39457 lines
1.3 MiB
39457 lines
1.3 MiB
string DefaultParameterScopeBlock = "material"; // 1
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float3 AmbientLightColor : register(vs_2_0, c4) : register(vs_3_0, c4) <bool unmanaged = 1;> = { 0.3, 0.3, 0.3 };
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struct
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{
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float3 Color;
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float3 Direction;
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} DirectionalLight[3] : register(vs_2_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 };
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int NumPointLights <string SasBindAddress = "Sas.NumPointLights"; string UIWidget = "None";>;
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struct
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{
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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[3] : register(vs_3_0, c89) <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 : register(vs_2_0, c3) : register(vs_3_0, c3) <bool unmanaged = 1;> = { 1, 1, 1 };
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bool HasRecolorColors <string UIWidget = "None"; string SasBindAddress = "WW3D.HasRecolorColors"; bool ExportValue = 0;>;
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float3 RecolorColor : register(vs_2_0, c0) : register(vs_3_0, c0) <bool unmanaged = 1;>;
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column_major float4x4 ShadowMapWorldToShadow : register(vs_2_0, c113) : register(vs_3_0, c113) <bool unmanaged = 1;>;
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float OpacityOverride : register(vs_2_0, c1) : register(vs_3_0, c1) <bool unmanaged = 1;> = { 1 };
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float3 TintColor <bool unmanaged = 1;> = { 1, 1, 1 };
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float3 EyePosition : register(vs_2_0, c123) : register(vs_3_0, c123) <bool unmanaged = 1;>;
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column_major float4x4 ViewProjection : register(vs_2_0, c119) : register(vs_3_0, c119) <bool unmanaged = 1;>;
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float4 WorldBones[128] : register(vs_2_0, c128) : register(vs_3_0, c128) <bool unmanaged = 1;>;
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bool HasShadow <string UIWidget = "None"; string SasBindAddress = "Sas.HasShadow";>;
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texture ShadowMap <string UIWidget = "None"; string SasBindAddress = "Sas.Shadow[0].ShadowMap";>; // 8
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sampler2D ShadowMapSampler : register(ps_2_0, s0) : register(ps_3_0, s0) <string Texture = "ShadowMap"; string UIWidget = "None"; string SasBindAddress = "Sas.Shadow[0].ShadowMap";> =
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sampler_state
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{
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Texture = <ShadowMap>; // 11
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MinFilter = 1;
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MagFilter = 1;
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MipFilter = 0;
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AddressU = 3;
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AddressV = 3;
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};
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float4 Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize : register(ps_2_0, c11) : register(ps_3_0, c11) <string UIWidget = "None"; string SasBindAddress = "Sas.Shadow[0].Zero_Zero_OneOverMapSize_OneOverMapSize";>;
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int _SasGlobal : SasGlobal <string UIWidget = "None"; int3 SasVersion = int3(1, 0, 0); int MaxLocalLights = 3; int MaxSupportedInstancingMode = 1;>;
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int NumJointsPerVertex <string UIWidget = "None"; string SasBindAddress = "Sas.Skeleton.NumJointsPerVertex";>;
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column_major float4x3 World : World : register(vs_2_0, c124) : register(vs_3_0, c124);
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float3 ColorAmbient : register(vs_2_0, c23) : register(vs_3_0, c26) <string UIName = "Ambient Material Color"; string UIWidget = "Color";> = { 1, 1, 1 };
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float3 ColorDiffuse : register(vs_2_0, c24) : register(vs_3_0, c27) <string UIName = "Diffuse Material Color"; string UIWidget = "Color";> = { 1, 1, 1 };
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float3 ColorSpecular <string UIName = "Specular Material Color"; string UIWidget = "Color";>;
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float Shininess : register(vs_2_0, c26) : register(vs_3_0, c29) <string UIName = "Specular Shininess"; string UIWidget = "Slider"; float UIMax = 100;> = { 1 };
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float3 ColorEmissive <string UIName = "Emissive Material Color"; string UIWidget = "Color";>;
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float EmissiveHDRMultipler <string UIName = "Emissive HDR Multiplier"; string UIWidget = "Slider"; float UIMax = 200;> = { 1 };
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float Opacity : register(vs_2_0, c27) : register(vs_3_0, c30) <string UIName = "Opacity"; string UIWidget = "Slider";> = { 1 };
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float EdgeFadeOut <string UIName = "Edge fade out"; string UIWidget = "Slider";>;
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int NumTextures <string UIName = "Number of textures to use"; int UIMin = 0; int UIMax = 2;> = { 1 };
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texture Texture_0 <string UIName = "Base Texture";>; // 37
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sampler2D Texture_0Sampler : register(ps_2_0, s1) : register(ps_3_0, s1) <string Texture = "Texture_0"; string UIName = "Base Texture";> =
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sampler_state
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{
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Texture = <Texture_0>; // 39
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MinFilter = 3;
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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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texture Texture_1 <string UIName = "Secondary Texture";>; // 42
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sampler2D Texture_1Sampler <string Texture = "Texture_1"; string UIName = "Secondary Texture";> =
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sampler_state
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{
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Texture = <Texture_1>; // 44
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MinFilter = 3;
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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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bool UseRecolorColors <string UIName = "Allow House Color";>;
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bool HouseColorPulse : register(vs_2_0, c28) : register(vs_3_0, c31) <string UIName = "House Color Pulse Enable";>;
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bool UseWorldCords : register(vs_2_0, c29) : register(vs_3_0, c32) <string UIName = "World UV Enable";>;
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bool DepthWriteEnable <string UIName = "Depth Write Enable";> = { 1 };
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bool AlphaTestEnable <string UIName = "Alpha Test Enable";>;
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bool CullingEnable <string UIName = "Culling Enable";> = { 1 };
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int BlendMode <string UIName = "Blend mode (0: opaque, 1: alpha, 2: additive)"; int UIMin = 0; int UIMax = 2;>;
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int SecondaryTextureBlendMode <string UIName = "Sec tex func (0: mul, 1: mul2x, 2: alph, 3: specularAlph)"; int UIMin = 0; int UIMax = 3;>;
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int TexCoordMapper_0 <string UIName = "TexMapper0 (0: direct, 1: scl/move, 2: video)"; int UIMin = 0; int UIMax = 2;>;
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float4 TexCoordTransform_0 <string UIName = "UV0 Scl/Move"; string UIWidget = "Spinner"; int UIMin = 0xfffffc18; int UIMax = 1000;> = { 1, 1, 0, 0 };
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float4 TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0 <string UIName = "UV0 Video Tex"; string UIWidget = "Spinner"; float4 UIMin = float4(-100, 1, 1, 0); float4 UIMax = float4(100, 32, 1024, 1024);> = { 0, 1, 1, 0 };
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int TexCoordMapper_1 <string UIName = "TexMapper1 (0: direct, 1: scl/move)"; int UIMin = 0; int UIMax = 1;>;
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float4 TexCoordTransform_1 : register(vs_2_0, c30) : register(vs_3_0, c33) <string UIName = "UV1 Scl/Move"; string UIWidget = "Spinner"; int UIMin = 0xfffffc18; int UIMax = 1000;> = { 1, 1, 0, 0 };
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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, c31) : register(vs_3_0, c34) <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";>; // 65
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sampler2D ShroudTextureSampler <string Texture = "ShroudTexture"; string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud.Texture";> =
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sampler_state
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{
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Texture = <ShroudTexture>; // 68
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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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texture CloudTexture <string UIWidget = "None"; string SasBindAddress = "Terrain.Cloud.Texture"; string ResourceName = "ShaderPreviewCloud.dds";>; // 72
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sampler2D CloudTextureSampler <string Texture = "CloudTexture"; string UIWidget = "None"; string SasBindAddress = "Terrain.Cloud.Texture"; string ResourceName = "ShaderPreviewCloud.dds";> =
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sampler_state
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{
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Texture = <CloudTexture>; // 76
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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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row_major float4x4 View : View;
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float Time : Time;
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// VS_Array_Shader_0 Vertex_3_0 Has PRES True
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struct VS_Array_Shader_0_Input
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{
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float4 position : POSITION;
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float4 normal : NORMAL;
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float4 texcoord : TEXCOORD;
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float4 texcoord1 : TEXCOORD1;
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float4 color : COLOR;
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};
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struct VS_Array_Shader_0_Output
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{
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float4 position : POSITION;
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float4 color : COLOR;
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float4 color1 : COLOR1;
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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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float2 texcoord3 : TEXCOORD3;
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float4 texcoord4 : TEXCOORD4;
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float3 texcoord5 : TEXCOORD5;
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float3 texcoord6 : TEXCOORD6;
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};
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VS_Array_Shader_0_Output VS_Array_Shader_0(VS_Array_Shader_0_Input i)
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{
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/*
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PRSI
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OutputRegisterOffset: 11
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Unknown1: 0
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Unknown2: 0
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OutputRegisterCount: 7
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Unknown3: 0
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Unknown4: 0
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Unknown5: 11
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Unknown6: 1
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Mappings: 2
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0 - ConstOutput: 13 ConstInput 5
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1 - ConstOutput: 0 ConstInput 0
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*/
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float4 expr11;
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float4 expr12;
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float4 expr13;
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float4 expr14;
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float4 expr15;
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float4 expr16;
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float4 expr17;
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{
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float4 temp0;
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float4 temp1;
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// Expression_2_1
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// rcp c11.x, c3.x
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expr11.x = 1.0f / (EdgeFadeOut.x);
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// add r0.x, c4.x, (-2)
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temp0.x = BlendMode.x + (-2);
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// neg r1.x, r0.x
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temp1.x = -temp0.x;
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// max c13.x, r0.x, r1.x
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expr13.x = max(temp0.x, temp1.x);
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// lt c14.x, (0), c0.x
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expr14.x = (0) < NumPointLights.x;
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// lt c15.x, (1), c0.x
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expr15.x = (1) < NumPointLights.x;
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// lt c16.x, (2), c0.x
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expr16.x = (2) < NumPointLights.x;
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// mul c17.xyz, c2.x, c1.xyz
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expr17.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
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}
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VS_Array_Shader_0_Output o;
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float4 temp0, temp1, temp2, temp3, temp4, temp5;
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float addr0;
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float3 temp6, temp7;
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// def c0, 1, 0, -2, 3
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// def c2, 0.5, 0, -0.0015, 0
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// defi i0, 2, 0, 0, 0
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// dcl_position v0
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// dcl_normal v1
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// dcl_texcoord v2
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// dcl_texcoord1 v3
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// dcl_color v4
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// dcl_position o0
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// dcl_color o1
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// dcl_color1 o2
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// dcl_texcoord o3.xy
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// dcl_texcoord1 o4.xy
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// dcl_texcoord2 o5.xy
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// dcl_texcoord3 o6.xy
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// dcl_texcoord4 o7
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// dcl_texcoord5 o8.xyz
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// dcl_texcoord6 o9.xyz
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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 r1.x, r0, c124
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temp1.x = dot(temp0, (World._m00_m10_m20_m30));
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// dp4 r1.y, r0, c125
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temp1.y = dot(temp0, (World._m01_m11_m21_m31));
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// dp4 r1.z, r0, c126
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temp1.z = dot(temp0, (World._m02_m12_m22_m32));
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// dp3 r0.x, v1, c124
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temp0.x = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz);
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// dp3 r0.y, v1, c125
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temp0.y = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz);
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// dp3 r0.z, v1, c126
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temp0.z = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz);
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// mov r1.w, c0.x
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temp1.w = float1(1);
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// dp4 o0.x, r1, c119
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o.position.x = dot(temp1, (ViewProjection._m00_m10_m20_m30));
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// dp4 o0.y, r1, c120
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o.position.y = dot(temp1, (ViewProjection._m01_m11_m21_m31));
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// dp4 o0.z, r1, c121
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o.position.z = dot(temp1, (ViewProjection._m02_m12_m22_m32));
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// dp4 o0.w, r1, c122
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o.position.w = dot(temp1, (ViewProjection._m03_m13_m23_m33));
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// add r2.xyz, -r1, c123
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temp2.xyz = -temp1.xyz + EyePosition.xyz;
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// dp3 r0.w, r2, r2
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temp0.w = dot(temp2.xyz, temp2.xyz);
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// rsq r0.w, r0.w
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temp0.w = 1 / sqrt(temp0.w);
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// mul r3.xyz, r2, r0.w
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temp3.xyz = temp2.xyz * temp0.www;
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// dp3 r2.w, r3, r0
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temp2.w = dot(temp3.xyz, temp0.xyz);
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// mul_sat r2.w, r2_abs.w, c11.x
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temp2.w = saturate(abs(temp2).w * expr11.x);
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// mad r3.x, r2.w, c0.z, c0.w
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temp3.x = temp2.w * float1(-2) + float1(3);
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// mul r2.w, r2.w, r2.w
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temp2.w = temp2.w * temp2.w;
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// mul r2.w, r3.x, r2.w
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temp2.w = temp3.x * temp2.w;
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// mul r3, r2.w, v4
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temp3 = temp2.w * i.color;
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// mov r4.xyz, r3
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temp4.xyz = temp3.xyz;
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// mov r4.w, v4.w
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temp4.w = i.color.w;
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// mov r3.xyz, v4
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temp3.xyz = i.color.xyz;
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// lrp r5, c13.x, r3, r4
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temp5 = lerp(temp4, temp3, expr13.x);
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// mad r3.xyz, r2, r0.w, c6
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temp3.xyz = temp2.xyz * temp0.www + DirectionalLight[0].Direction.xyz;
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// nrm r4.xyz, r3
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temp4.xyz = normalize(temp3.xyz).xyz;
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// dp3 r2.w, r0, c6
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temp2.w = dot(temp0.xyz, DirectionalLight[0].Direction.xyz);
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// dp3 r3.x, r0, r4
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temp3.x = dot(temp0.xyz, temp4.xyz);
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// slt r3.y, -r2.w, r2.w
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temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
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// mul r2.w, r2.w, r3.y
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temp2.w = temp2.w * temp3.y;
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// slt r3.z, -r3.x, r3.x
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temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
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// mul r3.y, r3.y, r3.z
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temp3.y = temp3.y * temp3.z;
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// pow r4.x, r3.x, c21.x
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temp4.x = pow(temp3.x, Shininess.x);
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// mul r3.x, r3.y, r4.x
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temp3.x = temp3.y * temp4.x;
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// mov r4.xyz, c5
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temp4.xyz = DirectionalLight[0].Color.xyz;
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// mul r3.yzw, r4.xxyz, c3.xxyz
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temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
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// mul r4.xyz, r2.w, r3.yzww
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temp4.xyz = temp2.www * temp3.yzw;
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// mul r3.xyz, r3.x, r3.yzww
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temp3.xyz = temp3.xxx * temp3.yzw;
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// mul r4.xyz, r4, c19
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temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
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// mul r4.xyz, r5, r4
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temp4.xyz = temp5.xyz * temp4.xyz;
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// mul o8.xyz, r4, c2.x
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o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
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// mul r3.xyz, r3, c20
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temp3.xyz = temp3.xyz * ColorSpecular.xyz;
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// mul o9.xyz, r3, c2.x
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o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
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// mov r3.xyz, c0.y
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temp3.xyz = float3(0, 0, 0);
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// mov r4.xyz, c0.y
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temp4.xyz = float3(0, 0, 0);
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// mov r2.w, c0.x
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temp2.w = float1(1);
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// rep i0
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for (int it0 = 0; it0 < int1(2); ++it0) {
