
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StencilFunc = 6;
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StencilPass = 1;
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StencilEnable = 1;
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StencilRef = 255;
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StencilMask = 4;
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StencilWriteMask = 4;
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StencilZFail = 1;
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StencilFail = 1;
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DepthBias = -0.0001;
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}
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}
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