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// add r3.w, r2.w, r2.w
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temp3.w = temp2.w + temp2.w;
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// mova a0.x, r3.w
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addr0.x = temp3.w;
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// mad r6.xyz, r2, r0.w, c6[a0.x]
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temp6.xyz = temp2.xyz * temp0.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
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// nrm r7.xyz, r6
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temp7.xyz = normalize(temp6.xyz).xyz;
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// dp3 r3.w, r0, c6[a0.x]
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temp3.w = dot(temp0.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
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// dp3 r4.w, r0, r7
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temp4.w = dot(temp0.xyz, temp7.xyz);
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// slt r6.x, -r3.w, r3.w
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temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
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// mul r3.w, r3.w, r6.x
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temp3.w = temp3.w * temp6.x;
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// slt r6.y, -r4.w, r4.w
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temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
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// mul r6.x, r6.x, r6.y
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temp6.x = temp6.x * temp6.y;
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// pow r6.y, r4.w, c21.x
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temp6.y = pow(temp4.w, Shininess.x);
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// mul r4.w, r6.x, r6.y
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temp4.w = temp6.x * temp6.y;
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// mad r3.xyz, c5[a0.x], r3.w, r3
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temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
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// mad r4.xyz, c5[a0.x], r4.w, r4
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temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
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// add r2.w, r2.w, c0.x
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temp2.w = temp2.w + float1(1);
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// endrep
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|
}
|
|
// add r2.xyz, -r1, c90
|
|
temp2.xyz = -temp1.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r0.w, r2, r2
|
|
temp0.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r2.xyz, r2, r0.w
|
|
temp2.xyz = temp2.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c91.x
|
|
temp0.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c0.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c89
|
|
temp6.xyz = temp0.www * PointLight[0].Color.xyz;
|
|
// dp3 r0.w, r0, r2
|
|
temp0.w = dot(temp0.xyz, temp2.xyz);
|
|
// max r0.w, r0.w, c0.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r2.xyz, r6, r0.w
|
|
temp2.xyz = temp6.xyz * temp0.www;
|
|
// mad r2.xyz, c14.x, r2, r3
|
|
temp2.xyz = expr14.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r1, c93
|
|
temp3.xyz = -temp1.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r0.w, r3, r3
|
|
temp0.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r3.xyz, r3, r0.w
|
|
temp3.xyz = temp3.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c94.x
|
|
temp0.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c0.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c92
|
|
temp6.xyz = temp0.www * PointLight[1].Color.xyz;
|
|
// dp3 r0.w, r0, r3
|
|
temp0.w = dot(temp0.xyz, temp3.xyz);
|
|
// max r0.w, r0.w, c0.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r3.xyz, r6, r0.w
|
|
temp3.xyz = temp6.xyz * temp0.www;
|
|
// mad r2.xyz, c15.x, r3, r2
|
|
temp2.xyz = expr15.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r1, c96
|
|
temp3.xyz = -temp1.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r0.w, r3, r3
|
|
temp0.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r3.xyz, r3, r0.w
|
|
temp3.xyz = temp3.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c97.x
|
|
temp0.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c0.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c95
|
|
temp6.xyz = temp0.www * PointLight[2].Color.xyz;
|
|
// dp3 r0.x, r0, r3
|
|
temp0.x = dot(temp0.xyz, temp3.xyz);
|
|
// max r0.x, r0.x, c0.y
|
|
temp0.x = max(temp0.x, float1(0));
|
|
// mul r0.xyz, r6, r0.x
|
|
temp0.xyz = temp6.xyz * temp0.xxx;
|
|
// mad r0.xyz, c16.x, r0, r2
|
|
temp0.xyz = expr16.xxx * temp0.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c18
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c17
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr17.xyz;
|
|
// mad r0.xyz, r0, c19, r2
|
|
temp0.xyz = temp0.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r0.xyz, r5, r0
|
|
temp0.xyz = temp5.xyz * temp0.xyz;
|
|
// mul o1.xyz, r0, c2.x
|
|
o.color.xyz = temp0.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.x, c22.x
|
|
temp0.x = Opacity.x;
|
|
// mul r0.x, r0.x, c1.x
|
|
temp0.x = temp0.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r0.x
|
|
o.color.w = temp5.w * temp0.x;
|
|
// mul r0.xyz, r4, c20
|
|
temp0.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r0, c2.x
|
|
o.color1.xyz = temp0.xyz * float3(0.5, 0.5, 0.5);
|
|
// add r0.xy, r1, -v3
|
|
temp0.xy = temp1.xy + -i.texcoord1.xy;
|
|
// mad o4.xy, c23.x, r0, v3
|
|
o.texcoord1 = UseWorldCords.x * temp0 + i.texcoord1;
|
|
// add r0.xy, r1, c24.zwzw
|
|
temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r0, c24
|
|
o.texcoord3 = temp0 * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r0.x, r1, c113
|
|
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m00_m10_m20_m30));
|
|
// dp4 r0.y, r1, c114
|
|
temp0.y = dot(temp1, (ShadowMapWorldToShadow._m01_m11_m21_m31));
|
|
// dp4 r0.z, r1, c115
|
|
temp0.z = dot(temp1, (ShadowMapWorldToShadow._m02_m12_m22_m32));
|
|
// dp4 r0.w, r1, c116
|
|
temp0.w = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// rcp r1.x, r0.w
|
|
temp1.x = 1.0f / temp0.w;
|
|
// mov o2.w, c0.x
|
|
o.color1.w = float1(1);
|
|
// mov o3.xy, v2
|
|
o.texcoord = i.texcoord;
|
|
// mov o5.xy, c0.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r0, r1.x, c2.yyzw
|
|
o.texcoord4.xyz = temp0.xyz * temp1.xxx + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.w
|
|
o.texcoord4.w = temp0.w;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_1 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_1_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_1_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_1_Output VS_Array_Shader_1(VS_Array_Shader_1_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 7
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 2
|
|
0 - ConstOutput: 13 ConstInput 5
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// rcp c11.x, c3.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c13.x, r0.x, r1.x
|
|
expr13.x = max(temp0.x, temp1.x);
|
|
// lt c14.x, (0), c0.x
|
|
expr14.x = (0) < NumPointLights.x;
|
|
// lt c15.x, (1), c0.x
|
|
expr15.x = (1) < NumPointLights.x;
|
|
// lt c16.x, (2), c0.x
|
|
expr16.x = (2) < NumPointLights.x;
|
|
// mul c17.xyz, c2.x, c1.xyz
|
|
expr17.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
}
|
|
|
|
VS_Array_Shader_1_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float addr0;
|
|
float3 temp6, temp7;
|
|
// def c0, 1, -1, -2, 3
|
|
// def c2, 0.5, 0, -0.0015, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_position v1
|
|
// dcl_normal v2
|
|
// dcl_texcoord v3
|
|
// dcl_texcoord1 v4
|
|
// dcl_color v5
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// frc r0.x, v0.x
|
|
temp0.x = frac(i.blendindices.x);
|
|
// add r0.y, -r0.x, v0.x
|
|
temp0.y = -temp0.x + i.blendindices.x;
|
|
// slt r0.z, v0.x, -v0.x
|
|
temp0.z = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
|
|
// slt r0.x, -r0.x, r0.x
|
|
temp0.x = (-temp0.x < temp0.x) ? 1 : 0;
|
|
// mad r0.x, r0.z, r0.x, r0.y
|
|
temp0.x = temp0.z * temp0.x + temp0.y;
|
|
// add r0.x, r0.x, r0.x
|
|
temp0.x = temp0.x + temp0.x;
|
|
// mova a0.x, r0.x
|
|
addr0.x = temp0.x;
|
|
// mul r0, v1.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v1.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v1.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;
|
|
// mul r1, v2.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v2.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;
|
|
// 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 r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// dp3 r2.w, r3, r1
|
|
temp2.w = dot(temp3.xyz, temp1.xyz);
|
|
// mul_sat r2.w, r2_abs.w, c11.x
|
|
temp2.w = saturate(abs(temp2).w * expr11.x);
|
|
// mad r3.x, r2.w, c0.z, c0.w
|
|
temp3.x = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r2.w, r2.w
|
|
temp2.w = temp2.w * temp2.w;
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r2.w, r2.w, c129[a0.x].w
|
|
temp2.w = temp2.w * WorldBones[1 + addr0.x].w;
|
|
// mul r3, r2.w, v5
|
|
temp3 = temp2.w * i.color;
|
|
// mov r4.xyz, r3
|
|
temp4.xyz = temp3.xyz;
|
|
// mov r4.w, v5.w
|
|
temp4.w = i.color.w;
|
|
// mov r3.xyz, v5
|
|
temp3.xyz = i.color.xyz;
|
|
// lrp r5, c13.x, r3, r4
|
|
temp5 = lerp(temp4, temp3, expr13.x);
|
|
// mad r3.xyz, r2, r1.w, c6
|
|
temp3.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r1, c6
|
|
temp2.w = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r1, r4
|
|
temp3.x = dot(temp1.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c21.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c19
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c2.x
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c20
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c2.x
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c2.y
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c2.y
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c0.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r1, c6[a0.x]
|
|
temp3.w = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r1, r7
|
|
temp4.w = dot(temp1.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c21.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c0.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r0, c90
|
|
temp2.xyz = -temp0.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r2.xyz, r2, r1.w
|
|
temp2.xyz = temp2.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c91.x
|
|
temp1.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c89
|
|
temp6.xyz = temp1.www * PointLight[0].Color.xyz;
|
|
// dp3 r1.w, r1, r2
|
|
temp1.w = dot(temp1.xyz, temp2.xyz);
|
|
// max r1.w, r1.w, c2.y
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r2.xyz, r6, r1.w
|
|
temp2.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c14.x, r2, r3
|
|
temp2.xyz = expr14.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r0, c93
|
|
temp3.xyz = -temp0.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c94.x
|
|
temp1.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c92
|
|
temp6.xyz = temp1.www * PointLight[1].Color.xyz;
|
|
// dp3 r1.w, r1, r3
|
|
temp1.w = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.w, r1.w, c2.y
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r3.xyz, r6, r1.w
|
|
temp3.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c15.x, r3, r2
|
|
temp2.xyz = expr15.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r0, c96
|
|
temp3.xyz = -temp0.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c97.x
|
|
temp1.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c95
|
|
temp6.xyz = temp1.www * PointLight[2].Color.xyz;
|
|
// dp3 r1.x, r1, r3
|
|
temp1.x = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.x, r1.x, c2.y
|
|
temp1.x = max(temp1.x, float1(0));
|
|
// mul r1.xyz, r6, r1.x
|
|
temp1.xyz = temp6.xyz * temp1.xxx;
|
|
// mad r1.xyz, c16.x, r1, r2
|
|
temp1.xyz = expr16.xxx * temp1.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c18
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c17
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr17.xyz;
|
|
// mad r1.xyz, r1, c19, r2
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r1.xyz, r5, r1
|
|
temp1.xyz = temp5.xyz * temp1.xyz;
|
|
// mul o1.xyz, r1, c2.x
|
|
o.color.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.x, c22.x
|
|
temp1.x = Opacity.x;
|
|
// mul r1.x, r1.x, c1.x
|
|
temp1.x = temp1.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r1.x
|
|
o.color.w = temp5.w * temp1.x;
|
|
// mul r1.xyz, r4, c20
|
|
temp1.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r1, c2.x
|
|
o.color1.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// add r1.xy, r0, -v4
|
|
temp1.xy = temp0.xy + -i.texcoord1.xy;
|
|
// mad o4.xy, c23.x, r1, v4
|
|
o.texcoord1 = UseWorldCords.x * temp1 + i.texcoord1;
|
|
// add r1.xy, r0, c24.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r1, c24
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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 o2.w, c0.x
|
|
o.color1.w = float1(1);
|
|
// mov o3.xy, v3
|
|
o.texcoord = i.texcoord;
|
|
// mov o5.xy, c0.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r1, r0.y, c2.yyzw
|
|
o.texcoord4.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_2 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_2_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 blendweight : BLENDWEIGHT;
|
|
float4 position : POSITION;
|
|
float4 position1 : POSITION1;
|
|
float4 normal : NORMAL;
|
|
float4 normal1 : NORMAL1;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_2_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_2_Output VS_Array_Shader_2(VS_Array_Shader_2_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 7
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 2
|
|
0 - ConstOutput: 13 ConstInput 5
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// rcp c11.x, c3.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c13.x, r0.x, r1.x
|
|
expr13.x = max(temp0.x, temp1.x);
|
|
// lt c14.x, (0), c0.x
|
|
expr14.x = (0) < NumPointLights.x;
|
|
// lt c15.x, (1), c0.x
|
|
expr15.x = (1) < NumPointLights.x;
|
|
// lt c16.x, (2), c0.x
|
|
expr16.x = (2) < NumPointLights.x;
|
|
// mul c17.xyz, c2.x, c1.xyz
|
|
expr17.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
}
|
|
|
|
VS_Array_Shader_2_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float2 addr0;
|
|
float3 temp6, temp7;
|
|
// def c0, 1, -1, -2, 3
|
|
// def c2, 0.5, 0, -0.0015, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_blendweight v1
|
|
// dcl_position v2
|
|
// dcl_position1 v3
|
|
// dcl_normal v4
|
|
// dcl_normal1 v5
|
|
// dcl_texcoord v6
|
|
// dcl_texcoord1 v7
|
|
// dcl_color v8
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// frc r0.xy, v0
|
|
temp0.xy = frac(i.blendindices.xy);
|
|
// add r0.zw, -r0.xyxy, v0.xyxy
|
|
temp0.zw = -temp0.xy + i.blendindices.xy;
|
|
// slt r1.xy, v0, -v0
|
|
temp1.xy = (i.blendindices.xy < -i.blendindices.xy) ? 1 : 0;
|
|
// slt r0.xy, -r0, r0
|
|
temp0.xy = (-temp0.xy < temp0.xy) ? 1 : 0;
|
|
// mad r0.xy, r1, r0, r0.zwzw
|
|
temp0.xy = temp1.xy * temp0.xy + temp0.zw;
|
|
// add r0.xy, r0, r0
|
|
temp0.xy = temp0.xy + temp0.xy;
|
|
// mova a0.xy, r0
|
|
addr0.xy = temp0.xy;
|
|
// mul r0, v2.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v2.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v2.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;
|
|
// mul r1, v4.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v4.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v4.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;
|
|
// mul r2, v3.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.position1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v3.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.position1.xyzx + temp2;
|
|
// mul r3, v3.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.position1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c0.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// add r2.xyz, r2, c129[a0.y]
|
|
temp2.xyz = temp2.xyz + WorldBones[1 + addr0.y].xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r0.xyz, r0, v1.x, r2
|
|
temp0.xyz = temp0.xyz * i.blendweight.xxx + temp2.xyz;
|
|
// mul r2, v5.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.normal1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v5.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.normal1.xyzx + temp2;
|
|
// mul r3, v5.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.normal1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c0.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r1.xyz, r1, v1.x, r2
|
|
temp1.xyz = temp1.xyz * i.blendweight.xxx + temp2.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 r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// mul r2.w, v1.y, c129[a0.y].w
|
|
temp2.w = i.blendweight.y * WorldBones[1 + addr0.y].w;
|
|
// mad r2.w, c129[a0.x].w, v1.x, r2.w
|
|
temp2.w = WorldBones[1 + addr0.x].w * i.blendweight.x + temp2.w;
|
|
// dp3 r3.x, r3, r1
|
|
temp3.x = dot(temp3.xyz, temp1.xyz);
|
|
// mul_sat r3.x, r3_abs.x, c11.x
|
|
temp3.x = saturate(abs(temp3).x * expr11.x);
|
|
// mad r3.y, r3.x, c0.z, c0.w
|
|
temp3.y = temp3.x * float1(-2) + float1(3);
|
|
// mul r3.x, r3.x, r3.x
|
|
temp3.x = temp3.x * temp3.x;
|
|
// mul r3.x, r3.y, r3.x
|
|
temp3.x = temp3.y * temp3.x;
|
|
// mul r2.w, r2.w, r3.x
|
|
temp2.w = temp2.w * temp3.x;
|
|
// mul r3, r2.w, v8
|
|
temp3 = temp2.w * i.color;
|
|
// mov r4.xyz, r3
|
|
temp4.xyz = temp3.xyz;
|
|
// mov r4.w, v8.w
|
|
temp4.w = i.color.w;
|
|
// mov r3.xyz, v8
|
|
temp3.xyz = i.color.xyz;
|
|
// lrp r5, c13.x, r3, r4
|
|
temp5 = lerp(temp4, temp3, expr13.x);
|
|
// mad r3.xyz, r2, r1.w, c6
|
|
temp3.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r1, c6
|
|
temp2.w = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r1, r4
|
|
temp3.x = dot(temp1.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c21.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c19
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c2.x
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c20
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c2.x
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c2.y
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c2.y
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c0.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r1, c6[a0.x]
|
|
temp3.w = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r1, r7
|
|
temp4.w = dot(temp1.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c21.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c0.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r0, c90
|
|
temp2.xyz = -temp0.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r2.xyz, r2, r1.w
|
|
temp2.xyz = temp2.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c91.x
|
|
temp1.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c89
|
|
temp6.xyz = temp1.www * PointLight[0].Color.xyz;
|
|
// dp3 r1.w, r1, r2
|
|
temp1.w = dot(temp1.xyz, temp2.xyz);
|
|
// max r1.w, r1.w, c2.y
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r2.xyz, r6, r1.w
|
|
temp2.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c14.x, r2, r3
|
|
temp2.xyz = expr14.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r0, c93
|
|
temp3.xyz = -temp0.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c94.x
|
|
temp1.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c92
|
|
temp6.xyz = temp1.www * PointLight[1].Color.xyz;
|
|
// dp3 r1.w, r1, r3
|
|
temp1.w = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.w, r1.w, c2.y
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r3.xyz, r6, r1.w
|
|
temp3.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c15.x, r3, r2
|
|
temp2.xyz = expr15.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r0, c96
|
|
temp3.xyz = -temp0.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c97.x
|
|
temp1.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c95
|
|
temp6.xyz = temp1.www * PointLight[2].Color.xyz;
|
|
// dp3 r1.x, r1, r3
|
|
temp1.x = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.x, r1.x, c2.y
|
|
temp1.x = max(temp1.x, float1(0));
|
|
// mul r1.xyz, r6, r1.x
|
|
temp1.xyz = temp6.xyz * temp1.xxx;
|
|
// mad r1.xyz, c16.x, r1, r2
|
|
temp1.xyz = expr16.xxx * temp1.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c18
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c17
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr17.xyz;
|
|
// mad r1.xyz, r1, c19, r2
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r1.xyz, r5, r1
|
|
temp1.xyz = temp5.xyz * temp1.xyz;
|
|
// mul o1.xyz, r1, c2.x
|
|
o.color.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.x, c22.x
|
|
temp1.x = Opacity.x;
|
|
// mul r1.x, r1.x, c1.x
|
|
temp1.x = temp1.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r1.x
|
|
o.color.w = temp5.w * temp1.x;
|
|
// mul r1.xyz, r4, c20
|
|
temp1.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r1, c2.x
|
|
o.color1.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// add r1.xy, r0, -v7
|
|
temp1.xy = temp0.xy + -i.texcoord1.xy;
|
|
// mad o4.xy, c23.x, r1, v7
|
|
o.texcoord1 = UseWorldCords.x * temp1 + i.texcoord1;
|
|
// add r1.xy, r0, c24.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r1, c24
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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 o2.w, c0.x
|
|
o.color1.w = float1(1);
|
|
// mov o3.xy, v6
|
|
o.texcoord = i.texcoord;
|
|
// mov o5.xy, c0.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r1, r0.y, c2.yyzw
|
|
o.texcoord4.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_3 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_3_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_3_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_3_Output VS_Array_Shader_3(VS_Array_Shader_3_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 8
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 2
|
|
0 - ConstOutput: 13 ConstInput 6
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// rcp c11.x, c3.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c13.x, r0.x, r1.x
|
|
expr13.x = max(temp0.x, temp1.x);
|
|
// lt c14.x, (0), c0.x
|
|
expr14.x = (0) < NumPointLights.x;
|
|
// lt c15.x, (1), c0.x
|
|
expr15.x = (1) < NumPointLights.x;
|
|
// lt c16.x, (2), c0.x
|
|
expr16.x = (2) < NumPointLights.x;
|
|
// mul c17.xyz, c2.x, c1.xyz
|
|
expr17.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c18.xy, c6.x, c5.zw
|
|
expr18.xy = Time.x * TexCoordTransform_0.zw;
|
|
}
|
|
|
|
VS_Array_Shader_3_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float addr0;
|
|
float3 temp6, temp7;
|
|
// def c0, 1, 0, -2, 3
|
|
// def c2, 0.5, 0, -0.0015, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_normal v1
|
|
// dcl_texcoord v2
|
|
// dcl_texcoord1 v3
|
|
// dcl_color v4
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// 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));
|
|
// 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);
|
|
// mov r1.w, c0.x
|
|
temp1.w = float1(1);
|
|
// 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 r2.xyz, -r1, c123
|
|
temp2.xyz = -temp1.xyz + EyePosition.xyz;
|
|
// dp3 r0.w, r2, r2
|
|
temp0.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// mul r3.xyz, r2, r0.w
|
|
temp3.xyz = temp2.xyz * temp0.www;
|
|
// dp3 r2.w, r3, r0
|
|
temp2.w = dot(temp3.xyz, temp0.xyz);
|
|
// mul_sat r2.w, r2_abs.w, c11.x
|
|
temp2.w = saturate(abs(temp2).w * expr11.x);
|
|
// mad r3.x, r2.w, c0.z, c0.w
|
|
temp3.x = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r2.w, r2.w
|
|
temp2.w = temp2.w * temp2.w;
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r3, r2.w, v4
|
|
temp3 = temp2.w * i.color;
|
|
// mov r4.xyz, r3
|
|
temp4.xyz = temp3.xyz;
|
|
// mov r4.w, v4.w
|
|
temp4.w = i.color.w;
|
|
// mov r3.xyz, v4
|
|
temp3.xyz = i.color.xyz;
|
|
// lrp r5, c13.x, r3, r4
|
|
temp5 = lerp(temp4, temp3, expr13.x);
|
|
// mad r3.xyz, r2, r0.w, c6
|
|
temp3.xyz = temp2.xyz * temp0.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r0, c6
|
|
temp2.w = dot(temp0.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r0, r4
|
|
temp3.x = dot(temp0.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c22.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c20
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c2.x
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c21
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c2.x
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c0.y
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c0.y
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c0.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r0.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp0.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r0, c6[a0.x]
|
|
temp3.w = dot(temp0.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r0, r7
|
|
temp4.w = dot(temp0.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c22.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c0.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r1, c90
|
|
temp2.xyz = -temp1.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r0.w, r2, r2
|
|
temp0.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r2.xyz, r2, r0.w
|
|
temp2.xyz = temp2.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c91.x
|
|
temp0.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c0.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c89
|
|
temp6.xyz = temp0.www * PointLight[0].Color.xyz;
|
|
// dp3 r0.w, r0, r2
|
|
temp0.w = dot(temp0.xyz, temp2.xyz);
|
|
// max r0.w, r0.w, c0.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r2.xyz, r6, r0.w
|
|
temp2.xyz = temp6.xyz * temp0.www;
|
|
// mad r2.xyz, c14.x, r2, r3
|
|
temp2.xyz = expr14.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r1, c93
|
|
temp3.xyz = -temp1.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r0.w, r3, r3
|
|
temp0.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r3.xyz, r3, r0.w
|
|
temp3.xyz = temp3.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c94.x
|
|
temp0.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c0.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c92
|
|
temp6.xyz = temp0.www * PointLight[1].Color.xyz;
|
|
// dp3 r0.w, r0, r3
|
|
temp0.w = dot(temp0.xyz, temp3.xyz);
|
|
// max r0.w, r0.w, c0.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r3.xyz, r6, r0.w
|
|
temp3.xyz = temp6.xyz * temp0.www;
|
|
// mad r2.xyz, c15.x, r3, r2
|
|
temp2.xyz = expr15.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r1, c96
|
|
temp3.xyz = -temp1.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r0.w, r3, r3
|
|
temp0.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r3.xyz, r3, r0.w
|
|
temp3.xyz = temp3.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c97.x
|
|
temp0.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c0.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c95
|
|
temp6.xyz = temp0.www * PointLight[2].Color.xyz;
|
|
// dp3 r0.x, r0, r3
|
|
temp0.x = dot(temp0.xyz, temp3.xyz);
|
|
// max r0.x, r0.x, c0.y
|
|
temp0.x = max(temp0.x, float1(0));
|
|
// mul r0.xyz, r6, r0.x
|
|
temp0.xyz = temp6.xyz * temp0.xxx;
|
|
// mad r0.xyz, c16.x, r0, r2
|
|
temp0.xyz = expr16.xxx * temp0.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c19
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c17
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr17.xyz;
|
|
// mad r0.xyz, r0, c20, r2
|
|
temp0.xyz = temp0.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r0.xyz, r5, r0
|
|
temp0.xyz = temp5.xyz * temp0.xyz;
|
|
// mul o1.xyz, r0, c2.x
|
|
o.color.xyz = temp0.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.x, c23.x
|
|
temp0.x = Opacity.x;
|
|
// mul r0.x, r0.x, c1.x
|
|
temp0.x = temp0.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r0.x
|
|
o.color.w = temp5.w * temp0.x;
|
|
// mul r0.xyz, r4, c21
|
|
temp0.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r0, c2.x
|
|
o.color1.xyz = temp0.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.xy, c25
|
|
temp0.xy = TexCoordTransform_0.xy;
|
|
// mad o3.xy, v2, r0, c18
|
|
o.texcoord = i.texcoord * temp0 + expr18;
|
|
// add r0.xy, r1, -v3
|
|
temp0.xy = temp1.xy + -i.texcoord1.xy;
|
|
// mad o4.xy, c24.x, r0, v3
|
|
o.texcoord1 = UseWorldCords.x * temp0 + i.texcoord1;
|
|
// add r0.xy, r1, c26.zwzw
|
|
temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r0, c26
|
|
o.texcoord3 = temp0 * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r0.x, r1, c113
|
|
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m00_m10_m20_m30));
|
|
// dp4 r0.y, r1, c114
|
|
temp0.y = dot(temp1, (ShadowMapWorldToShadow._m01_m11_m21_m31));
|
|
// dp4 r0.z, r1, c115
|
|
temp0.z = dot(temp1, (ShadowMapWorldToShadow._m02_m12_m22_m32));
|
|
// dp4 r0.w, r1, c116
|
|
temp0.w = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// rcp r1.x, r0.w
|
|
temp1.x = 1.0f / temp0.w;
|
|
// mov o2.w, c0.x
|
|
o.color1.w = float1(1);
|
|
// mov o5.xy, c0.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r0, r1.x, c2.yyzw
|
|
o.texcoord4.xyz = temp0.xyz * temp1.xxx + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.w
|
|
o.texcoord4.w = temp0.w;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_4 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_4_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_4_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_4_Output VS_Array_Shader_4(VS_Array_Shader_4_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 8
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 2
|
|
0 - ConstOutput: 13 ConstInput 6
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
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float4 expr11;
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float4 expr12;
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float4 expr13;
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float4 expr14;
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float4 expr15;
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float4 expr16;
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float4 expr17;
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float4 expr18;
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{
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float4 temp0;
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float4 temp1;
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// Expression_2_1
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// rcp c11.x, c3.x
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expr11.x = 1.0f / (EdgeFadeOut.x);
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// add r0.x, c4.x, (-2)
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temp0.x = BlendMode.x + (-2);
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// neg r1.x, r0.x
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temp1.x = -temp0.x;
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// max c13.x, r0.x, r1.x
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expr13.x = max(temp0.x, temp1.x);
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// lt c14.x, (0), c0.x
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expr14.x = (0) < NumPointLights.x;
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// lt c15.x, (1), c0.x
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expr15.x = (1) < NumPointLights.x;
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// lt c16.x, (2), c0.x
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expr16.x = (2) < NumPointLights.x;
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// mul c17.xyz, c2.x, c1.xyz
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expr17.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
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// mul c18.xy, c6.x, c5.zw
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expr18.xy = Time.x * TexCoordTransform_0.zw;
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}
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VS_Array_Shader_4_Output o;
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float4 temp0, temp1, temp2, temp3, temp4, temp5;
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float addr0;
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float3 temp6, temp7;
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// def c0, 1, -1, -2, 3
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// def c2, 0.5, 0, -0.0015, 0
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// defi i0, 2, 0, 0, 0
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// dcl_blendindices v0
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// dcl_position v1
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// dcl_normal v2
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// dcl_texcoord v3
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// dcl_texcoord1 v4
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// dcl_color v5
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// dcl_position o0
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// dcl_color o1
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// dcl_color1 o2
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// dcl_texcoord o3.xy
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// dcl_texcoord1 o4.xy
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// dcl_texcoord2 o5.xy
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// dcl_texcoord3 o6.xy
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// dcl_texcoord4 o7
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// dcl_texcoord5 o8.xyz
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// dcl_texcoord6 o9.xyz
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// frc r0.x, v0.x
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temp0.x = frac(i.blendindices.x);
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// add r0.y, -r0.x, v0.x
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temp0.y = -temp0.x + i.blendindices.x;
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// slt r0.z, v0.x, -v0.x
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temp0.z = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
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// slt r0.x, -r0.x, r0.x
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temp0.x = (-temp0.x < temp0.x) ? 1 : 0;
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// mad r0.x, r0.z, r0.x, r0.y
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temp0.x = temp0.z * temp0.x + temp0.y;
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// add r0.x, r0.x, r0.x
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temp0.x = temp0.x + temp0.x;
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// mova a0.x, r0.x
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addr0.x = temp0.x;
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// mul r0, v1.zxyy, c128[a0.x].yzxy
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temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
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// mad r0, c128[a0.x].wwwx, v1.xyzx, r0
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temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
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// mul r1, v1.yzxz, c128[a0.x].zxyz
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temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
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// mad r0, r0, c0.xxxy, -r1
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temp0 = temp0 * float4(1, 1, 1, -1) + -temp1;
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// mul r1.xyz, r0.w, c128[a0.x]
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temp1.xyz = temp0.www * WorldBones[0 + addr0.x].xyz;
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// mad r1.xyz, c128[a0.x].w, r0, -r1
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temp1.xyz = WorldBones[0 + addr0.x].www * temp0.xyz + -temp1.xyz;
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// mad r1.xyz, c128[a0.x].yzxw, r0.zxyw, r1
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temp1.xyz = WorldBones[0 + addr0.x].yzx * temp0.zxy + temp1.xyz;
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// mad r0.xyz, c128[a0.x].zxyw, -r0.yzxw, r1
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temp0.xyz = WorldBones[0 + addr0.x].zxy * -temp0.yzx + temp1.xyz;
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// add r0.xyz, r0, c129[a0.x]
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temp0.xyz = temp0.xyz + WorldBones[1 + addr0.x].xyz;
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// mul r1, v2.zxyy, c128[a0.x].yzxy
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temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
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// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
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temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
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// mul r2, v2.yzxz, c128[a0.x].zxyz
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temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
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// mad r1, r1, c0.xxxy, -r2
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temp1 = temp1 * float4(1, 1, 1, -1) + -temp2;
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// mul r2.xyz, r1.w, c128[a0.x]
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temp2.xyz = temp1.www * WorldBones[0 + addr0.x].xyz;
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// mad r2.xyz, c128[a0.x].w, r1, -r2
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temp2.xyz = WorldBones[0 + addr0.x].www * temp1.xyz + -temp2.xyz;
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// mad r2.xyz, c128[a0.x].yzxw, r1.zxyw, r2
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temp2.xyz = WorldBones[0 + addr0.x].yzx * temp1.zxy + temp2.xyz;
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// mad r1.xyz, c128[a0.x].zxyw, -r1.yzxw, r2
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temp1.xyz = WorldBones[0 + addr0.x].zxy * -temp1.yzx + temp2.xyz;
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// mov r0.w, c0.x
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temp0.w = float1(1);
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// dp4 o0.x, r0, c119
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o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30));
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// dp4 o0.y, r0, c120
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o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31));
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// dp4 o0.z, r0, c121
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o.position.z = dot(temp0, (ViewProjection._m02_m12_m22_m32));
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// dp4 o0.w, r0, c122
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o.position.w = dot(temp0, (ViewProjection._m03_m13_m23_m33));
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// add r2.xyz, -r0, c123
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temp2.xyz = -temp0.xyz + EyePosition.xyz;
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// dp3 r1.w, r2, r2
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temp1.w = dot(temp2.xyz, temp2.xyz);
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// rsq r1.w, r1.w
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temp1.w = 1 / sqrt(temp1.w);
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// mul r3.xyz, r2, r1.w
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temp3.xyz = temp2.xyz * temp1.www;
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// dp3 r2.w, r3, r1
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temp2.w = dot(temp3.xyz, temp1.xyz);
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// mul_sat r2.w, r2_abs.w, c11.x
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temp2.w = saturate(abs(temp2).w * expr11.x);
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// mad r3.x, r2.w, c0.z, c0.w
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temp3.x = temp2.w * float1(-2) + float1(3);
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// mul r2.w, r2.w, r2.w
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temp2.w = temp2.w * temp2.w;
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// mul r2.w, r3.x, r2.w
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temp2.w = temp3.x * temp2.w;
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// mul r2.w, r2.w, c129[a0.x].w
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temp2.w = temp2.w * WorldBones[1 + addr0.x].w;
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// mul r3, r2.w, v5
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temp3 = temp2.w * i.color;
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// mov r4.xyz, r3
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temp4.xyz = temp3.xyz;
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// mov r4.w, v5.w
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temp4.w = i.color.w;
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// mov r3.xyz, v5
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temp3.xyz = i.color.xyz;
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// lrp r5, c13.x, r3, r4
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temp5 = lerp(temp4, temp3, expr13.x);
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// mad r3.xyz, r2, r1.w, c6
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temp3.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
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// nrm r4.xyz, r3
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temp4.xyz = normalize(temp3.xyz).xyz;
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// dp3 r2.w, r1, c6
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temp2.w = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
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// dp3 r3.x, r1, r4
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temp3.x = dot(temp1.xyz, temp4.xyz);
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// slt r3.y, -r2.w, r2.w
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temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
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// mul r2.w, r2.w, r3.y
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temp2.w = temp2.w * temp3.y;
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// slt r3.z, -r3.x, r3.x
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temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
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// mul r3.y, r3.y, r3.z
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temp3.y = temp3.y * temp3.z;
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// pow r4.x, r3.x, c22.x
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temp4.x = pow(temp3.x, Shininess.x);
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// mul r3.x, r3.y, r4.x
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temp3.x = temp3.y * temp4.x;
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// mov r4.xyz, c5
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temp4.xyz = DirectionalLight[0].Color.xyz;
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// mul r3.yzw, r4.xxyz, c3.xxyz
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temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
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// mul r4.xyz, r2.w, r3.yzww
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temp4.xyz = temp2.www * temp3.yzw;
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// mul r3.xyz, r3.x, r3.yzww
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temp3.xyz = temp3.xxx * temp3.yzw;
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// mul r4.xyz, r4, c20
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temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
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// mul r4.xyz, r5, r4
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temp4.xyz = temp5.xyz * temp4.xyz;
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// mul o8.xyz, r4, c2.x
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o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
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// mul r3.xyz, r3, c21
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temp3.xyz = temp3.xyz * ColorSpecular.xyz;
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// mul o9.xyz, r3, c2.x
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o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
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// mov r3.xyz, c2.y
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temp3.xyz = float3(0, 0, 0);
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// mov r4.xyz, c2.y
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temp4.xyz = float3(0, 0, 0);
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// mov r2.w, c0.x
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temp2.w = float1(1);
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// rep i0
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for (int it0 = 0; it0 < int1(2); ++it0) {
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// add r3.w, r2.w, r2.w
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temp3.w = temp2.w + temp2.w;
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// mova a0.x, r3.w
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addr0.x = temp3.w;
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// mad r6.xyz, r2, r1.w, c6[a0.x]
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temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
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// nrm r7.xyz, r6
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temp7.xyz = normalize(temp6.xyz).xyz;
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// dp3 r3.w, r1, c6[a0.x]
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temp3.w = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
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// dp3 r4.w, r1, r7
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temp4.w = dot(temp1.xyz, temp7.xyz);
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// slt r6.x, -r3.w, r3.w
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temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
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// mul r3.w, r3.w, r6.x
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temp3.w = temp3.w * temp6.x;
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// slt r6.y, -r4.w, r4.w
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temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
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// mul r6.x, r6.x, r6.y
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temp6.x = temp6.x * temp6.y;
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// pow r6.y, r4.w, c22.x
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temp6.y = pow(temp4.w, Shininess.x);
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// mul r4.w, r6.x, r6.y
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temp4.w = temp6.x * temp6.y;
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// mad r3.xyz, c5[a0.x], r3.w, r3
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temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
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// mad r4.xyz, c5[a0.x], r4.w, r4
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temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
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// add r2.w, r2.w, c0.x
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temp2.w = temp2.w + float1(1);
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// endrep
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}
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// add r2.xyz, -r0, c90
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temp2.xyz = -temp0.xyz + PointLight[0].Position.xyz;
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// dp3 r1.w, r2, r2
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temp1.w = dot(temp2.xyz, temp2.xyz);
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// rsq r1.w, r1.w
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temp1.w = 1 / sqrt(temp1.w);
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// rcp r2.w, r1.w
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temp2.w = 1.0f / temp1.w;
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// mul r2.xyz, r2, r1.w
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temp2.xyz = temp2.xyz * temp1.www;
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// add r1.w, r2.w, -c91.x
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temp1.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
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// add r2.w, -c91.x, c91.y
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temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
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// rcp r2.w, r2.w
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temp2.w = 1.0f / temp2.w;
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// mad_sat r1.w, r1.w, -r2.w, c0.x
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temp1.w = saturate(temp1.w * -temp2.w + float1(1));
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// mul r1.w, r1.w, r1.w
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temp1.w = temp1.w * temp1.w;
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// mul r6.xyz, r1.w, c89
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temp6.xyz = temp1.www * PointLight[0].Color.xyz;
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// dp3 r1.w, r1, r2
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temp1.w = dot(temp1.xyz, temp2.xyz);
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// max r1.w, r1.w, c2.y
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temp1.w = max(temp1.w, float1(0));
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// mul r2.xyz, r6, r1.w
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temp2.xyz = temp6.xyz * temp1.www;
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// mad r2.xyz, c14.x, r2, r3
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temp2.xyz = expr14.xxx * temp2.xyz + temp3.xyz;
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// add r3.xyz, -r0, c93
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temp3.xyz = -temp0.xyz + PointLight[1].Position.xyz;
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// dp3 r1.w, r3, r3
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temp1.w = dot(temp3.xyz, temp3.xyz);
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// rsq r1.w, r1.w
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temp1.w = 1 / sqrt(temp1.w);
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// rcp r2.w, r1.w
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temp2.w = 1.0f / temp1.w;
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// mul r3.xyz, r3, r1.w
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temp3.xyz = temp3.xyz * temp1.www;
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// add r1.w, r2.w, -c94.x
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temp1.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
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// add r2.w, -c94.x, c94.y
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temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
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// rcp r2.w, r2.w
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|
temp2.w = 1.0f / temp2.w;
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// mad_sat r1.w, r1.w, -r2.w, c0.x
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temp1.w = saturate(temp1.w * -temp2.w + float1(1));
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// mul r1.w, r1.w, r1.w
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temp1.w = temp1.w * temp1.w;
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|
// mul r6.xyz, r1.w, c92
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|
temp6.xyz = temp1.www * PointLight[1].Color.xyz;
|
|
// dp3 r1.w, r1, r3
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|
temp1.w = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.w, r1.w, c2.y
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r3.xyz, r6, r1.w
|
|
temp3.xyz = temp6.xyz * temp1.www;
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|
// mad r2.xyz, c15.x, r3, r2
|
|
temp2.xyz = expr15.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r0, c96
|
|
temp3.xyz = -temp0.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
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|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
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|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c97.x
|
|
temp1.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c95
|
|
temp6.xyz = temp1.www * PointLight[2].Color.xyz;
|
|
// dp3 r1.x, r1, r3
|
|
temp1.x = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.x, r1.x, c2.y
|
|
temp1.x = max(temp1.x, float1(0));
|
|
// mul r1.xyz, r6, r1.x
|
|
temp1.xyz = temp6.xyz * temp1.xxx;
|
|
// mad r1.xyz, c16.x, r1, r2
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temp1.xyz = expr16.xxx * temp1.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
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|
// mov r3.xyz, c19
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c17
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr17.xyz;
|
|
// mad r1.xyz, r1, c20, r2
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r1.xyz, r5, r1
|
|
temp1.xyz = temp5.xyz * temp1.xyz;
|
|
// mul o1.xyz, r1, c2.x
|
|
o.color.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.x, c23.x
|
|
temp1.x = Opacity.x;
|
|
// mul r1.x, r1.x, c1.x
|
|
temp1.x = temp1.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r1.x
|
|
o.color.w = temp5.w * temp1.x;
|
|
// mul r1.xyz, r4, c21
|
|
temp1.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r1, c2.x
|
|
o.color1.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.xy, c25
|
|
temp1.xy = TexCoordTransform_0.xy;
|
|
// mad o3.xy, v3, r1, c18
|
|
o.texcoord = i.texcoord * temp1 + expr18;
|
|
// add r1.xy, r0, -v4
|
|
temp1.xy = temp0.xy + -i.texcoord1.xy;
|
|
// mad o4.xy, c24.x, r1, v4
|
|
o.texcoord1 = UseWorldCords.x * temp1 + i.texcoord1;
|
|
// add r1.xy, r0, c26.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r1, c26
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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 o2.w, c0.x
|
|
o.color1.w = float1(1);
|
|
// mov o5.xy, c0.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r1, r0.y, c2.yyzw
|
|
o.texcoord4.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_5 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_5_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 blendweight : BLENDWEIGHT;
|
|
float4 position : POSITION;
|
|
float4 position1 : POSITION1;
|
|
float4 normal : NORMAL;
|
|
float4 normal1 : NORMAL1;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_5_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_5_Output VS_Array_Shader_5(VS_Array_Shader_5_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 8
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 2
|
|
0 - ConstOutput: 13 ConstInput 6
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// rcp c11.x, c3.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c13.x, r0.x, r1.x
|
|
expr13.x = max(temp0.x, temp1.x);
|
|
// lt c14.x, (0), c0.x
|
|
expr14.x = (0) < NumPointLights.x;
|
|
// lt c15.x, (1), c0.x
|
|
expr15.x = (1) < NumPointLights.x;
|
|
// lt c16.x, (2), c0.x
|
|
expr16.x = (2) < NumPointLights.x;
|
|
// mul c17.xyz, c2.x, c1.xyz
|
|
expr17.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c18.xy, c6.x, c5.zw
|
|
expr18.xy = Time.x * TexCoordTransform_0.zw;
|
|
}
|
|
|
|
VS_Array_Shader_5_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float2 addr0;
|
|
float3 temp6, temp7;
|
|
// def c0, 1, -1, -2, 3
|
|
// def c2, 0.5, 0, -0.0015, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_blendweight v1
|
|
// dcl_position v2
|
|
// dcl_position1 v3
|
|
// dcl_normal v4
|
|
// dcl_normal1 v5
|
|
// dcl_texcoord v6
|
|
// dcl_texcoord1 v7
|
|
// dcl_color v8
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// frc r0.xy, v0
|
|
temp0.xy = frac(i.blendindices.xy);
|
|
// add r0.zw, -r0.xyxy, v0.xyxy
|
|
temp0.zw = -temp0.xy + i.blendindices.xy;
|
|
// slt r1.xy, v0, -v0
|
|
temp1.xy = (i.blendindices.xy < -i.blendindices.xy) ? 1 : 0;
|
|
// slt r0.xy, -r0, r0
|
|
temp0.xy = (-temp0.xy < temp0.xy) ? 1 : 0;
|
|
// mad r0.xy, r1, r0, r0.zwzw
|
|
temp0.xy = temp1.xy * temp0.xy + temp0.zw;
|
|
// add r0.xy, r0, r0
|
|
temp0.xy = temp0.xy + temp0.xy;
|
|
// mova a0.xy, r0
|
|
addr0.xy = temp0.xy;
|
|
// mul r0, v2.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v2.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v2.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;
|
|
// mul r1, v4.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v4.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v4.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;
|
|
// mul r2, v3.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.position1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v3.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.position1.xyzx + temp2;
|
|
// mul r3, v3.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.position1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c0.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// add r2.xyz, r2, c129[a0.y]
|
|
temp2.xyz = temp2.xyz + WorldBones[1 + addr0.y].xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r0.xyz, r0, v1.x, r2
|
|
temp0.xyz = temp0.xyz * i.blendweight.xxx + temp2.xyz;
|
|
// mul r2, v5.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.normal1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v5.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.normal1.xyzx + temp2;
|
|
// mul r3, v5.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.normal1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c0.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r1.xyz, r1, v1.x, r2
|
|
temp1.xyz = temp1.xyz * i.blendweight.xxx + temp2.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 r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// mul r2.w, v1.y, c129[a0.y].w
|
|
temp2.w = i.blendweight.y * WorldBones[1 + addr0.y].w;
|
|
// mad r2.w, c129[a0.x].w, v1.x, r2.w
|
|
temp2.w = WorldBones[1 + addr0.x].w * i.blendweight.x + temp2.w;
|
|
// dp3 r3.x, r3, r1
|
|
temp3.x = dot(temp3.xyz, temp1.xyz);
|
|
// mul_sat r3.x, r3_abs.x, c11.x
|
|
temp3.x = saturate(abs(temp3).x * expr11.x);
|
|
// mad r3.y, r3.x, c0.z, c0.w
|
|
temp3.y = temp3.x * float1(-2) + float1(3);
|
|
// mul r3.x, r3.x, r3.x
|
|
temp3.x = temp3.x * temp3.x;
|
|
// mul r3.x, r3.y, r3.x
|
|
temp3.x = temp3.y * temp3.x;
|
|
// mul r2.w, r2.w, r3.x
|
|
temp2.w = temp2.w * temp3.x;
|
|
// mul r3, r2.w, v8
|
|
temp3 = temp2.w * i.color;
|
|
// mov r4.xyz, r3
|
|
temp4.xyz = temp3.xyz;
|
|
// mov r4.w, v8.w
|
|
temp4.w = i.color.w;
|
|
// mov r3.xyz, v8
|
|
temp3.xyz = i.color.xyz;
|
|
// lrp r5, c13.x, r3, r4
|
|
temp5 = lerp(temp4, temp3, expr13.x);
|
|
// mad r3.xyz, r2, r1.w, c6
|
|
temp3.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r1, c6
|
|
temp2.w = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r1, r4
|
|
temp3.x = dot(temp1.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c22.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c20
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c2.x
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c21
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c2.x
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c2.y
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c2.y
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c0.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r1, c6[a0.x]
|
|
temp3.w = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r1, r7
|
|
temp4.w = dot(temp1.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c22.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c0.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r0, c90
|
|
temp2.xyz = -temp0.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r2.xyz, r2, r1.w
|
|
temp2.xyz = temp2.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c91.x
|
|
temp1.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c89
|
|
temp6.xyz = temp1.www * PointLight[0].Color.xyz;
|
|
// dp3 r1.w, r1, r2
|
|
temp1.w = dot(temp1.xyz, temp2.xyz);
|
|
// max r1.w, r1.w, c2.y
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r2.xyz, r6, r1.w
|
|
temp2.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c14.x, r2, r3
|
|
temp2.xyz = expr14.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r0, c93
|
|
temp3.xyz = -temp0.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c94.x
|
|
temp1.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c92
|
|
temp6.xyz = temp1.www * PointLight[1].Color.xyz;
|
|
// dp3 r1.w, r1, r3
|
|
temp1.w = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.w, r1.w, c2.y
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r3.xyz, r6, r1.w
|
|
temp3.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c15.x, r3, r2
|
|
temp2.xyz = expr15.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r0, c96
|
|
temp3.xyz = -temp0.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c97.x
|
|
temp1.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c95
|
|
temp6.xyz = temp1.www * PointLight[2].Color.xyz;
|
|
// dp3 r1.x, r1, r3
|
|
temp1.x = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.x, r1.x, c2.y
|
|
temp1.x = max(temp1.x, float1(0));
|
|
// mul r1.xyz, r6, r1.x
|
|
temp1.xyz = temp6.xyz * temp1.xxx;
|
|
// mad r1.xyz, c16.x, r1, r2
|
|
temp1.xyz = expr16.xxx * temp1.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c19
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c17
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr17.xyz;
|
|
// mad r1.xyz, r1, c20, r2
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r1.xyz, r5, r1
|
|
temp1.xyz = temp5.xyz * temp1.xyz;
|
|
// mul o1.xyz, r1, c2.x
|
|
o.color.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.x, c23.x
|
|
temp1.x = Opacity.x;
|
|
// mul r1.x, r1.x, c1.x
|
|
temp1.x = temp1.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r1.x
|
|
o.color.w = temp5.w * temp1.x;
|
|
// mul r1.xyz, r4, c21
|
|
temp1.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r1, c2.x
|
|
o.color1.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.xy, c25
|
|
temp1.xy = TexCoordTransform_0.xy;
|
|
// mad o3.xy, v6, r1, c18
|
|
o.texcoord = i.texcoord * temp1 + expr18;
|
|
// add r1.xy, r0, -v7
|
|
temp1.xy = temp0.xy + -i.texcoord1.xy;
|
|
// mad o4.xy, c24.x, r1, v7
|
|
o.texcoord1 = UseWorldCords.x * temp1 + i.texcoord1;
|
|
// add r1.xy, r0, c26.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r1, c26
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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 o2.w, c0.x
|
|
o.color1.w = float1(1);
|
|
// mov o5.xy, c0.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r1, r0.y, c2.yyzw
|
|
o.texcoord4.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_6 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_6_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_6_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_6_Output VS_Array_Shader_6(VS_Array_Shader_6_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 13
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 3
|
|
0 - ConstOutput: 13 ConstInput 5
|
|
1 - ConstOutput: 23 ConstInput 1
|
|
2 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
float4 expr20;
|
|
float4 expr21;
|
|
float4 expr22;
|
|
float4 expr23;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float4 temp2;
|
|
// Expression_2_1
|
|
// rcp c11.x, c3.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c13.x, r0.x, r1.x
|
|
expr13.x = max(temp0.x, temp1.x);
|
|
// lt c14.x, (0), c0.x
|
|
expr14.x = (0) < NumPointLights.x;
|
|
// lt c15.x, (1), c0.x
|
|
expr15.x = (1) < NumPointLights.x;
|
|
// lt c16.x, (2), c0.x
|
|
expr16.x = (2) < NumPointLights.x;
|
|
// mul c17.xyz, c2.x, c1.xyz
|
|
expr17.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul r0.x, c5.x, c6.x
|
|
temp0.x = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x * Time.x;
|
|
// add r1.x, r0.x, c5.w
|
|
temp1.x = temp0.x + TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.w;
|
|
// rcp r0.x, c5.z
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z);
|
|
// mul r2.x, r1.x, r0.x
|
|
temp2.x = temp1.x * temp0.x;
|
|
// neg r0.x, r2.x
|
|
temp0.x = -temp2.x;
|
|
// ge r1.x, r2.x, r0.x
|
|
temp1.x = temp2.x >= temp0.x;
|
|
// max r1.y, r2.x, r0.x
|
|
temp1.y = max(temp2.x, temp0.x);
|
|
// frc r0.x, r1.y
|
|
temp0.x = frac(temp1.y);
|
|
// add r1.y, r0.x, r0.x
|
|
temp1.y = temp0.x + temp0.x;
|
|
// neg r1.z, r0.x
|
|
temp1.z = -temp0.x;
|
|
// mul r0.x, r1.x, r1.y
|
|
temp0.x = temp1.x * temp1.y;
|
|
// add r2.x, r1.z, r0.x
|
|
temp2.x = temp1.z + temp0.x;
|
|
// mul r0.x, r2.x, c5.z
|
|
temp0.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// lt r0.y, c5.x, (0)
|
|
temp0.y = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x < (0);
|
|
// mul r1.x, r0.y, c5.z
|
|
temp1.x = temp0.y * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// add r2.x, r0.x, r1.x
|
|
temp2.x = temp0.x + temp1.x;
|
|
// rcp r0.x, c5.y
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y);
|
|
// mul r1.y, r2.x, r0.x
|
|
temp1.y = temp2.x * temp0.x;
|
|
// neg r0.y, r1.y
|
|
temp0.y = -temp1.y;
|
|
// ge r2.x, r1.y, r0.y
|
|
temp2.x = temp1.y >= temp0.y;
|
|
// max r2.y, r1.y, r0.y
|
|
temp2.y = max(temp1.y, temp0.y);
|
|
// frc r0.y, r2.y
|
|
temp0.y = frac(temp2.y);
|
|
// add r1.z, r0.y, r0.y
|
|
temp1.z = temp0.y + temp0.y;
|
|
// neg r1.w, r0.y
|
|
temp1.w = -temp0.y;
|
|
// mul r0.y, r2.x, r1.z
|
|
temp0.y = temp2.x * temp1.z;
|
|
// add r2.x, r1.w, r0.y
|
|
temp2.x = temp1.w + temp0.y;
|
|
// mul r1.x, r2.x, c5.y
|
|
temp1.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y;
|
|
// frc r0.yz, r1.xy
|
|
temp0.yz = frac(temp1.xy);
|
|
// neg r1.zw, r0.yz
|
|
temp1.zw = -temp0.yz;
|
|
// add r0.yz, r1.xy, r1.zw
|
|
temp0.yz = temp1.xy + temp1.zw;
|
|
// mul c23.xy, r0.x, r0.yz
|
|
expr23.xy = temp0.x * temp0.yz;
|
|
}
|
|
|
|
VS_Array_Shader_6_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float addr0;
|
|
float3 temp6, temp7;
|
|
// def c0, 1, 0, -2, 3
|
|
// def c2, 0.5, 0, -0.0015, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_normal v1
|
|
// dcl_texcoord v2
|
|
// dcl_texcoord1 v3
|
|
// dcl_color v4
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// 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));
|
|
// 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);
|
|
// mov r1.w, c0.x
|
|
temp1.w = float1(1);
|
|
// 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 r2.xyz, -r1, c123
|
|
temp2.xyz = -temp1.xyz + EyePosition.xyz;
|
|
// dp3 r0.w, r2, r2
|
|
temp0.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// mul r3.xyz, r2, r0.w
|
|
temp3.xyz = temp2.xyz * temp0.www;
|
|
// dp3 r2.w, r3, r0
|
|
temp2.w = dot(temp3.xyz, temp0.xyz);
|
|
// mul_sat r2.w, r2_abs.w, c11.x
|
|
temp2.w = saturate(abs(temp2).w * expr11.x);
|
|
// mad r3.x, r2.w, c0.z, c0.w
|
|
temp3.x = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r2.w, r2.w
|
|
temp2.w = temp2.w * temp2.w;
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r3, r2.w, v4
|
|
temp3 = temp2.w * i.color;
|
|
// mov r4.xyz, r3
|
|
temp4.xyz = temp3.xyz;
|
|
// mov r4.w, v4.w
|
|
temp4.w = i.color.w;
|
|
// mov r3.xyz, v4
|
|
temp3.xyz = i.color.xyz;
|
|
// lrp r5, c13.x, r3, r4
|
|
temp5 = lerp(temp4, temp3, expr13.x);
|
|
// mad r3.xyz, r2, r0.w, c6
|
|
temp3.xyz = temp2.xyz * temp0.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r0, c6
|
|
temp2.w = dot(temp0.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r0, r4
|
|
temp3.x = dot(temp0.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c27.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c25
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c2.x
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c26
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c2.x
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c0.y
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c0.y
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c0.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r0.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp0.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r0, c6[a0.x]
|
|
temp3.w = dot(temp0.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r0, r7
|
|
temp4.w = dot(temp0.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c27.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c0.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r1, c90
|
|
temp2.xyz = -temp1.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r0.w, r2, r2
|
|
temp0.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r2.xyz, r2, r0.w
|
|
temp2.xyz = temp2.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c91.x
|
|
temp0.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c0.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c89
|
|
temp6.xyz = temp0.www * PointLight[0].Color.xyz;
|
|
// dp3 r0.w, r0, r2
|
|
temp0.w = dot(temp0.xyz, temp2.xyz);
|
|
// max r0.w, r0.w, c0.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r2.xyz, r6, r0.w
|
|
temp2.xyz = temp6.xyz * temp0.www;
|
|
// mad r2.xyz, c14.x, r2, r3
|
|
temp2.xyz = expr14.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r1, c93
|
|
temp3.xyz = -temp1.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r0.w, r3, r3
|
|
temp0.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r3.xyz, r3, r0.w
|
|
temp3.xyz = temp3.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c94.x
|
|
temp0.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c0.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c92
|
|
temp6.xyz = temp0.www * PointLight[1].Color.xyz;
|
|
// dp3 r0.w, r0, r3
|
|
temp0.w = dot(temp0.xyz, temp3.xyz);
|
|
// max r0.w, r0.w, c0.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r3.xyz, r6, r0.w
|
|
temp3.xyz = temp6.xyz * temp0.www;
|
|
// mad r2.xyz, c15.x, r3, r2
|
|
temp2.xyz = expr15.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r1, c96
|
|
temp3.xyz = -temp1.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r0.w, r3, r3
|
|
temp0.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r3.xyz, r3, r0.w
|
|
temp3.xyz = temp3.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c97.x
|
|
temp0.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c0.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c95
|
|
temp6.xyz = temp0.www * PointLight[2].Color.xyz;
|
|
// dp3 r0.x, r0, r3
|
|
temp0.x = dot(temp0.xyz, temp3.xyz);
|
|
// max r0.x, r0.x, c0.y
|
|
temp0.x = max(temp0.x, float1(0));
|
|
// mul r0.xyz, r6, r0.x
|
|
temp0.xyz = temp6.xyz * temp0.xxx;
|
|
// mad r0.xyz, c16.x, r0, r2
|
|
temp0.xyz = expr16.xxx * temp0.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c24
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c17
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr17.xyz;
|
|
// mad r0.xyz, r0, c25, r2
|
|
temp0.xyz = temp0.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r0.xyz, r5, r0
|
|
temp0.xyz = temp5.xyz * temp0.xyz;
|
|
// mul o1.xyz, r0, c2.x
|
|
o.color.xyz = temp0.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.x, c28.x
|
|
temp0.x = Opacity.x;
|
|
// mul r0.x, r0.x, c1.x
|
|
temp0.x = temp0.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r0.x
|
|
o.color.w = temp5.w * temp0.x;
|
|
// mul r0.xyz, r4, c26
|
|
temp0.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r0, c2.x
|
|
o.color1.xyz = temp0.xyz * float3(0.5, 0.5, 0.5);
|
|
// add o3.xy, c23, v2
|
|
o.texcoord = expr23 + i.texcoord;
|
|
// add r0.xy, r1, -v3
|
|
temp0.xy = temp1.xy + -i.texcoord1.xy;
|
|
// mad o4.xy, c29.x, r0, v3
|
|
o.texcoord1 = UseWorldCords.x * temp0 + i.texcoord1;
|
|
// add r0.xy, r1, c30.zwzw
|
|
temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r0, c30
|
|
o.texcoord3 = temp0 * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r0.x, r1, c113
|
|
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m00_m10_m20_m30));
|
|
// dp4 r0.y, r1, c114
|
|
temp0.y = dot(temp1, (ShadowMapWorldToShadow._m01_m11_m21_m31));
|
|
// dp4 r0.z, r1, c115
|
|
temp0.z = dot(temp1, (ShadowMapWorldToShadow._m02_m12_m22_m32));
|
|
// dp4 r0.w, r1, c116
|
|
temp0.w = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// rcp r1.x, r0.w
|
|
temp1.x = 1.0f / temp0.w;
|
|
// mov o2.w, c0.x
|
|
o.color1.w = float1(1);
|
|
// mov o5.xy, c0.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r0, r1.x, c2.yyzw
|
|
o.texcoord4.xyz = temp0.xyz * temp1.xxx + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.w
|
|
o.texcoord4.w = temp0.w;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_7 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_7_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_7_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_7_Output VS_Array_Shader_7(VS_Array_Shader_7_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 13
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 3
|
|
0 - ConstOutput: 13 ConstInput 5
|
|
1 - ConstOutput: 23 ConstInput 1
|
|
2 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
float4 expr20;
|
|
float4 expr21;
|
|
float4 expr22;
|
|
float4 expr23;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float4 temp2;
|
|
// Expression_2_1
|
|
// rcp c11.x, c3.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c13.x, r0.x, r1.x
|
|
expr13.x = max(temp0.x, temp1.x);
|
|
// lt c14.x, (0), c0.x
|
|
expr14.x = (0) < NumPointLights.x;
|
|
// lt c15.x, (1), c0.x
|
|
expr15.x = (1) < NumPointLights.x;
|
|
// lt c16.x, (2), c0.x
|
|
expr16.x = (2) < NumPointLights.x;
|
|
// mul c17.xyz, c2.x, c1.xyz
|
|
expr17.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul r0.x, c5.x, c6.x
|
|
temp0.x = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x * Time.x;
|
|
// add r1.x, r0.x, c5.w
|
|
temp1.x = temp0.x + TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.w;
|
|
// rcp r0.x, c5.z
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z);
|
|
// mul r2.x, r1.x, r0.x
|
|
temp2.x = temp1.x * temp0.x;
|
|
// neg r0.x, r2.x
|
|
temp0.x = -temp2.x;
|
|
// ge r1.x, r2.x, r0.x
|
|
temp1.x = temp2.x >= temp0.x;
|
|
// max r1.y, r2.x, r0.x
|
|
temp1.y = max(temp2.x, temp0.x);
|
|
// frc r0.x, r1.y
|
|
temp0.x = frac(temp1.y);
|
|
// add r1.y, r0.x, r0.x
|
|
temp1.y = temp0.x + temp0.x;
|
|
// neg r1.z, r0.x
|
|
temp1.z = -temp0.x;
|
|
// mul r0.x, r1.x, r1.y
|
|
temp0.x = temp1.x * temp1.y;
|
|
// add r2.x, r1.z, r0.x
|
|
temp2.x = temp1.z + temp0.x;
|
|
// mul r0.x, r2.x, c5.z
|
|
temp0.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// lt r0.y, c5.x, (0)
|
|
temp0.y = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x < (0);
|
|
// mul r1.x, r0.y, c5.z
|
|
temp1.x = temp0.y * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// add r2.x, r0.x, r1.x
|
|
temp2.x = temp0.x + temp1.x;
|
|
// rcp r0.x, c5.y
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y);
|
|
// mul r1.y, r2.x, r0.x
|
|
temp1.y = temp2.x * temp0.x;
|
|
// neg r0.y, r1.y
|
|
temp0.y = -temp1.y;
|
|
// ge r2.x, r1.y, r0.y
|
|
temp2.x = temp1.y >= temp0.y;
|
|
// max r2.y, r1.y, r0.y
|
|
temp2.y = max(temp1.y, temp0.y);
|
|
// frc r0.y, r2.y
|
|
temp0.y = frac(temp2.y);
|
|
// add r1.z, r0.y, r0.y
|
|
temp1.z = temp0.y + temp0.y;
|
|
// neg r1.w, r0.y
|
|
temp1.w = -temp0.y;
|
|
// mul r0.y, r2.x, r1.z
|
|
temp0.y = temp2.x * temp1.z;
|
|
// add r2.x, r1.w, r0.y
|
|
temp2.x = temp1.w + temp0.y;
|
|
// mul r1.x, r2.x, c5.y
|
|
temp1.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y;
|
|
// frc r0.yz, r1.xy
|
|
temp0.yz = frac(temp1.xy);
|
|
// neg r1.zw, r0.yz
|
|
temp1.zw = -temp0.yz;
|
|
// add r0.yz, r1.xy, r1.zw
|
|
temp0.yz = temp1.xy + temp1.zw;
|
|
// mul c23.xy, r0.x, r0.yz
|
|
expr23.xy = temp0.x * temp0.yz;
|
|
}
|
|
|
|
VS_Array_Shader_7_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float addr0;
|
|
float3 temp6, temp7;
|
|
// def c0, 1, -1, -2, 3
|
|
// def c2, 0.5, 0, -0.0015, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_position v1
|
|
// dcl_normal v2
|
|
// dcl_texcoord v3
|
|
// dcl_texcoord1 v4
|
|
// dcl_color v5
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// frc r0.x, v0.x
|
|
temp0.x = frac(i.blendindices.x);
|
|
// add r0.y, -r0.x, v0.x
|
|
temp0.y = -temp0.x + i.blendindices.x;
|
|
// slt r0.z, v0.x, -v0.x
|
|
temp0.z = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
|
|
// slt r0.x, -r0.x, r0.x
|
|
temp0.x = (-temp0.x < temp0.x) ? 1 : 0;
|
|
// mad r0.x, r0.z, r0.x, r0.y
|
|
temp0.x = temp0.z * temp0.x + temp0.y;
|
|
// add r0.x, r0.x, r0.x
|
|
temp0.x = temp0.x + temp0.x;
|
|
// mova a0.x, r0.x
|
|
addr0.x = temp0.x;
|
|
// mul r0, v1.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v1.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v1.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;
|
|
// mul r1, v2.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v2.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;
|
|
// 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 r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// dp3 r2.w, r3, r1
|
|
temp2.w = dot(temp3.xyz, temp1.xyz);
|
|
// mul_sat r2.w, r2_abs.w, c11.x
|
|
temp2.w = saturate(abs(temp2).w * expr11.x);
|
|
// mad r3.x, r2.w, c0.z, c0.w
|
|
temp3.x = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r2.w, r2.w
|
|
temp2.w = temp2.w * temp2.w;
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r2.w, r2.w, c129[a0.x].w
|
|
temp2.w = temp2.w * WorldBones[1 + addr0.x].w;
|
|
// mul r3, r2.w, v5
|
|
temp3 = temp2.w * i.color;
|
|
// mov r4.xyz, r3
|
|
temp4.xyz = temp3.xyz;
|
|
// mov r4.w, v5.w
|
|
temp4.w = i.color.w;
|
|
// mov r3.xyz, v5
|
|
temp3.xyz = i.color.xyz;
|
|
// lrp r5, c13.x, r3, r4
|
|
temp5 = lerp(temp4, temp3, expr13.x);
|
|
// mad r3.xyz, r2, r1.w, c6
|
|
temp3.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r1, c6
|
|
temp2.w = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r1, r4
|
|
temp3.x = dot(temp1.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c27.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c25
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c2.x
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c26
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c2.x
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c2.y
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c2.y
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c0.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r1, c6[a0.x]
|
|
temp3.w = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r1, r7
|
|
temp4.w = dot(temp1.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c27.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c0.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r0, c90
|
|
temp2.xyz = -temp0.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r2.xyz, r2, r1.w
|
|
temp2.xyz = temp2.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c91.x
|
|
temp1.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c89
|
|
temp6.xyz = temp1.www * PointLight[0].Color.xyz;
|
|
// dp3 r1.w, r1, r2
|
|
temp1.w = dot(temp1.xyz, temp2.xyz);
|
|
// max r1.w, r1.w, c2.y
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r2.xyz, r6, r1.w
|
|
temp2.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c14.x, r2, r3
|
|
temp2.xyz = expr14.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r0, c93
|
|
temp3.xyz = -temp0.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c94.x
|
|
temp1.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c92
|
|
temp6.xyz = temp1.www * PointLight[1].Color.xyz;
|
|
// dp3 r1.w, r1, r3
|
|
temp1.w = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.w, r1.w, c2.y
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r3.xyz, r6, r1.w
|
|
temp3.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c15.x, r3, r2
|
|
temp2.xyz = expr15.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r0, c96
|
|
temp3.xyz = -temp0.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c97.x
|
|
temp1.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c95
|
|
temp6.xyz = temp1.www * PointLight[2].Color.xyz;
|
|
// dp3 r1.x, r1, r3
|
|
temp1.x = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.x, r1.x, c2.y
|
|
temp1.x = max(temp1.x, float1(0));
|
|
// mul r1.xyz, r6, r1.x
|
|
temp1.xyz = temp6.xyz * temp1.xxx;
|
|
// mad r1.xyz, c16.x, r1, r2
|
|
temp1.xyz = expr16.xxx * temp1.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c24
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c17
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr17.xyz;
|
|
// mad r1.xyz, r1, c25, r2
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r1.xyz, r5, r1
|
|
temp1.xyz = temp5.xyz * temp1.xyz;
|
|
// mul o1.xyz, r1, c2.x
|
|
o.color.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.x, c28.x
|
|
temp1.x = Opacity.x;
|
|
// mul r1.x, r1.x, c1.x
|
|
temp1.x = temp1.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r1.x
|
|
o.color.w = temp5.w * temp1.x;
|
|
// mul r1.xyz, r4, c26
|
|
temp1.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r1, c2.x
|
|
o.color1.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// add o3.xy, c23, v3
|
|
o.texcoord = expr23 + i.texcoord;
|
|
// add r1.xy, r0, -v4
|
|
temp1.xy = temp0.xy + -i.texcoord1.xy;
|
|
// mad o4.xy, c29.x, r1, v4
|
|
o.texcoord1 = UseWorldCords.x * temp1 + i.texcoord1;
|
|
// add r1.xy, r0, c30.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r1, c30
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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 o2.w, c0.x
|
|
o.color1.w = float1(1);
|
|
// mov o5.xy, c0.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r1, r0.y, c2.yyzw
|
|
o.texcoord4.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_8 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_8_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 blendweight : BLENDWEIGHT;
|
|
float4 position : POSITION;
|
|
float4 position1 : POSITION1;
|
|
float4 normal : NORMAL;
|
|
float4 normal1 : NORMAL1;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_8_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_8_Output VS_Array_Shader_8(VS_Array_Shader_8_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 13
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 3
|
|
0 - ConstOutput: 13 ConstInput 5
|
|
1 - ConstOutput: 23 ConstInput 1
|
|
2 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
float4 expr20;
|
|
float4 expr21;
|
|
float4 expr22;
|
|
float4 expr23;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float4 temp2;
|
|
// Expression_2_1
|
|
// rcp c11.x, c3.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c13.x, r0.x, r1.x
|
|
expr13.x = max(temp0.x, temp1.x);
|
|
// lt c14.x, (0), c0.x
|
|
expr14.x = (0) < NumPointLights.x;
|
|
// lt c15.x, (1), c0.x
|
|
expr15.x = (1) < NumPointLights.x;
|
|
// lt c16.x, (2), c0.x
|
|
expr16.x = (2) < NumPointLights.x;
|
|
// mul c17.xyz, c2.x, c1.xyz
|
|
expr17.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul r0.x, c5.x, c6.x
|
|
temp0.x = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x * Time.x;
|
|
// add r1.x, r0.x, c5.w
|
|
temp1.x = temp0.x + TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.w;
|
|
// rcp r0.x, c5.z
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z);
|
|
// mul r2.x, r1.x, r0.x
|
|
temp2.x = temp1.x * temp0.x;
|
|
// neg r0.x, r2.x
|
|
temp0.x = -temp2.x;
|
|
// ge r1.x, r2.x, r0.x
|
|
temp1.x = temp2.x >= temp0.x;
|
|
// max r1.y, r2.x, r0.x
|
|
temp1.y = max(temp2.x, temp0.x);
|
|
// frc r0.x, r1.y
|
|
temp0.x = frac(temp1.y);
|
|
// add r1.y, r0.x, r0.x
|
|
temp1.y = temp0.x + temp0.x;
|
|
// neg r1.z, r0.x
|
|
temp1.z = -temp0.x;
|
|
// mul r0.x, r1.x, r1.y
|
|
temp0.x = temp1.x * temp1.y;
|
|
// add r2.x, r1.z, r0.x
|
|
temp2.x = temp1.z + temp0.x;
|
|
// mul r0.x, r2.x, c5.z
|
|
temp0.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// lt r0.y, c5.x, (0)
|
|
temp0.y = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x < (0);
|
|
// mul r1.x, r0.y, c5.z
|
|
temp1.x = temp0.y * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// add r2.x, r0.x, r1.x
|
|
temp2.x = temp0.x + temp1.x;
|
|
// rcp r0.x, c5.y
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y);
|
|
// mul r1.y, r2.x, r0.x
|
|
temp1.y = temp2.x * temp0.x;
|
|
// neg r0.y, r1.y
|
|
temp0.y = -temp1.y;
|
|
// ge r2.x, r1.y, r0.y
|
|
temp2.x = temp1.y >= temp0.y;
|
|
// max r2.y, r1.y, r0.y
|
|
temp2.y = max(temp1.y, temp0.y);
|
|
// frc r0.y, r2.y
|
|
temp0.y = frac(temp2.y);
|
|
// add r1.z, r0.y, r0.y
|
|
temp1.z = temp0.y + temp0.y;
|
|
// neg r1.w, r0.y
|
|
temp1.w = -temp0.y;
|
|
// mul r0.y, r2.x, r1.z
|
|
temp0.y = temp2.x * temp1.z;
|
|
// add r2.x, r1.w, r0.y
|
|
temp2.x = temp1.w + temp0.y;
|
|
// mul r1.x, r2.x, c5.y
|
|
temp1.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y;
|
|
// frc r0.yz, r1.xy
|
|
temp0.yz = frac(temp1.xy);
|
|
// neg r1.zw, r0.yz
|
|
temp1.zw = -temp0.yz;
|
|
// add r0.yz, r1.xy, r1.zw
|
|
temp0.yz = temp1.xy + temp1.zw;
|
|
// mul c23.xy, r0.x, r0.yz
|
|
expr23.xy = temp0.x * temp0.yz;
|
|
}
|
|
|
|
VS_Array_Shader_8_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float2 addr0;
|
|
float3 temp6, temp7;
|
|
// def c0, 1, -1, -2, 3
|
|
// def c2, 0.5, 0, -0.0015, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_blendweight v1
|
|
// dcl_position v2
|
|
// dcl_position1 v3
|
|
// dcl_normal v4
|
|
// dcl_normal1 v5
|
|
// dcl_texcoord v6
|
|
// dcl_texcoord1 v7
|
|
// dcl_color v8
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// frc r0.xy, v0
|
|
temp0.xy = frac(i.blendindices.xy);
|
|
// add r0.zw, -r0.xyxy, v0.xyxy
|
|
temp0.zw = -temp0.xy + i.blendindices.xy;
|
|
// slt r1.xy, v0, -v0
|
|
temp1.xy = (i.blendindices.xy < -i.blendindices.xy) ? 1 : 0;
|
|
// slt r0.xy, -r0, r0
|
|
temp0.xy = (-temp0.xy < temp0.xy) ? 1 : 0;
|
|
// mad r0.xy, r1, r0, r0.zwzw
|
|
temp0.xy = temp1.xy * temp0.xy + temp0.zw;
|
|
// add r0.xy, r0, r0
|
|
temp0.xy = temp0.xy + temp0.xy;
|
|
// mova a0.xy, r0
|
|
addr0.xy = temp0.xy;
|
|
// mul r0, v2.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v2.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v2.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;
|
|
// mul r1, v4.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v4.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v4.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;
|
|
// mul r2, v3.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.position1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v3.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.position1.xyzx + temp2;
|
|
// mul r3, v3.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.position1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c0.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// add r2.xyz, r2, c129[a0.y]
|
|
temp2.xyz = temp2.xyz + WorldBones[1 + addr0.y].xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r0.xyz, r0, v1.x, r2
|
|
temp0.xyz = temp0.xyz * i.blendweight.xxx + temp2.xyz;
|
|
// mul r2, v5.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.normal1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v5.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.normal1.xyzx + temp2;
|
|
// mul r3, v5.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.normal1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c0.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r1.xyz, r1, v1.x, r2
|
|
temp1.xyz = temp1.xyz * i.blendweight.xxx + temp2.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 r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// mul r2.w, v1.y, c129[a0.y].w
|
|
temp2.w = i.blendweight.y * WorldBones[1 + addr0.y].w;
|
|
// mad r2.w, c129[a0.x].w, v1.x, r2.w
|
|
temp2.w = WorldBones[1 + addr0.x].w * i.blendweight.x + temp2.w;
|
|
// dp3 r3.x, r3, r1
|
|
temp3.x = dot(temp3.xyz, temp1.xyz);
|
|
// mul_sat r3.x, r3_abs.x, c11.x
|
|
temp3.x = saturate(abs(temp3).x * expr11.x);
|
|
// mad r3.y, r3.x, c0.z, c0.w
|
|
temp3.y = temp3.x * float1(-2) + float1(3);
|
|
// mul r3.x, r3.x, r3.x
|
|
temp3.x = temp3.x * temp3.x;
|
|
// mul r3.x, r3.y, r3.x
|
|
temp3.x = temp3.y * temp3.x;
|
|
// mul r2.w, r2.w, r3.x
|
|
temp2.w = temp2.w * temp3.x;
|
|
// mul r3, r2.w, v8
|
|
temp3 = temp2.w * i.color;
|
|
// mov r4.xyz, r3
|
|
temp4.xyz = temp3.xyz;
|
|
// mov r4.w, v8.w
|
|
temp4.w = i.color.w;
|
|
// mov r3.xyz, v8
|
|
temp3.xyz = i.color.xyz;
|
|
// lrp r5, c13.x, r3, r4
|
|
temp5 = lerp(temp4, temp3, expr13.x);
|
|
// mad r3.xyz, r2, r1.w, c6
|
|
temp3.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r1, c6
|
|
temp2.w = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r1, r4
|
|
temp3.x = dot(temp1.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c27.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c25
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c2.x
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c26
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c2.x
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c2.y
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c2.y
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c0.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r1, c6[a0.x]
|
|
temp3.w = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r1, r7
|
|
temp4.w = dot(temp1.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c27.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c0.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r0, c90
|
|
temp2.xyz = -temp0.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r2.xyz, r2, r1.w
|
|
temp2.xyz = temp2.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c91.x
|
|
temp1.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c89
|
|
temp6.xyz = temp1.www * PointLight[0].Color.xyz;
|
|
// dp3 r1.w, r1, r2
|
|
temp1.w = dot(temp1.xyz, temp2.xyz);
|
|
// max r1.w, r1.w, c2.y
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r2.xyz, r6, r1.w
|
|
temp2.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c14.x, r2, r3
|
|
temp2.xyz = expr14.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r0, c93
|
|
temp3.xyz = -temp0.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c94.x
|
|
temp1.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c92
|
|
temp6.xyz = temp1.www * PointLight[1].Color.xyz;
|
|
// dp3 r1.w, r1, r3
|
|
temp1.w = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.w, r1.w, c2.y
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r3.xyz, r6, r1.w
|
|
temp3.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c15.x, r3, r2
|
|
temp2.xyz = expr15.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r0, c96
|
|
temp3.xyz = -temp0.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c97.x
|
|
temp1.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c95
|
|
temp6.xyz = temp1.www * PointLight[2].Color.xyz;
|
|
// dp3 r1.x, r1, r3
|
|
temp1.x = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.x, r1.x, c2.y
|
|
temp1.x = max(temp1.x, float1(0));
|
|
// mul r1.xyz, r6, r1.x
|
|
temp1.xyz = temp6.xyz * temp1.xxx;
|
|
// mad r1.xyz, c16.x, r1, r2
|
|
temp1.xyz = expr16.xxx * temp1.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c24
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c17
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr17.xyz;
|
|
// mad r1.xyz, r1, c25, r2
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r1.xyz, r5, r1
|
|
temp1.xyz = temp5.xyz * temp1.xyz;
|
|
// mul o1.xyz, r1, c2.x
|
|
o.color.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.x, c28.x
|
|
temp1.x = Opacity.x;
|
|
// mul r1.x, r1.x, c1.x
|
|
temp1.x = temp1.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r1.x
|
|
o.color.w = temp5.w * temp1.x;
|
|
// mul r1.xyz, r4, c26
|
|
temp1.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r1, c2.x
|
|
o.color1.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// add o3.xy, c23, v6
|
|
o.texcoord = expr23 + i.texcoord;
|
|
// add r1.xy, r0, -v7
|
|
temp1.xy = temp0.xy + -i.texcoord1.xy;
|
|
// mad o4.xy, c29.x, r1, v7
|
|
o.texcoord1 = UseWorldCords.x * temp1 + i.texcoord1;
|
|
// add r1.xy, r0, c30.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r1, c30
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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 o2.w, c0.x
|
|
o.color1.w = float1(1);
|
|
// mov o5.xy, c0.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r1, r0.y, c2.yyzw
|
|
o.texcoord4.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_9 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_9_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_9_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_9_Output VS_Array_Shader_9(VS_Array_Shader_9_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 8
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 2
|
|
0 - ConstOutput: 13 ConstInput 6
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// rcp c11.x, c3.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c13.x, r0.x, r1.x
|
|
expr13.x = max(temp0.x, temp1.x);
|
|
// lt c14.x, (0), c0.x
|
|
expr14.x = (0) < NumPointLights.x;
|
|
// lt c15.x, (1), c0.x
|
|
expr15.x = (1) < NumPointLights.x;
|
|
// lt c16.x, (2), c0.x
|
|
expr16.x = (2) < NumPointLights.x;
|
|
// mul c17.xyz, c2.x, c1.xyz
|
|
expr17.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c18.xy, c6.x, c5.zw
|
|
expr18.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_Array_Shader_9_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float addr0;
|
|
float3 temp6, temp7;
|
|
// def c0, 1, 0, -2, 3
|
|
// def c2, 0.5, 0, -0.0015, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_normal v1
|
|
// dcl_texcoord v2
|
|
// dcl_texcoord1 v3
|
|
// dcl_color v4
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// 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));
|
|
// 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);
|
|
// mov r1.w, c0.x
|
|
temp1.w = float1(1);
|
|
// 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 r2.xyz, -r1, c123
|
|
temp2.xyz = -temp1.xyz + EyePosition.xyz;
|
|
// dp3 r0.w, r2, r2
|
|
temp0.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// mul r3.xyz, r2, r0.w
|
|
temp3.xyz = temp2.xyz * temp0.www;
|
|
// dp3 r2.w, r3, r0
|
|
temp2.w = dot(temp3.xyz, temp0.xyz);
|
|
// mul_sat r2.w, r2_abs.w, c11.x
|
|
temp2.w = saturate(abs(temp2).w * expr11.x);
|
|
// mad r3.x, r2.w, c0.z, c0.w
|
|
temp3.x = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r2.w, r2.w
|
|
temp2.w = temp2.w * temp2.w;
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r3, r2.w, v4
|
|
temp3 = temp2.w * i.color;
|
|
// mov r4.xyz, r3
|
|
temp4.xyz = temp3.xyz;
|
|
// mov r4.w, v4.w
|
|
temp4.w = i.color.w;
|
|
// mov r3.xyz, v4
|
|
temp3.xyz = i.color.xyz;
|
|
// lrp r5, c13.x, r3, r4
|
|
temp5 = lerp(temp4, temp3, expr13.x);
|
|
// mad r3.xyz, r2, r0.w, c6
|
|
temp3.xyz = temp2.xyz * temp0.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r0, c6
|
|
temp2.w = dot(temp0.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r0, r4
|
|
temp3.x = dot(temp0.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c22.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c20
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c2.x
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c21
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c2.x
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c0.y
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c0.y
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c0.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r0.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp0.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r0, c6[a0.x]
|
|
temp3.w = dot(temp0.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r0, r7
|
|
temp4.w = dot(temp0.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c22.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c0.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r1, c90
|
|
temp2.xyz = -temp1.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r0.w, r2, r2
|
|
temp0.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r2.xyz, r2, r0.w
|
|
temp2.xyz = temp2.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c91.x
|
|
temp0.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c0.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c89
|
|
temp6.xyz = temp0.www * PointLight[0].Color.xyz;
|
|
// dp3 r0.w, r0, r2
|
|
temp0.w = dot(temp0.xyz, temp2.xyz);
|
|
// max r0.w, r0.w, c0.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r2.xyz, r6, r0.w
|
|
temp2.xyz = temp6.xyz * temp0.www;
|
|
// mad r2.xyz, c14.x, r2, r3
|
|
temp2.xyz = expr14.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r1, c93
|
|
temp3.xyz = -temp1.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r0.w, r3, r3
|
|
temp0.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r3.xyz, r3, r0.w
|
|
temp3.xyz = temp3.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c94.x
|
|
temp0.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c0.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c92
|
|
temp6.xyz = temp0.www * PointLight[1].Color.xyz;
|
|
// dp3 r0.w, r0, r3
|
|
temp0.w = dot(temp0.xyz, temp3.xyz);
|
|
// max r0.w, r0.w, c0.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r3.xyz, r6, r0.w
|
|
temp3.xyz = temp6.xyz * temp0.www;
|
|
// mad r2.xyz, c15.x, r3, r2
|
|
temp2.xyz = expr15.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r1, c96
|
|
temp3.xyz = -temp1.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r0.w, r3, r3
|
|
temp0.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r3.xyz, r3, r0.w
|
|
temp3.xyz = temp3.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c97.x
|
|
temp0.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c0.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c95
|
|
temp6.xyz = temp0.www * PointLight[2].Color.xyz;
|
|
// dp3 r0.x, r0, r3
|
|
temp0.x = dot(temp0.xyz, temp3.xyz);
|
|
// max r0.x, r0.x, c0.y
|
|
temp0.x = max(temp0.x, float1(0));
|
|
// mul r0.xyz, r6, r0.x
|
|
temp0.xyz = temp6.xyz * temp0.xxx;
|
|
// mad r0.xyz, c16.x, r0, r2
|
|
temp0.xyz = expr16.xxx * temp0.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c19
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c17
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr17.xyz;
|
|
// mad r0.xyz, r0, c20, r2
|
|
temp0.xyz = temp0.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r0.xyz, r5, r0
|
|
temp0.xyz = temp5.xyz * temp0.xyz;
|
|
// mul o1.xyz, r0, c2.x
|
|
o.color.xyz = temp0.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.x, c23.x
|
|
temp0.x = Opacity.x;
|
|
// mul r0.x, r0.x, c1.x
|
|
temp0.x = temp0.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r0.x
|
|
o.color.w = temp5.w * temp0.x;
|
|
// mul r0.xyz, r4, c21
|
|
temp0.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r0, c2.x
|
|
o.color1.xyz = temp0.xyz * float3(0.5, 0.5, 0.5);
|
|
// lrp r0.xy, c24.x, r1, v3
|
|
temp0.xy = lerp(i.texcoord1.xy, temp1.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c25
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad o4.xy, r0, r2, c18
|
|
o.texcoord1 = temp0 * temp2 + expr18;
|
|
// add r0.xy, r1, c26.zwzw
|
|
temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r0, c26
|
|
o.texcoord3 = temp0 * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r0.x, r1, c113
|
|
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m00_m10_m20_m30));
|
|
// dp4 r0.y, r1, c114
|
|
temp0.y = dot(temp1, (ShadowMapWorldToShadow._m01_m11_m21_m31));
|
|
// dp4 r0.z, r1, c115
|
|
temp0.z = dot(temp1, (ShadowMapWorldToShadow._m02_m12_m22_m32));
|
|
// dp4 r0.w, r1, c116
|
|
temp0.w = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// rcp r1.x, r0.w
|
|
temp1.x = 1.0f / temp0.w;
|
|
// mov o2.w, c0.x
|
|
o.color1.w = float1(1);
|
|
// mov o3.xy, v2
|
|
o.texcoord = i.texcoord;
|
|
// mov o5.xy, c0.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r0, r1.x, c2.yyzw
|
|
o.texcoord4.xyz = temp0.xyz * temp1.xxx + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.w
|
|
o.texcoord4.w = temp0.w;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_10 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_10_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_10_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_10_Output VS_Array_Shader_10(VS_Array_Shader_10_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 8
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 2
|
|
0 - ConstOutput: 13 ConstInput 6
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// rcp c11.x, c3.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c13.x, r0.x, r1.x
|
|
expr13.x = max(temp0.x, temp1.x);
|
|
// lt c14.x, (0), c0.x
|
|
expr14.x = (0) < NumPointLights.x;
|
|
// lt c15.x, (1), c0.x
|
|
expr15.x = (1) < NumPointLights.x;
|
|
// lt c16.x, (2), c0.x
|
|
expr16.x = (2) < NumPointLights.x;
|
|
// mul c17.xyz, c2.x, c1.xyz
|
|
expr17.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c18.xy, c6.x, c5.zw
|
|
expr18.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_Array_Shader_10_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float addr0;
|
|
float3 temp6, temp7;
|
|
// def c0, 1, -1, -2, 3
|
|
// def c2, 0.5, 0, -0.0015, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_position v1
|
|
// dcl_normal v2
|
|
// dcl_texcoord v3
|
|
// dcl_texcoord1 v4
|
|
// dcl_color v5
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// frc r0.x, v0.x
|
|
temp0.x = frac(i.blendindices.x);
|
|
// add r0.y, -r0.x, v0.x
|
|
temp0.y = -temp0.x + i.blendindices.x;
|
|
// slt r0.z, v0.x, -v0.x
|
|
temp0.z = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
|
|
// slt r0.x, -r0.x, r0.x
|
|
temp0.x = (-temp0.x < temp0.x) ? 1 : 0;
|
|
// mad r0.x, r0.z, r0.x, r0.y
|
|
temp0.x = temp0.z * temp0.x + temp0.y;
|
|
// add r0.x, r0.x, r0.x
|
|
temp0.x = temp0.x + temp0.x;
|
|
// mova a0.x, r0.x
|
|
addr0.x = temp0.x;
|
|
// mul r0, v1.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v1.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v1.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;
|
|
// mul r1, v2.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v2.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;
|
|
// 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 r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// dp3 r2.w, r3, r1
|
|
temp2.w = dot(temp3.xyz, temp1.xyz);
|
|
// mul_sat r2.w, r2_abs.w, c11.x
|
|
temp2.w = saturate(abs(temp2).w * expr11.x);
|
|
// mad r3.x, r2.w, c0.z, c0.w
|
|
temp3.x = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r2.w, r2.w
|
|
temp2.w = temp2.w * temp2.w;
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r2.w, r2.w, c129[a0.x].w
|
|
temp2.w = temp2.w * WorldBones[1 + addr0.x].w;
|
|
// mul r3, r2.w, v5
|
|
temp3 = temp2.w * i.color;
|
|
// mov r4.xyz, r3
|
|
temp4.xyz = temp3.xyz;
|
|
// mov r4.w, v5.w
|
|
temp4.w = i.color.w;
|
|
// mov r3.xyz, v5
|
|
temp3.xyz = i.color.xyz;
|
|
// lrp r5, c13.x, r3, r4
|
|
temp5 = lerp(temp4, temp3, expr13.x);
|
|
// mad r3.xyz, r2, r1.w, c6
|
|
temp3.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r1, c6
|
|
temp2.w = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r1, r4
|
|
temp3.x = dot(temp1.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c22.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c20
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c2.x
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c21
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c2.x
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c2.y
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c2.y
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c0.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r1, c6[a0.x]
|
|
temp3.w = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r1, r7
|
|
temp4.w = dot(temp1.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c22.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c0.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r0, c90
|
|
temp2.xyz = -temp0.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r2.xyz, r2, r1.w
|
|
temp2.xyz = temp2.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c91.x
|
|
temp1.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c89
|
|
temp6.xyz = temp1.www * PointLight[0].Color.xyz;
|
|
// dp3 r1.w, r1, r2
|
|
temp1.w = dot(temp1.xyz, temp2.xyz);
|
|
// max r1.w, r1.w, c2.y
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r2.xyz, r6, r1.w
|
|
temp2.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c14.x, r2, r3
|
|
temp2.xyz = expr14.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r0, c93
|
|
temp3.xyz = -temp0.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c94.x
|
|
temp1.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c92
|
|
temp6.xyz = temp1.www * PointLight[1].Color.xyz;
|
|
// dp3 r1.w, r1, r3
|
|
temp1.w = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.w, r1.w, c2.y
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r3.xyz, r6, r1.w
|
|
temp3.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c15.x, r3, r2
|
|
temp2.xyz = expr15.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r0, c96
|
|
temp3.xyz = -temp0.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c97.x
|
|
temp1.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c95
|
|
temp6.xyz = temp1.www * PointLight[2].Color.xyz;
|
|
// dp3 r1.x, r1, r3
|
|
temp1.x = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.x, r1.x, c2.y
|
|
temp1.x = max(temp1.x, float1(0));
|
|
// mul r1.xyz, r6, r1.x
|
|
temp1.xyz = temp6.xyz * temp1.xxx;
|
|
// mad r1.xyz, c16.x, r1, r2
|
|
temp1.xyz = expr16.xxx * temp1.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c19
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c17
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr17.xyz;
|
|
// mad r1.xyz, r1, c20, r2
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r1.xyz, r5, r1
|
|
temp1.xyz = temp5.xyz * temp1.xyz;
|
|
// mul o1.xyz, r1, c2.x
|
|
o.color.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.x, c23.x
|
|
temp1.x = Opacity.x;
|
|
// mul r1.x, r1.x, c1.x
|
|
temp1.x = temp1.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r1.x
|
|
o.color.w = temp5.w * temp1.x;
|
|
// mul r1.xyz, r4, c21
|
|
temp1.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r1, c2.x
|
|
o.color1.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// lrp r1.xy, c24.x, r0, v4
|
|
temp1.xy = lerp(i.texcoord1.xy, temp0.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c25
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad o4.xy, r1, r2, c18
|
|
o.texcoord1 = temp1 * temp2 + expr18;
|
|
// add r1.xy, r0, c26.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r1, c26
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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 o2.w, c0.x
|
|
o.color1.w = float1(1);
|
|
// mov o3.xy, v3
|
|
o.texcoord = i.texcoord;
|
|
// mov o5.xy, c0.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r1, r0.y, c2.yyzw
|
|
o.texcoord4.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_11 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_11_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 blendweight : BLENDWEIGHT;
|
|
float4 position : POSITION;
|
|
float4 position1 : POSITION1;
|
|
float4 normal : NORMAL;
|
|
float4 normal1 : NORMAL1;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_11_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_11_Output VS_Array_Shader_11(VS_Array_Shader_11_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 8
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 2
|
|
0 - ConstOutput: 13 ConstInput 6
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// rcp c11.x, c3.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c13.x, r0.x, r1.x
|
|
expr13.x = max(temp0.x, temp1.x);
|
|
// lt c14.x, (0), c0.x
|
|
expr14.x = (0) < NumPointLights.x;
|
|
// lt c15.x, (1), c0.x
|
|
expr15.x = (1) < NumPointLights.x;
|
|
// lt c16.x, (2), c0.x
|
|
expr16.x = (2) < NumPointLights.x;
|
|
// mul c17.xyz, c2.x, c1.xyz
|
|
expr17.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c18.xy, c6.x, c5.zw
|
|
expr18.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_Array_Shader_11_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float2 addr0;
|
|
float3 temp6, temp7;
|
|
// def c0, 1, -1, -2, 3
|
|
// def c2, 0.5, 0, -0.0015, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_blendweight v1
|
|
// dcl_position v2
|
|
// dcl_position1 v3
|
|
// dcl_normal v4
|
|
// dcl_normal1 v5
|
|
// dcl_texcoord v6
|
|
// dcl_texcoord1 v7
|
|
// dcl_color v8
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// frc r0.xy, v0
|
|
temp0.xy = frac(i.blendindices.xy);
|
|
// add r0.zw, -r0.xyxy, v0.xyxy
|
|
temp0.zw = -temp0.xy + i.blendindices.xy;
|
|
// slt r1.xy, v0, -v0
|
|
temp1.xy = (i.blendindices.xy < -i.blendindices.xy) ? 1 : 0;
|
|
// slt r0.xy, -r0, r0
|
|
temp0.xy = (-temp0.xy < temp0.xy) ? 1 : 0;
|
|
// mad r0.xy, r1, r0, r0.zwzw
|
|
temp0.xy = temp1.xy * temp0.xy + temp0.zw;
|
|
// add r0.xy, r0, r0
|
|
temp0.xy = temp0.xy + temp0.xy;
|
|
// mova a0.xy, r0
|
|
addr0.xy = temp0.xy;
|
|
// mul r0, v2.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v2.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v2.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;
|
|
// mul r1, v4.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v4.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v4.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;
|
|
// mul r2, v3.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.position1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v3.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.position1.xyzx + temp2;
|
|
// mul r3, v3.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.position1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c0.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// add r2.xyz, r2, c129[a0.y]
|
|
temp2.xyz = temp2.xyz + WorldBones[1 + addr0.y].xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r0.xyz, r0, v1.x, r2
|
|
temp0.xyz = temp0.xyz * i.blendweight.xxx + temp2.xyz;
|
|
// mul r2, v5.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.normal1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v5.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.normal1.xyzx + temp2;
|
|
// mul r3, v5.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.normal1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c0.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r1.xyz, r1, v1.x, r2
|
|
temp1.xyz = temp1.xyz * i.blendweight.xxx + temp2.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 r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// mul r2.w, v1.y, c129[a0.y].w
|
|
temp2.w = i.blendweight.y * WorldBones[1 + addr0.y].w;
|
|
// mad r2.w, c129[a0.x].w, v1.x, r2.w
|
|
temp2.w = WorldBones[1 + addr0.x].w * i.blendweight.x + temp2.w;
|
|
// dp3 r3.x, r3, r1
|
|
temp3.x = dot(temp3.xyz, temp1.xyz);
|
|
// mul_sat r3.x, r3_abs.x, c11.x
|
|
temp3.x = saturate(abs(temp3).x * expr11.x);
|
|
// mad r3.y, r3.x, c0.z, c0.w
|
|
temp3.y = temp3.x * float1(-2) + float1(3);
|
|
// mul r3.x, r3.x, r3.x
|
|
temp3.x = temp3.x * temp3.x;
|
|
// mul r3.x, r3.y, r3.x
|
|
temp3.x = temp3.y * temp3.x;
|
|
// mul r2.w, r2.w, r3.x
|
|
temp2.w = temp2.w * temp3.x;
|
|
// mul r3, r2.w, v8
|
|
temp3 = temp2.w * i.color;
|
|
// mov r4.xyz, r3
|
|
temp4.xyz = temp3.xyz;
|
|
// mov r4.w, v8.w
|
|
temp4.w = i.color.w;
|
|
// mov r3.xyz, v8
|
|
temp3.xyz = i.color.xyz;
|
|
// lrp r5, c13.x, r3, r4
|
|
temp5 = lerp(temp4, temp3, expr13.x);
|
|
// mad r3.xyz, r2, r1.w, c6
|
|
temp3.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r1, c6
|
|
temp2.w = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r1, r4
|
|
temp3.x = dot(temp1.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c22.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c20
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c2.x
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c21
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c2.x
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c2.y
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c2.y
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c0.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r1, c6[a0.x]
|
|
temp3.w = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r1, r7
|
|
temp4.w = dot(temp1.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c22.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c0.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r0, c90
|
|
temp2.xyz = -temp0.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r2.xyz, r2, r1.w
|
|
temp2.xyz = temp2.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c91.x
|
|
temp1.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c89
|
|
temp6.xyz = temp1.www * PointLight[0].Color.xyz;
|
|
// dp3 r1.w, r1, r2
|
|
temp1.w = dot(temp1.xyz, temp2.xyz);
|
|
// max r1.w, r1.w, c2.y
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r2.xyz, r6, r1.w
|
|
temp2.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c14.x, r2, r3
|
|
temp2.xyz = expr14.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r0, c93
|
|
temp3.xyz = -temp0.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c94.x
|
|
temp1.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c92
|
|
temp6.xyz = temp1.www * PointLight[1].Color.xyz;
|
|
// dp3 r1.w, r1, r3
|
|
temp1.w = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.w, r1.w, c2.y
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r3.xyz, r6, r1.w
|
|
temp3.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c15.x, r3, r2
|
|
temp2.xyz = expr15.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r0, c96
|
|
temp3.xyz = -temp0.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c97.x
|
|
temp1.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c95
|
|
temp6.xyz = temp1.www * PointLight[2].Color.xyz;
|
|
// dp3 r1.x, r1, r3
|
|
temp1.x = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.x, r1.x, c2.y
|
|
temp1.x = max(temp1.x, float1(0));
|
|
// mul r1.xyz, r6, r1.x
|
|
temp1.xyz = temp6.xyz * temp1.xxx;
|
|
// mad r1.xyz, c16.x, r1, r2
|
|
temp1.xyz = expr16.xxx * temp1.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c19
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c17
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr17.xyz;
|
|
// mad r1.xyz, r1, c20, r2
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r1.xyz, r5, r1
|
|
temp1.xyz = temp5.xyz * temp1.xyz;
|
|
// mul o1.xyz, r1, c2.x
|
|
o.color.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.x, c23.x
|
|
temp1.x = Opacity.x;
|
|
// mul r1.x, r1.x, c1.x
|
|
temp1.x = temp1.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r1.x
|
|
o.color.w = temp5.w * temp1.x;
|
|
// mul r1.xyz, r4, c21
|
|
temp1.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r1, c2.x
|
|
o.color1.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// lrp r1.xy, c24.x, r0, v7
|
|
temp1.xy = lerp(i.texcoord1.xy, temp0.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c25
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad o4.xy, r1, r2, c18
|
|
o.texcoord1 = temp1 * temp2 + expr18;
|
|
// add r1.xy, r0, c26.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r1, c26
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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 o2.w, c0.x
|
|
o.color1.w = float1(1);
|
|
// mov o3.xy, v6
|
|
o.texcoord = i.texcoord;
|
|
// mov o5.xy, c0.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r1, r0.y, c2.yyzw
|
|
o.texcoord4.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_12 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_12_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_12_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_12_Output VS_Array_Shader_12(VS_Array_Shader_12_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 9
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 2
|
|
0 - ConstOutput: 13 ConstInput 7
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// rcp c11.x, c3.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c13.x, r0.x, r1.x
|
|
expr13.x = max(temp0.x, temp1.x);
|
|
// lt c14.x, (0), c0.x
|
|
expr14.x = (0) < NumPointLights.x;
|
|
// lt c15.x, (1), c0.x
|
|
expr15.x = (1) < NumPointLights.x;
|
|
// lt c16.x, (2), c0.x
|
|
expr16.x = (2) < NumPointLights.x;
|
|
// mul c17.xyz, c2.x, c1.xyz
|
|
expr17.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c18.xy, c7.x, c5.zw
|
|
expr18.xy = Time.x * TexCoordTransform_0.zw;
|
|
// mul c19.xy, c7.x, c6.zw
|
|
expr19.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_Array_Shader_12_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float addr0;
|
|
float3 temp6, temp7;
|
|
// def c0, 1, 0, -2, 3
|
|
// def c2, 0.5, 0, -0.0015, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_normal v1
|
|
// dcl_texcoord v2
|
|
// dcl_texcoord1 v3
|
|
// dcl_color v4
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// 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));
|
|
// 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);
|
|
// mov r1.w, c0.x
|
|
temp1.w = float1(1);
|
|
// 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 r2.xyz, -r1, c123
|
|
temp2.xyz = -temp1.xyz + EyePosition.xyz;
|
|
// dp3 r0.w, r2, r2
|
|
temp0.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// mul r3.xyz, r2, r0.w
|
|
temp3.xyz = temp2.xyz * temp0.www;
|
|
// dp3 r2.w, r3, r0
|
|
temp2.w = dot(temp3.xyz, temp0.xyz);
|
|
// mul_sat r2.w, r2_abs.w, c11.x
|
|
temp2.w = saturate(abs(temp2).w * expr11.x);
|
|
// mad r3.x, r2.w, c0.z, c0.w
|
|
temp3.x = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r2.w, r2.w
|
|
temp2.w = temp2.w * temp2.w;
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r3, r2.w, v4
|
|
temp3 = temp2.w * i.color;
|
|
// mov r4.xyz, r3
|
|
temp4.xyz = temp3.xyz;
|
|
// mov r4.w, v4.w
|
|
temp4.w = i.color.w;
|
|
// mov r3.xyz, v4
|
|
temp3.xyz = i.color.xyz;
|
|
// lrp r5, c13.x, r3, r4
|
|
temp5 = lerp(temp4, temp3, expr13.x);
|
|
// mad r3.xyz, r2, r0.w, c6
|
|
temp3.xyz = temp2.xyz * temp0.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r0, c6
|
|
temp2.w = dot(temp0.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r0, r4
|
|
temp3.x = dot(temp0.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c23.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c21
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c2.x
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c22
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c2.x
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c0.y
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c0.y
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c0.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r0.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp0.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r0, c6[a0.x]
|
|
temp3.w = dot(temp0.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r0, r7
|
|
temp4.w = dot(temp0.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c23.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c0.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r1, c90
|
|
temp2.xyz = -temp1.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r0.w, r2, r2
|
|
temp0.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r2.xyz, r2, r0.w
|
|
temp2.xyz = temp2.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c91.x
|
|
temp0.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c0.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c89
|
|
temp6.xyz = temp0.www * PointLight[0].Color.xyz;
|
|
// dp3 r0.w, r0, r2
|
|
temp0.w = dot(temp0.xyz, temp2.xyz);
|
|
// max r0.w, r0.w, c0.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r2.xyz, r6, r0.w
|
|
temp2.xyz = temp6.xyz * temp0.www;
|
|
// mad r2.xyz, c14.x, r2, r3
|
|
temp2.xyz = expr14.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r1, c93
|
|
temp3.xyz = -temp1.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r0.w, r3, r3
|
|
temp0.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r3.xyz, r3, r0.w
|
|
temp3.xyz = temp3.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c94.x
|
|
temp0.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c0.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c92
|
|
temp6.xyz = temp0.www * PointLight[1].Color.xyz;
|
|
// dp3 r0.w, r0, r3
|
|
temp0.w = dot(temp0.xyz, temp3.xyz);
|
|
// max r0.w, r0.w, c0.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r3.xyz, r6, r0.w
|
|
temp3.xyz = temp6.xyz * temp0.www;
|
|
// mad r2.xyz, c15.x, r3, r2
|
|
temp2.xyz = expr15.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r1, c96
|
|
temp3.xyz = -temp1.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r0.w, r3, r3
|
|
temp0.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r3.xyz, r3, r0.w
|
|
temp3.xyz = temp3.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c97.x
|
|
temp0.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c0.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c95
|
|
temp6.xyz = temp0.www * PointLight[2].Color.xyz;
|
|
// dp3 r0.x, r0, r3
|
|
temp0.x = dot(temp0.xyz, temp3.xyz);
|
|
// max r0.x, r0.x, c0.y
|
|
temp0.x = max(temp0.x, float1(0));
|
|
// mul r0.xyz, r6, r0.x
|
|
temp0.xyz = temp6.xyz * temp0.xxx;
|
|
// mad r0.xyz, c16.x, r0, r2
|
|
temp0.xyz = expr16.xxx * temp0.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c20
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c17
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr17.xyz;
|
|
// mad r0.xyz, r0, c21, r2
|
|
temp0.xyz = temp0.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r0.xyz, r5, r0
|
|
temp0.xyz = temp5.xyz * temp0.xyz;
|
|
// mul o1.xyz, r0, c2.x
|
|
o.color.xyz = temp0.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.x, c24.x
|
|
temp0.x = Opacity.x;
|
|
// mul r0.x, r0.x, c1.x
|
|
temp0.x = temp0.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r0.x
|
|
o.color.w = temp5.w * temp0.x;
|
|
// mul r0.xyz, r4, c22
|
|
temp0.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r0, c2.x
|
|
o.color1.xyz = temp0.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.xy, c26
|
|
temp0.xy = TexCoordTransform_0.xy;
|
|
// mad o3.xy, v2, r0, c18
|
|
o.texcoord = i.texcoord * temp0 + expr18;
|
|
// lrp r0.xy, c25.x, r1, v3
|
|
temp0.xy = lerp(i.texcoord1.xy, temp1.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c27
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad o4.xy, r0, r2, c19
|
|
o.texcoord1 = temp0 * temp2 + expr19;
|
|
// add r0.xy, r1, c28.zwzw
|
|
temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r0, c28
|
|
o.texcoord3 = temp0 * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r0.x, r1, c113
|
|
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m00_m10_m20_m30));
|
|
// dp4 r0.y, r1, c114
|
|
temp0.y = dot(temp1, (ShadowMapWorldToShadow._m01_m11_m21_m31));
|
|
// dp4 r0.z, r1, c115
|
|
temp0.z = dot(temp1, (ShadowMapWorldToShadow._m02_m12_m22_m32));
|
|
// dp4 r0.w, r1, c116
|
|
temp0.w = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// rcp r1.x, r0.w
|
|
temp1.x = 1.0f / temp0.w;
|
|
// mov o2.w, c0.x
|
|
o.color1.w = float1(1);
|
|
// mov o5.xy, c0.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r0, r1.x, c2.yyzw
|
|
o.texcoord4.xyz = temp0.xyz * temp1.xxx + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.w
|
|
o.texcoord4.w = temp0.w;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_13 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_13_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_13_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_13_Output VS_Array_Shader_13(VS_Array_Shader_13_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 9
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 2
|
|
0 - ConstOutput: 13 ConstInput 7
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// rcp c11.x, c3.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c13.x, r0.x, r1.x
|
|
expr13.x = max(temp0.x, temp1.x);
|
|
// lt c14.x, (0), c0.x
|
|
expr14.x = (0) < NumPointLights.x;
|
|
// lt c15.x, (1), c0.x
|
|
expr15.x = (1) < NumPointLights.x;
|
|
// lt c16.x, (2), c0.x
|
|
expr16.x = (2) < NumPointLights.x;
|
|
// mul c17.xyz, c2.x, c1.xyz
|
|
expr17.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c18.xy, c7.x, c5.zw
|
|
expr18.xy = Time.x * TexCoordTransform_0.zw;
|
|
// mul c19.xy, c7.x, c6.zw
|
|
expr19.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_Array_Shader_13_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float addr0;
|
|
float3 temp6, temp7;
|
|
// def c0, 1, -1, -2, 3
|
|
// def c2, 0.5, 0, -0.0015, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_position v1
|
|
// dcl_normal v2
|
|
// dcl_texcoord v3
|
|
// dcl_texcoord1 v4
|
|
// dcl_color v5
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// frc r0.x, v0.x
|
|
temp0.x = frac(i.blendindices.x);
|
|
// add r0.y, -r0.x, v0.x
|
|
temp0.y = -temp0.x + i.blendindices.x;
|
|
// slt r0.z, v0.x, -v0.x
|
|
temp0.z = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
|
|
// slt r0.x, -r0.x, r0.x
|
|
temp0.x = (-temp0.x < temp0.x) ? 1 : 0;
|
|
// mad r0.x, r0.z, r0.x, r0.y
|
|
temp0.x = temp0.z * temp0.x + temp0.y;
|
|
// add r0.x, r0.x, r0.x
|
|
temp0.x = temp0.x + temp0.x;
|
|
// mova a0.x, r0.x
|
|
addr0.x = temp0.x;
|
|
// mul r0, v1.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v1.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v1.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;
|
|
// mul r1, v2.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v2.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;
|
|
// 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 r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// dp3 r2.w, r3, r1
|
|
temp2.w = dot(temp3.xyz, temp1.xyz);
|
|
// mul_sat r2.w, r2_abs.w, c11.x
|
|
temp2.w = saturate(abs(temp2).w * expr11.x);
|
|
// mad r3.x, r2.w, c0.z, c0.w
|
|
temp3.x = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r2.w, r2.w
|
|
temp2.w = temp2.w * temp2.w;
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r2.w, r2.w, c129[a0.x].w
|
|
temp2.w = temp2.w * WorldBones[1 + addr0.x].w;
|
|
// mul r3, r2.w, v5
|
|
temp3 = temp2.w * i.color;
|
|
// mov r4.xyz, r3
|
|
temp4.xyz = temp3.xyz;
|
|
// mov r4.w, v5.w
|
|
temp4.w = i.color.w;
|
|
// mov r3.xyz, v5
|
|
temp3.xyz = i.color.xyz;
|
|
// lrp r5, c13.x, r3, r4
|
|
temp5 = lerp(temp4, temp3, expr13.x);
|
|
// mad r3.xyz, r2, r1.w, c6
|
|
temp3.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r1, c6
|
|
temp2.w = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r1, r4
|
|
temp3.x = dot(temp1.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c23.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c21
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c2.x
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c22
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c2.x
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c2.y
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c2.y
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c0.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r1, c6[a0.x]
|
|
temp3.w = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r1, r7
|
|
temp4.w = dot(temp1.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c23.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c0.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r0, c90
|
|
temp2.xyz = -temp0.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r2.xyz, r2, r1.w
|
|
temp2.xyz = temp2.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c91.x
|
|
temp1.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c89
|
|
temp6.xyz = temp1.www * PointLight[0].Color.xyz;
|
|
// dp3 r1.w, r1, r2
|
|
temp1.w = dot(temp1.xyz, temp2.xyz);
|
|
// max r1.w, r1.w, c2.y
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r2.xyz, r6, r1.w
|
|
temp2.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c14.x, r2, r3
|
|
temp2.xyz = expr14.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r0, c93
|
|
temp3.xyz = -temp0.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c94.x
|
|
temp1.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c92
|
|
temp6.xyz = temp1.www * PointLight[1].Color.xyz;
|
|
// dp3 r1.w, r1, r3
|
|
temp1.w = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.w, r1.w, c2.y
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r3.xyz, r6, r1.w
|
|
temp3.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c15.x, r3, r2
|
|
temp2.xyz = expr15.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r0, c96
|
|
temp3.xyz = -temp0.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c97.x
|
|
temp1.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c95
|
|
temp6.xyz = temp1.www * PointLight[2].Color.xyz;
|
|
// dp3 r1.x, r1, r3
|
|
temp1.x = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.x, r1.x, c2.y
|
|
temp1.x = max(temp1.x, float1(0));
|
|
// mul r1.xyz, r6, r1.x
|
|
temp1.xyz = temp6.xyz * temp1.xxx;
|
|
// mad r1.xyz, c16.x, r1, r2
|
|
temp1.xyz = expr16.xxx * temp1.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c20
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c17
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr17.xyz;
|
|
// mad r1.xyz, r1, c21, r2
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r1.xyz, r5, r1
|
|
temp1.xyz = temp5.xyz * temp1.xyz;
|
|
// mul o1.xyz, r1, c2.x
|
|
o.color.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.x, c24.x
|
|
temp1.x = Opacity.x;
|
|
// mul r1.x, r1.x, c1.x
|
|
temp1.x = temp1.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r1.x
|
|
o.color.w = temp5.w * temp1.x;
|
|
// mul r1.xyz, r4, c22
|
|
temp1.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r1, c2.x
|
|
o.color1.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.xy, c26
|
|
temp1.xy = TexCoordTransform_0.xy;
|
|
// mad o3.xy, v3, r1, c18
|
|
o.texcoord = i.texcoord * temp1 + expr18;
|
|
// lrp r1.xy, c25.x, r0, v4
|
|
temp1.xy = lerp(i.texcoord1.xy, temp0.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c27
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad o4.xy, r1, r2, c19
|
|
o.texcoord1 = temp1 * temp2 + expr19;
|
|
// add r1.xy, r0, c28.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r1, c28
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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 o2.w, c0.x
|
|
o.color1.w = float1(1);
|
|
// mov o5.xy, c0.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r1, r0.y, c2.yyzw
|
|
o.texcoord4.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_14 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_14_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 blendweight : BLENDWEIGHT;
|
|
float4 position : POSITION;
|
|
float4 position1 : POSITION1;
|
|
float4 normal : NORMAL;
|
|
float4 normal1 : NORMAL1;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_14_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_14_Output VS_Array_Shader_14(VS_Array_Shader_14_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 9
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 2
|
|
0 - ConstOutput: 13 ConstInput 7
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// rcp c11.x, c3.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c13.x, r0.x, r1.x
|
|
expr13.x = max(temp0.x, temp1.x);
|
|
// lt c14.x, (0), c0.x
|
|
expr14.x = (0) < NumPointLights.x;
|
|
// lt c15.x, (1), c0.x
|
|
expr15.x = (1) < NumPointLights.x;
|
|
// lt c16.x, (2), c0.x
|
|
expr16.x = (2) < NumPointLights.x;
|
|
// mul c17.xyz, c2.x, c1.xyz
|
|
expr17.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c18.xy, c7.x, c5.zw
|
|
expr18.xy = Time.x * TexCoordTransform_0.zw;
|
|
// mul c19.xy, c7.x, c6.zw
|
|
expr19.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_Array_Shader_14_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float2 addr0;
|
|
float3 temp6, temp7;
|
|
// def c0, 1, -1, -2, 3
|
|
// def c2, 0.5, 0, -0.0015, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_blendweight v1
|
|
// dcl_position v2
|
|
// dcl_position1 v3
|
|
// dcl_normal v4
|
|
// dcl_normal1 v5
|
|
// dcl_texcoord v6
|
|
// dcl_texcoord1 v7
|
|
// dcl_color v8
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// frc r0.xy, v0
|
|
temp0.xy = frac(i.blendindices.xy);
|
|
// add r0.zw, -r0.xyxy, v0.xyxy
|
|
temp0.zw = -temp0.xy + i.blendindices.xy;
|
|
// slt r1.xy, v0, -v0
|
|
temp1.xy = (i.blendindices.xy < -i.blendindices.xy) ? 1 : 0;
|
|
// slt r0.xy, -r0, r0
|
|
temp0.xy = (-temp0.xy < temp0.xy) ? 1 : 0;
|
|
// mad r0.xy, r1, r0, r0.zwzw
|
|
temp0.xy = temp1.xy * temp0.xy + temp0.zw;
|
|
// add r0.xy, r0, r0
|
|
temp0.xy = temp0.xy + temp0.xy;
|
|
// mova a0.xy, r0
|
|
addr0.xy = temp0.xy;
|
|
// mul r0, v2.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v2.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v2.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;
|
|
// mul r1, v4.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v4.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v4.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;
|
|
// mul r2, v3.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.position1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v3.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.position1.xyzx + temp2;
|
|
// mul r3, v3.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.position1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c0.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// add r2.xyz, r2, c129[a0.y]
|
|
temp2.xyz = temp2.xyz + WorldBones[1 + addr0.y].xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r0.xyz, r0, v1.x, r2
|
|
temp0.xyz = temp0.xyz * i.blendweight.xxx + temp2.xyz;
|
|
// mul r2, v5.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.normal1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v5.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.normal1.xyzx + temp2;
|
|
// mul r3, v5.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.normal1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c0.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r1.xyz, r1, v1.x, r2
|
|
temp1.xyz = temp1.xyz * i.blendweight.xxx + temp2.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 r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// mul r2.w, v1.y, c129[a0.y].w
|
|
temp2.w = i.blendweight.y * WorldBones[1 + addr0.y].w;
|
|
// mad r2.w, c129[a0.x].w, v1.x, r2.w
|
|
temp2.w = WorldBones[1 + addr0.x].w * i.blendweight.x + temp2.w;
|
|
// dp3 r3.x, r3, r1
|
|
temp3.x = dot(temp3.xyz, temp1.xyz);
|
|
// mul_sat r3.x, r3_abs.x, c11.x
|
|
temp3.x = saturate(abs(temp3).x * expr11.x);
|
|
// mad r3.y, r3.x, c0.z, c0.w
|
|
temp3.y = temp3.x * float1(-2) + float1(3);
|
|
// mul r3.x, r3.x, r3.x
|
|
temp3.x = temp3.x * temp3.x;
|
|
// mul r3.x, r3.y, r3.x
|
|
temp3.x = temp3.y * temp3.x;
|
|
// mul r2.w, r2.w, r3.x
|
|
temp2.w = temp2.w * temp3.x;
|
|
// mul r3, r2.w, v8
|
|
temp3 = temp2.w * i.color;
|
|
// mov r4.xyz, r3
|
|
temp4.xyz = temp3.xyz;
|
|
// mov r4.w, v8.w
|
|
temp4.w = i.color.w;
|
|
// mov r3.xyz, v8
|
|
temp3.xyz = i.color.xyz;
|
|
// lrp r5, c13.x, r3, r4
|
|
temp5 = lerp(temp4, temp3, expr13.x);
|
|
// mad r3.xyz, r2, r1.w, c6
|
|
temp3.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r1, c6
|
|
temp2.w = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r1, r4
|
|
temp3.x = dot(temp1.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c23.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c21
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c2.x
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c22
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c2.x
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c2.y
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c2.y
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c0.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r1, c6[a0.x]
|
|
temp3.w = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r1, r7
|
|
temp4.w = dot(temp1.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c23.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c0.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r0, c90
|
|
temp2.xyz = -temp0.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r2.xyz, r2, r1.w
|
|
temp2.xyz = temp2.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c91.x
|
|
temp1.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c89
|
|
temp6.xyz = temp1.www * PointLight[0].Color.xyz;
|
|
// dp3 r1.w, r1, r2
|
|
temp1.w = dot(temp1.xyz, temp2.xyz);
|
|
// max r1.w, r1.w, c2.y
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r2.xyz, r6, r1.w
|
|
temp2.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c14.x, r2, r3
|
|
temp2.xyz = expr14.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r0, c93
|
|
temp3.xyz = -temp0.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c94.x
|
|
temp1.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c92
|
|
temp6.xyz = temp1.www * PointLight[1].Color.xyz;
|
|
// dp3 r1.w, r1, r3
|
|
temp1.w = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.w, r1.w, c2.y
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r3.xyz, r6, r1.w
|
|
temp3.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c15.x, r3, r2
|
|
temp2.xyz = expr15.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r0, c96
|
|
temp3.xyz = -temp0.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c97.x
|
|
temp1.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c95
|
|
temp6.xyz = temp1.www * PointLight[2].Color.xyz;
|
|
// dp3 r1.x, r1, r3
|
|
temp1.x = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.x, r1.x, c2.y
|
|
temp1.x = max(temp1.x, float1(0));
|
|
// mul r1.xyz, r6, r1.x
|
|
temp1.xyz = temp6.xyz * temp1.xxx;
|
|
// mad r1.xyz, c16.x, r1, r2
|
|
temp1.xyz = expr16.xxx * temp1.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c20
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c17
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr17.xyz;
|
|
// mad r1.xyz, r1, c21, r2
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r1.xyz, r5, r1
|
|
temp1.xyz = temp5.xyz * temp1.xyz;
|
|
// mul o1.xyz, r1, c2.x
|
|
o.color.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.x, c24.x
|
|
temp1.x = Opacity.x;
|
|
// mul r1.x, r1.x, c1.x
|
|
temp1.x = temp1.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r1.x
|
|
o.color.w = temp5.w * temp1.x;
|
|
// mul r1.xyz, r4, c22
|
|
temp1.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r1, c2.x
|
|
o.color1.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.xy, c26
|
|
temp1.xy = TexCoordTransform_0.xy;
|
|
// mad o3.xy, v6, r1, c18
|
|
o.texcoord = i.texcoord * temp1 + expr18;
|
|
// lrp r1.xy, c25.x, r0, v7
|
|
temp1.xy = lerp(i.texcoord1.xy, temp0.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c27
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad o4.xy, r1, r2, c19
|
|
o.texcoord1 = temp1 * temp2 + expr19;
|
|
// add r1.xy, r0, c28.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r1, c28
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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 o2.w, c0.x
|
|
o.color1.w = float1(1);
|
|
// mov o5.xy, c0.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r1, r0.y, c2.yyzw
|
|
o.texcoord4.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_15 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_15_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_15_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_15_Output VS_Array_Shader_15(VS_Array_Shader_15_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 14
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 3
|
|
0 - ConstOutput: 13 ConstInput 5
|
|
1 - ConstOutput: 23 ConstInput 2
|
|
2 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
float4 expr20;
|
|
float4 expr21;
|
|
float4 expr22;
|
|
float4 expr23;
|
|
float4 expr24;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float4 temp2;
|
|
// Expression_2_1
|
|
// rcp c11.x, c3.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c13.x, r0.x, r1.x
|
|
expr13.x = max(temp0.x, temp1.x);
|
|
// lt c14.x, (0), c0.x
|
|
expr14.x = (0) < NumPointLights.x;
|
|
// lt c15.x, (1), c0.x
|
|
expr15.x = (1) < NumPointLights.x;
|
|
// lt c16.x, (2), c0.x
|
|
expr16.x = (2) < NumPointLights.x;
|
|
// mul c17.xyz, c2.x, c1.xyz
|
|
expr17.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul r0.x, c5.x, c7.x
|
|
temp0.x = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x * Time.x;
|
|
// add r1.x, r0.x, c5.w
|
|
temp1.x = temp0.x + TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.w;
|
|
// rcp r0.x, c5.z
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z);
|
|
// mul r2.x, r1.x, r0.x
|
|
temp2.x = temp1.x * temp0.x;
|
|
// neg r0.x, r2.x
|
|
temp0.x = -temp2.x;
|
|
// ge r1.x, r2.x, r0.x
|
|
temp1.x = temp2.x >= temp0.x;
|
|
// max r1.y, r2.x, r0.x
|
|
temp1.y = max(temp2.x, temp0.x);
|
|
// frc r0.x, r1.y
|
|
temp0.x = frac(temp1.y);
|
|
// add r1.y, r0.x, r0.x
|
|
temp1.y = temp0.x + temp0.x;
|
|
// neg r1.z, r0.x
|
|
temp1.z = -temp0.x;
|
|
// mul r0.x, r1.x, r1.y
|
|
temp0.x = temp1.x * temp1.y;
|
|
// add r2.x, r1.z, r0.x
|
|
temp2.x = temp1.z + temp0.x;
|
|
// mul r0.x, r2.x, c5.z
|
|
temp0.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// lt r0.y, c5.x, (0)
|
|
temp0.y = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x < (0);
|
|
// mul r1.x, r0.y, c5.z
|
|
temp1.x = temp0.y * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// add r2.x, r0.x, r1.x
|
|
temp2.x = temp0.x + temp1.x;
|
|
// rcp r0.x, c5.y
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y);
|
|
// mul r1.y, r2.x, r0.x
|
|
temp1.y = temp2.x * temp0.x;
|
|
// neg r0.y, r1.y
|
|
temp0.y = -temp1.y;
|
|
// ge r2.x, r1.y, r0.y
|
|
temp2.x = temp1.y >= temp0.y;
|
|
// max r2.y, r1.y, r0.y
|
|
temp2.y = max(temp1.y, temp0.y);
|
|
// frc r0.y, r2.y
|
|
temp0.y = frac(temp2.y);
|
|
// add r1.z, r0.y, r0.y
|
|
temp1.z = temp0.y + temp0.y;
|
|
// neg r1.w, r0.y
|
|
temp1.w = -temp0.y;
|
|
// mul r0.y, r2.x, r1.z
|
|
temp0.y = temp2.x * temp1.z;
|
|
// add r2.x, r1.w, r0.y
|
|
temp2.x = temp1.w + temp0.y;
|
|
// mul r1.x, r2.x, c5.y
|
|
temp1.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y;
|
|
// frc r0.yz, r1.xy
|
|
temp0.yz = frac(temp1.xy);
|
|
// neg r1.zw, r0.yz
|
|
temp1.zw = -temp0.yz;
|
|
// add r0.yz, r1.xy, r1.zw
|
|
temp0.yz = temp1.xy + temp1.zw;
|
|
// mul c23.xy, r0.x, r0.yz
|
|
expr23.xy = temp0.x * temp0.yz;
|
|
// mul c24.xy, c7.x, c6.zw
|
|
expr24.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_Array_Shader_15_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float addr0;
|
|
float3 temp6, temp7;
|
|
// def c0, 1, 0, -2, 3
|
|
// def c2, 0.5, 0, -0.0015, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_normal v1
|
|
// dcl_texcoord v2
|
|
// dcl_texcoord1 v3
|
|
// dcl_color v4
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// 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));
|
|
// 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);
|
|
// mov r1.w, c0.x
|
|
temp1.w = float1(1);
|
|
// 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 r2.xyz, -r1, c123
|
|
temp2.xyz = -temp1.xyz + EyePosition.xyz;
|
|
// dp3 r0.w, r2, r2
|
|
temp0.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// mul r3.xyz, r2, r0.w
|
|
temp3.xyz = temp2.xyz * temp0.www;
|
|
// dp3 r2.w, r3, r0
|
|
temp2.w = dot(temp3.xyz, temp0.xyz);
|
|
// mul_sat r2.w, r2_abs.w, c11.x
|
|
temp2.w = saturate(abs(temp2).w * expr11.x);
|
|
// mad r3.x, r2.w, c0.z, c0.w
|
|
temp3.x = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r2.w, r2.w
|
|
temp2.w = temp2.w * temp2.w;
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r3, r2.w, v4
|
|
temp3 = temp2.w * i.color;
|
|
// mov r4.xyz, r3
|
|
temp4.xyz = temp3.xyz;
|
|
// mov r4.w, v4.w
|
|
temp4.w = i.color.w;
|
|
// mov r3.xyz, v4
|
|
temp3.xyz = i.color.xyz;
|
|
// lrp r5, c13.x, r3, r4
|
|
temp5 = lerp(temp4, temp3, expr13.x);
|
|
// mad r3.xyz, r2, r0.w, c6
|
|
temp3.xyz = temp2.xyz * temp0.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r0, c6
|
|
temp2.w = dot(temp0.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r0, r4
|
|
temp3.x = dot(temp0.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c28.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c26
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c2.x
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c27
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c2.x
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c0.y
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c0.y
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c0.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r0.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp0.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r0, c6[a0.x]
|
|
temp3.w = dot(temp0.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r0, r7
|
|
temp4.w = dot(temp0.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c28.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c0.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r1, c90
|
|
temp2.xyz = -temp1.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r0.w, r2, r2
|
|
temp0.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r2.xyz, r2, r0.w
|
|
temp2.xyz = temp2.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c91.x
|
|
temp0.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c0.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c89
|
|
temp6.xyz = temp0.www * PointLight[0].Color.xyz;
|
|
// dp3 r0.w, r0, r2
|
|
temp0.w = dot(temp0.xyz, temp2.xyz);
|
|
// max r0.w, r0.w, c0.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r2.xyz, r6, r0.w
|
|
temp2.xyz = temp6.xyz * temp0.www;
|
|
// mad r2.xyz, c14.x, r2, r3
|
|
temp2.xyz = expr14.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r1, c93
|
|
temp3.xyz = -temp1.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r0.w, r3, r3
|
|
temp0.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r3.xyz, r3, r0.w
|
|
temp3.xyz = temp3.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c94.x
|
|
temp0.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c0.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c92
|
|
temp6.xyz = temp0.www * PointLight[1].Color.xyz;
|
|
// dp3 r0.w, r0, r3
|
|
temp0.w = dot(temp0.xyz, temp3.xyz);
|
|
// max r0.w, r0.w, c0.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r3.xyz, r6, r0.w
|
|
temp3.xyz = temp6.xyz * temp0.www;
|
|
// mad r2.xyz, c15.x, r3, r2
|
|
temp2.xyz = expr15.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r1, c96
|
|
temp3.xyz = -temp1.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r0.w, r3, r3
|
|
temp0.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r3.xyz, r3, r0.w
|
|
temp3.xyz = temp3.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c97.x
|
|
temp0.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c0.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c95
|
|
temp6.xyz = temp0.www * PointLight[2].Color.xyz;
|
|
// dp3 r0.x, r0, r3
|
|
temp0.x = dot(temp0.xyz, temp3.xyz);
|
|
// max r0.x, r0.x, c0.y
|
|
temp0.x = max(temp0.x, float1(0));
|
|
// mul r0.xyz, r6, r0.x
|
|
temp0.xyz = temp6.xyz * temp0.xxx;
|
|
// mad r0.xyz, c16.x, r0, r2
|
|
temp0.xyz = expr16.xxx * temp0.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c25
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c17
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr17.xyz;
|
|
// mad r0.xyz, r0, c26, r2
|
|
temp0.xyz = temp0.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r0.xyz, r5, r0
|
|
temp0.xyz = temp5.xyz * temp0.xyz;
|
|
// mul o1.xyz, r0, c2.x
|
|
o.color.xyz = temp0.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.x, c29.x
|
|
temp0.x = Opacity.x;
|
|
// mul r0.x, r0.x, c1.x
|
|
temp0.x = temp0.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r0.x
|
|
o.color.w = temp5.w * temp0.x;
|
|
// mul r0.xyz, r4, c27
|
|
temp0.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r0, c2.x
|
|
o.color1.xyz = temp0.xyz * float3(0.5, 0.5, 0.5);
|
|
// add o3.xy, c23, v2
|
|
o.texcoord = expr23 + i.texcoord;
|
|
// lrp r0.xy, c30.x, r1, v3
|
|
temp0.xy = lerp(i.texcoord1.xy, temp1.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c31
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad o4.xy, r0, r2, c24
|
|
o.texcoord1 = temp0 * temp2 + expr24;
|
|
// add r0.xy, r1, c32.zwzw
|
|
temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r0, c32
|
|
o.texcoord3 = temp0 * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r0.x, r1, c113
|
|
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m00_m10_m20_m30));
|
|
// dp4 r0.y, r1, c114
|
|
temp0.y = dot(temp1, (ShadowMapWorldToShadow._m01_m11_m21_m31));
|
|
// dp4 r0.z, r1, c115
|
|
temp0.z = dot(temp1, (ShadowMapWorldToShadow._m02_m12_m22_m32));
|
|
// dp4 r0.w, r1, c116
|
|
temp0.w = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// rcp r1.x, r0.w
|
|
temp1.x = 1.0f / temp0.w;
|
|
// mov o2.w, c0.x
|
|
o.color1.w = float1(1);
|
|
// mov o5.xy, c0.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r0, r1.x, c2.yyzw
|
|
o.texcoord4.xyz = temp0.xyz * temp1.xxx + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.w
|
|
o.texcoord4.w = temp0.w;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_16 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_16_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_16_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_16_Output VS_Array_Shader_16(VS_Array_Shader_16_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 14
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 3
|
|
0 - ConstOutput: 13 ConstInput 5
|
|
1 - ConstOutput: 23 ConstInput 2
|
|
2 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
float4 expr20;
|
|
float4 expr21;
|
|
float4 expr22;
|
|
float4 expr23;
|
|
float4 expr24;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float4 temp2;
|
|
// Expression_2_1
|
|
// rcp c11.x, c3.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c13.x, r0.x, r1.x
|
|
expr13.x = max(temp0.x, temp1.x);
|
|
// lt c14.x, (0), c0.x
|
|
expr14.x = (0) < NumPointLights.x;
|
|
// lt c15.x, (1), c0.x
|
|
expr15.x = (1) < NumPointLights.x;
|
|
// lt c16.x, (2), c0.x
|
|
expr16.x = (2) < NumPointLights.x;
|
|
// mul c17.xyz, c2.x, c1.xyz
|
|
expr17.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul r0.x, c5.x, c7.x
|
|
temp0.x = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x * Time.x;
|
|
// add r1.x, r0.x, c5.w
|
|
temp1.x = temp0.x + TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.w;
|
|
// rcp r0.x, c5.z
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z);
|
|
// mul r2.x, r1.x, r0.x
|
|
temp2.x = temp1.x * temp0.x;
|
|
// neg r0.x, r2.x
|
|
temp0.x = -temp2.x;
|
|
// ge r1.x, r2.x, r0.x
|
|
temp1.x = temp2.x >= temp0.x;
|
|
// max r1.y, r2.x, r0.x
|
|
temp1.y = max(temp2.x, temp0.x);
|
|
// frc r0.x, r1.y
|
|
temp0.x = frac(temp1.y);
|
|
// add r1.y, r0.x, r0.x
|
|
temp1.y = temp0.x + temp0.x;
|
|
// neg r1.z, r0.x
|
|
temp1.z = -temp0.x;
|
|
// mul r0.x, r1.x, r1.y
|
|
temp0.x = temp1.x * temp1.y;
|
|
// add r2.x, r1.z, r0.x
|
|
temp2.x = temp1.z + temp0.x;
|
|
// mul r0.x, r2.x, c5.z
|
|
temp0.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// lt r0.y, c5.x, (0)
|
|
temp0.y = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x < (0);
|
|
// mul r1.x, r0.y, c5.z
|
|
temp1.x = temp0.y * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// add r2.x, r0.x, r1.x
|
|
temp2.x = temp0.x + temp1.x;
|
|
// rcp r0.x, c5.y
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y);
|
|
// mul r1.y, r2.x, r0.x
|
|
temp1.y = temp2.x * temp0.x;
|
|
// neg r0.y, r1.y
|
|
temp0.y = -temp1.y;
|
|
// ge r2.x, r1.y, r0.y
|
|
temp2.x = temp1.y >= temp0.y;
|
|
// max r2.y, r1.y, r0.y
|
|
temp2.y = max(temp1.y, temp0.y);
|
|
// frc r0.y, r2.y
|
|
temp0.y = frac(temp2.y);
|
|
// add r1.z, r0.y, r0.y
|
|
temp1.z = temp0.y + temp0.y;
|
|
// neg r1.w, r0.y
|
|
temp1.w = -temp0.y;
|
|
// mul r0.y, r2.x, r1.z
|
|
temp0.y = temp2.x * temp1.z;
|
|
// add r2.x, r1.w, r0.y
|
|
temp2.x = temp1.w + temp0.y;
|
|
// mul r1.x, r2.x, c5.y
|
|
temp1.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y;
|
|
// frc r0.yz, r1.xy
|
|
temp0.yz = frac(temp1.xy);
|
|
// neg r1.zw, r0.yz
|
|
temp1.zw = -temp0.yz;
|
|
// add r0.yz, r1.xy, r1.zw
|
|
temp0.yz = temp1.xy + temp1.zw;
|
|
// mul c23.xy, r0.x, r0.yz
|
|
expr23.xy = temp0.x * temp0.yz;
|
|
// mul c24.xy, c7.x, c6.zw
|
|
expr24.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_Array_Shader_16_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float addr0;
|
|
float3 temp6, temp7;
|
|
// def c0, 1, -1, -2, 3
|
|
// def c2, 0.5, 0, -0.0015, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_position v1
|
|
// dcl_normal v2
|
|
// dcl_texcoord v3
|
|
// dcl_texcoord1 v4
|
|
// dcl_color v5
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// frc r0.x, v0.x
|
|
temp0.x = frac(i.blendindices.x);
|
|
// add r0.y, -r0.x, v0.x
|
|
temp0.y = -temp0.x + i.blendindices.x;
|
|
// slt r0.z, v0.x, -v0.x
|
|
temp0.z = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
|
|
// slt r0.x, -r0.x, r0.x
|
|
temp0.x = (-temp0.x < temp0.x) ? 1 : 0;
|
|
// mad r0.x, r0.z, r0.x, r0.y
|
|
temp0.x = temp0.z * temp0.x + temp0.y;
|
|
// add r0.x, r0.x, r0.x
|
|
temp0.x = temp0.x + temp0.x;
|
|
// mova a0.x, r0.x
|
|
addr0.x = temp0.x;
|
|
// mul r0, v1.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v1.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v1.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;
|
|
// mul r1, v2.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v2.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;
|
|
// 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 r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// dp3 r2.w, r3, r1
|
|
temp2.w = dot(temp3.xyz, temp1.xyz);
|
|
// mul_sat r2.w, r2_abs.w, c11.x
|
|
temp2.w = saturate(abs(temp2).w * expr11.x);
|
|
// mad r3.x, r2.w, c0.z, c0.w
|
|
temp3.x = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r2.w, r2.w
|
|
temp2.w = temp2.w * temp2.w;
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r2.w, r2.w, c129[a0.x].w
|
|
temp2.w = temp2.w * WorldBones[1 + addr0.x].w;
|
|
// mul r3, r2.w, v5
|
|
temp3 = temp2.w * i.color;
|
|
// mov r4.xyz, r3
|
|
temp4.xyz = temp3.xyz;
|
|
// mov r4.w, v5.w
|
|
temp4.w = i.color.w;
|
|
// mov r3.xyz, v5
|
|
temp3.xyz = i.color.xyz;
|
|
// lrp r5, c13.x, r3, r4
|
|
temp5 = lerp(temp4, temp3, expr13.x);
|
|
// mad r3.xyz, r2, r1.w, c6
|
|
temp3.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r1, c6
|
|
temp2.w = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r1, r4
|
|
temp3.x = dot(temp1.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c28.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c26
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c2.x
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c27
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c2.x
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c2.y
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c2.y
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c0.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r1, c6[a0.x]
|
|
temp3.w = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r1, r7
|
|
temp4.w = dot(temp1.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c28.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c0.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r0, c90
|
|
temp2.xyz = -temp0.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r2.xyz, r2, r1.w
|
|
temp2.xyz = temp2.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c91.x
|
|
temp1.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c89
|
|
temp6.xyz = temp1.www * PointLight[0].Color.xyz;
|
|
// dp3 r1.w, r1, r2
|
|
temp1.w = dot(temp1.xyz, temp2.xyz);
|
|
// max r1.w, r1.w, c2.y
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r2.xyz, r6, r1.w
|
|
temp2.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c14.x, r2, r3
|
|
temp2.xyz = expr14.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r0, c93
|
|
temp3.xyz = -temp0.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c94.x
|
|
temp1.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c92
|
|
temp6.xyz = temp1.www * PointLight[1].Color.xyz;
|
|
// dp3 r1.w, r1, r3
|
|
temp1.w = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.w, r1.w, c2.y
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r3.xyz, r6, r1.w
|
|
temp3.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c15.x, r3, r2
|
|
temp2.xyz = expr15.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r0, c96
|
|
temp3.xyz = -temp0.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c97.x
|
|
temp1.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c95
|
|
temp6.xyz = temp1.www * PointLight[2].Color.xyz;
|
|
// dp3 r1.x, r1, r3
|
|
temp1.x = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.x, r1.x, c2.y
|
|
temp1.x = max(temp1.x, float1(0));
|
|
// mul r1.xyz, r6, r1.x
|
|
temp1.xyz = temp6.xyz * temp1.xxx;
|
|
// mad r1.xyz, c16.x, r1, r2
|
|
temp1.xyz = expr16.xxx * temp1.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c25
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c17
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr17.xyz;
|
|
// mad r1.xyz, r1, c26, r2
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r1.xyz, r5, r1
|
|
temp1.xyz = temp5.xyz * temp1.xyz;
|
|
// mul o1.xyz, r1, c2.x
|
|
o.color.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.x, c29.x
|
|
temp1.x = Opacity.x;
|
|
// mul r1.x, r1.x, c1.x
|
|
temp1.x = temp1.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r1.x
|
|
o.color.w = temp5.w * temp1.x;
|
|
// mul r1.xyz, r4, c27
|
|
temp1.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r1, c2.x
|
|
o.color1.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// add o3.xy, c23, v3
|
|
o.texcoord = expr23 + i.texcoord;
|
|
// lrp r1.xy, c30.x, r0, v4
|
|
temp1.xy = lerp(i.texcoord1.xy, temp0.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c31
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad o4.xy, r1, r2, c24
|
|
o.texcoord1 = temp1 * temp2 + expr24;
|
|
// add r1.xy, r0, c32.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r1, c32
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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 o2.w, c0.x
|
|
o.color1.w = float1(1);
|
|
// mov o5.xy, c0.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r1, r0.y, c2.yyzw
|
|
o.texcoord4.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_17 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_17_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 blendweight : BLENDWEIGHT;
|
|
float4 position : POSITION;
|
|
float4 position1 : POSITION1;
|
|
float4 normal : NORMAL;
|
|
float4 normal1 : NORMAL1;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_17_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_17_Output VS_Array_Shader_17(VS_Array_Shader_17_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 14
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 3
|
|
0 - ConstOutput: 13 ConstInput 5
|
|
1 - ConstOutput: 23 ConstInput 2
|
|
2 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
float4 expr20;
|
|
float4 expr21;
|
|
float4 expr22;
|
|
float4 expr23;
|
|
float4 expr24;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float4 temp2;
|
|
// Expression_2_1
|
|
// rcp c11.x, c3.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c13.x, r0.x, r1.x
|
|
expr13.x = max(temp0.x, temp1.x);
|
|
// lt c14.x, (0), c0.x
|
|
expr14.x = (0) < NumPointLights.x;
|
|
// lt c15.x, (1), c0.x
|
|
expr15.x = (1) < NumPointLights.x;
|
|
// lt c16.x, (2), c0.x
|
|
expr16.x = (2) < NumPointLights.x;
|
|
// mul c17.xyz, c2.x, c1.xyz
|
|
expr17.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul r0.x, c5.x, c7.x
|
|
temp0.x = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x * Time.x;
|
|
// add r1.x, r0.x, c5.w
|
|
temp1.x = temp0.x + TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.w;
|
|
// rcp r0.x, c5.z
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z);
|
|
// mul r2.x, r1.x, r0.x
|
|
temp2.x = temp1.x * temp0.x;
|
|
// neg r0.x, r2.x
|
|
temp0.x = -temp2.x;
|
|
// ge r1.x, r2.x, r0.x
|
|
temp1.x = temp2.x >= temp0.x;
|
|
// max r1.y, r2.x, r0.x
|
|
temp1.y = max(temp2.x, temp0.x);
|
|
// frc r0.x, r1.y
|
|
temp0.x = frac(temp1.y);
|
|
// add r1.y, r0.x, r0.x
|
|
temp1.y = temp0.x + temp0.x;
|
|
// neg r1.z, r0.x
|
|
temp1.z = -temp0.x;
|
|
// mul r0.x, r1.x, r1.y
|
|
temp0.x = temp1.x * temp1.y;
|
|
// add r2.x, r1.z, r0.x
|
|
temp2.x = temp1.z + temp0.x;
|
|
// mul r0.x, r2.x, c5.z
|
|
temp0.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// lt r0.y, c5.x, (0)
|
|
temp0.y = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x < (0);
|
|
// mul r1.x, r0.y, c5.z
|
|
temp1.x = temp0.y * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// add r2.x, r0.x, r1.x
|
|
temp2.x = temp0.x + temp1.x;
|
|
// rcp r0.x, c5.y
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y);
|
|
// mul r1.y, r2.x, r0.x
|
|
temp1.y = temp2.x * temp0.x;
|
|
// neg r0.y, r1.y
|
|
temp0.y = -temp1.y;
|
|
// ge r2.x, r1.y, r0.y
|
|
temp2.x = temp1.y >= temp0.y;
|
|
// max r2.y, r1.y, r0.y
|
|
temp2.y = max(temp1.y, temp0.y);
|
|
// frc r0.y, r2.y
|
|
temp0.y = frac(temp2.y);
|
|
// add r1.z, r0.y, r0.y
|
|
temp1.z = temp0.y + temp0.y;
|
|
// neg r1.w, r0.y
|
|
temp1.w = -temp0.y;
|
|
// mul r0.y, r2.x, r1.z
|
|
temp0.y = temp2.x * temp1.z;
|
|
// add r2.x, r1.w, r0.y
|
|
temp2.x = temp1.w + temp0.y;
|
|
// mul r1.x, r2.x, c5.y
|
|
temp1.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y;
|
|
// frc r0.yz, r1.xy
|
|
temp0.yz = frac(temp1.xy);
|
|
// neg r1.zw, r0.yz
|
|
temp1.zw = -temp0.yz;
|
|
// add r0.yz, r1.xy, r1.zw
|
|
temp0.yz = temp1.xy + temp1.zw;
|
|
// mul c23.xy, r0.x, r0.yz
|
|
expr23.xy = temp0.x * temp0.yz;
|
|
// mul c24.xy, c7.x, c6.zw
|
|
expr24.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_Array_Shader_17_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float2 addr0;
|
|
float3 temp6, temp7;
|
|
// def c0, 1, -1, -2, 3
|
|
// def c2, 0.5, 0, -0.0015, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_blendweight v1
|
|
// dcl_position v2
|
|
// dcl_position1 v3
|
|
// dcl_normal v4
|
|
// dcl_normal1 v5
|
|
// dcl_texcoord v6
|
|
// dcl_texcoord1 v7
|
|
// dcl_color v8
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// frc r0.xy, v0
|
|
temp0.xy = frac(i.blendindices.xy);
|
|
// add r0.zw, -r0.xyxy, v0.xyxy
|
|
temp0.zw = -temp0.xy + i.blendindices.xy;
|
|
// slt r1.xy, v0, -v0
|
|
temp1.xy = (i.blendindices.xy < -i.blendindices.xy) ? 1 : 0;
|
|
// slt r0.xy, -r0, r0
|
|
temp0.xy = (-temp0.xy < temp0.xy) ? 1 : 0;
|
|
// mad r0.xy, r1, r0, r0.zwzw
|
|
temp0.xy = temp1.xy * temp0.xy + temp0.zw;
|
|
// add r0.xy, r0, r0
|
|
temp0.xy = temp0.xy + temp0.xy;
|
|
// mova a0.xy, r0
|
|
addr0.xy = temp0.xy;
|
|
// mul r0, v2.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v2.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v2.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;
|
|
// mul r1, v4.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v4.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v4.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;
|
|
// mul r2, v3.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.position1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v3.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.position1.xyzx + temp2;
|
|
// mul r3, v3.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.position1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c0.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// add r2.xyz, r2, c129[a0.y]
|
|
temp2.xyz = temp2.xyz + WorldBones[1 + addr0.y].xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r0.xyz, r0, v1.x, r2
|
|
temp0.xyz = temp0.xyz * i.blendweight.xxx + temp2.xyz;
|
|
// mul r2, v5.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.normal1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v5.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.normal1.xyzx + temp2;
|
|
// mul r3, v5.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.normal1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c0.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r1.xyz, r1, v1.x, r2
|
|
temp1.xyz = temp1.xyz * i.blendweight.xxx + temp2.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 r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// mul r2.w, v1.y, c129[a0.y].w
|
|
temp2.w = i.blendweight.y * WorldBones[1 + addr0.y].w;
|
|
// mad r2.w, c129[a0.x].w, v1.x, r2.w
|
|
temp2.w = WorldBones[1 + addr0.x].w * i.blendweight.x + temp2.w;
|
|
// dp3 r3.x, r3, r1
|
|
temp3.x = dot(temp3.xyz, temp1.xyz);
|
|
// mul_sat r3.x, r3_abs.x, c11.x
|
|
temp3.x = saturate(abs(temp3).x * expr11.x);
|
|
// mad r3.y, r3.x, c0.z, c0.w
|
|
temp3.y = temp3.x * float1(-2) + float1(3);
|
|
// mul r3.x, r3.x, r3.x
|
|
temp3.x = temp3.x * temp3.x;
|
|
// mul r3.x, r3.y, r3.x
|
|
temp3.x = temp3.y * temp3.x;
|
|
// mul r2.w, r2.w, r3.x
|
|
temp2.w = temp2.w * temp3.x;
|
|
// mul r3, r2.w, v8
|
|
temp3 = temp2.w * i.color;
|
|
// mov r4.xyz, r3
|
|
temp4.xyz = temp3.xyz;
|
|
// mov r4.w, v8.w
|
|
temp4.w = i.color.w;
|
|
// mov r3.xyz, v8
|
|
temp3.xyz = i.color.xyz;
|
|
// lrp r5, c13.x, r3, r4
|
|
temp5 = lerp(temp4, temp3, expr13.x);
|
|
// mad r3.xyz, r2, r1.w, c6
|
|
temp3.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r1, c6
|
|
temp2.w = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r1, r4
|
|
temp3.x = dot(temp1.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c28.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c26
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c2.x
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c27
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c2.x
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c2.y
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c2.y
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c0.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r1, c6[a0.x]
|
|
temp3.w = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r1, r7
|
|
temp4.w = dot(temp1.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c28.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c0.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r0, c90
|
|
temp2.xyz = -temp0.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r2.xyz, r2, r1.w
|
|
temp2.xyz = temp2.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c91.x
|
|
temp1.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c89
|
|
temp6.xyz = temp1.www * PointLight[0].Color.xyz;
|
|
// dp3 r1.w, r1, r2
|
|
temp1.w = dot(temp1.xyz, temp2.xyz);
|
|
// max r1.w, r1.w, c2.y
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r2.xyz, r6, r1.w
|
|
temp2.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c14.x, r2, r3
|
|
temp2.xyz = expr14.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r0, c93
|
|
temp3.xyz = -temp0.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c94.x
|
|
temp1.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c92
|
|
temp6.xyz = temp1.www * PointLight[1].Color.xyz;
|
|
// dp3 r1.w, r1, r3
|
|
temp1.w = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.w, r1.w, c2.y
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r3.xyz, r6, r1.w
|
|
temp3.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c15.x, r3, r2
|
|
temp2.xyz = expr15.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r0, c96
|
|
temp3.xyz = -temp0.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c97.x
|
|
temp1.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c0.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c95
|
|
temp6.xyz = temp1.www * PointLight[2].Color.xyz;
|
|
// dp3 r1.x, r1, r3
|
|
temp1.x = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.x, r1.x, c2.y
|
|
temp1.x = max(temp1.x, float1(0));
|
|
// mul r1.xyz, r6, r1.x
|
|
temp1.xyz = temp6.xyz * temp1.xxx;
|
|
// mad r1.xyz, c16.x, r1, r2
|
|
temp1.xyz = expr16.xxx * temp1.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c25
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c17
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr17.xyz;
|
|
// mad r1.xyz, r1, c26, r2
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r1.xyz, r5, r1
|
|
temp1.xyz = temp5.xyz * temp1.xyz;
|
|
// mul o1.xyz, r1, c2.x
|
|
o.color.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.x, c29.x
|
|
temp1.x = Opacity.x;
|
|
// mul r1.x, r1.x, c1.x
|
|
temp1.x = temp1.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r1.x
|
|
o.color.w = temp5.w * temp1.x;
|
|
// mul r1.xyz, r4, c27
|
|
temp1.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r1, c2.x
|
|
o.color1.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// add o3.xy, c23, v6
|
|
o.texcoord = expr23 + i.texcoord;
|
|
// lrp r1.xy, c30.x, r0, v7
|
|
temp1.xy = lerp(i.texcoord1.xy, temp0.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c31
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad o4.xy, r1, r2, c24
|
|
o.texcoord1 = temp1 * temp2 + expr24;
|
|
// add r1.xy, r0, c32.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r1, c32
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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 o2.w, c0.x
|
|
o.color1.w = float1(1);
|
|
// mov o5.xy, c0.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r1, r0.y, c2.yyzw
|
|
o.texcoord4.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_18 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_18_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_18_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_18_Output VS_Array_Shader_18(VS_Array_Shader_18_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 8
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 2
|
|
0 - ConstOutput: 14 ConstInput 5
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// mul r0.x, c5.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c3.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c14.x, r0.x, r1.x
|
|
expr14.x = max(temp0.x, temp1.x);
|
|
// lt c15.x, (0), c0.x
|
|
expr15.x = (0) < NumPointLights.x;
|
|
// lt c16.x, (1), c0.x
|
|
expr16.x = (1) < NumPointLights.x;
|
|
// lt c17.x, (2), c0.x
|
|
expr17.x = (2) < NumPointLights.x;
|
|
// mul c18.xyz, c2.x, c1.xyz
|
|
expr18.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
}
|
|
|
|
VS_Array_Shader_18_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float addr0;
|
|
float3 temp6, temp7;
|
|
// def c2, -2, 3, 0, 0
|
|
// def c27, 1, 0, 0.25, 0.5
|
|
// def c28, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_normal v1
|
|
// dcl_texcoord v2
|
|
// dcl_texcoord1 v3
|
|
// dcl_color v4
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// mad r0, v0.xyzx, c27.xxxy, c27.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));
|
|
// 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);
|
|
// mov r1.w, c27.x
|
|
temp1.w = float1(1);
|
|
// 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 r2.xyz, -r1, c123
|
|
temp2.xyz = -temp1.xyz + EyePosition.xyz;
|
|
// dp3 r0.w, r2, r2
|
|
temp0.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// mul r3.xyz, r2, r0.w
|
|
temp3.xyz = temp2.xyz * temp0.www;
|
|
// mov r4.xz, c27
|
|
temp4.xz = float2(1, 0.25);
|
|
// lrp r5.xyz, r4.z, r4.x, c0
|
|
temp5.xyz = lerp(RecolorColor.xyz, temp4.xxx, temp4.zzz);
|
|
// mul r4.xyz, r5, v4
|
|
temp4.xyz = temp5.xyz * i.color.xyz;
|
|
// mad r5.xyz, r4, c11.x, -r4
|
|
temp5.xyz = temp4.xyz * expr11.xxx + -temp4.xyz;
|
|
// mad r4.xyz, c24.x, r5, r4
|
|
temp4.xyz = HouseColorPulse.xxx * temp5.xyz + temp4.xyz;
|
|
// dp3 r2.w, r3, r0
|
|
temp2.w = dot(temp3.xyz, temp0.xyz);
|
|
// mul_sat r2.w, r2_abs.w, c12.x
|
|
temp2.w = saturate(abs(temp2).w * expr12.x);
|
|
// mad r3.x, r2.w, c2.x, c2.y
|
|
temp3.x = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r2.w, r2.w
|
|
temp2.w = temp2.w * temp2.w;
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r3.xyz, r4, r2.w
|
|
temp3.xyz = temp4.xyz * temp2.www;
|
|
// mul r4.w, r2.w, v4.w
|
|
temp4.w = temp2.w * i.color.w;
|
|
// mov r3.w, v4.w
|
|
temp3.w = i.color.w;
|
|
// lrp r5, c14.x, r4, r3
|
|
temp5 = lerp(temp3, temp4, expr14.x);
|
|
// mad r3.xyz, r2, r0.w, c6
|
|
temp3.xyz = temp2.xyz * temp0.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r0, c6
|
|
temp2.w = dot(temp0.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r0, r4
|
|
temp3.x = dot(temp0.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c22.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c20
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c27.w
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c21
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c27.w
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c27.y
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c27.y
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c27.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r0.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp0.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r0, c6[a0.x]
|
|
temp3.w = dot(temp0.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r0, r7
|
|
temp4.w = dot(temp0.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c22.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c27.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r1, c90
|
|
temp2.xyz = -temp1.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r0.w, r2, r2
|
|
temp0.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r2.xyz, r2, r0.w
|
|
temp2.xyz = temp2.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c91.x
|
|
temp0.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c27.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c89
|
|
temp6.xyz = temp0.www * PointLight[0].Color.xyz;
|
|
// dp3 r0.w, r0, r2
|
|
temp0.w = dot(temp0.xyz, temp2.xyz);
|
|
// max r0.w, r0.w, c27.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r2.xyz, r6, r0.w
|
|
temp2.xyz = temp6.xyz * temp0.www;
|
|
// mad r2.xyz, c15.x, r2, r3
|
|
temp2.xyz = expr15.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r1, c93
|
|
temp3.xyz = -temp1.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r0.w, r3, r3
|
|
temp0.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r3.xyz, r3, r0.w
|
|
temp3.xyz = temp3.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c94.x
|
|
temp0.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c27.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c92
|
|
temp6.xyz = temp0.www * PointLight[1].Color.xyz;
|
|
// dp3 r0.w, r0, r3
|
|
temp0.w = dot(temp0.xyz, temp3.xyz);
|
|
// max r0.w, r0.w, c27.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r3.xyz, r6, r0.w
|
|
temp3.xyz = temp6.xyz * temp0.www;
|
|
// mad r2.xyz, c16.x, r3, r2
|
|
temp2.xyz = expr16.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r1, c96
|
|
temp3.xyz = -temp1.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r0.w, r3, r3
|
|
temp0.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r3.xyz, r3, r0.w
|
|
temp3.xyz = temp3.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c97.x
|
|
temp0.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c27.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c95
|
|
temp6.xyz = temp0.www * PointLight[2].Color.xyz;
|
|
// dp3 r0.x, r0, r3
|
|
temp0.x = dot(temp0.xyz, temp3.xyz);
|
|
// max r0.x, r0.x, c27.y
|
|
temp0.x = max(temp0.x, float1(0));
|
|
// mul r0.xyz, r6, r0.x
|
|
temp0.xyz = temp6.xyz * temp0.xxx;
|
|
// mad r0.xyz, c17.x, r0, r2
|
|
temp0.xyz = expr17.xxx * temp0.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c19
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c18
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr18.xyz;
|
|
// mad r0.xyz, r0, c20, r2
|
|
temp0.xyz = temp0.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r0.xyz, r5, r0
|
|
temp0.xyz = temp5.xyz * temp0.xyz;
|
|
// mul o1.xyz, r0, c27.w
|
|
o.color.xyz = temp0.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.x, c23.x
|
|
temp0.x = Opacity.x;
|
|
// mul r0.x, r0.x, c1.x
|
|
temp0.x = temp0.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r0.x
|
|
o.color.w = temp5.w * temp0.x;
|
|
// mul r0.xyz, r4, c21
|
|
temp0.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r0, c27.w
|
|
o.color1.xyz = temp0.xyz * float3(0.5, 0.5, 0.5);
|
|
// add r0.xy, r1, -v3
|
|
temp0.xy = temp1.xy + -i.texcoord1.xy;
|
|
// mad o4.xy, c25.x, r0, v3
|
|
o.texcoord1 = UseWorldCords.x * temp0 + i.texcoord1;
|
|
// add r0.xy, r1, c26.zwzw
|
|
temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r0, c26
|
|
o.texcoord3 = temp0 * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r0.x, r1, c113
|
|
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m00_m10_m20_m30));
|
|
// dp4 r0.y, r1, c114
|
|
temp0.y = dot(temp1, (ShadowMapWorldToShadow._m01_m11_m21_m31));
|
|
// dp4 r0.z, r1, c115
|
|
temp0.z = dot(temp1, (ShadowMapWorldToShadow._m02_m12_m22_m32));
|
|
// dp4 r0.w, r1, c116
|
|
temp0.w = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// rcp r1.x, r0.w
|
|
temp1.x = 1.0f / temp0.w;
|
|
// mov o2.w, c27.x
|
|
o.color1.w = float1(1);
|
|
// mov o3.xy, v2
|
|
o.texcoord = i.texcoord;
|
|
// mov o5.xy, c27.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r0, r1.x, c28.xxyw
|
|
o.texcoord4.xyz = temp0.xyz * temp1.xxx + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.w
|
|
o.texcoord4.w = temp0.w;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_19 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_19_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_19_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_19_Output VS_Array_Shader_19(VS_Array_Shader_19_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 8
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 2
|
|
0 - ConstOutput: 14 ConstInput 5
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// mul r0.x, c5.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c3.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c14.x, r0.x, r1.x
|
|
expr14.x = max(temp0.x, temp1.x);
|
|
// lt c15.x, (0), c0.x
|
|
expr15.x = (0) < NumPointLights.x;
|
|
// lt c16.x, (1), c0.x
|
|
expr16.x = (1) < NumPointLights.x;
|
|
// lt c17.x, (2), c0.x
|
|
expr17.x = (2) < NumPointLights.x;
|
|
// mul c18.xyz, c2.x, c1.xyz
|
|
expr18.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
}
|
|
|
|
VS_Array_Shader_19_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float addr0;
|
|
float3 temp6, temp7;
|
|
// def c2, -2, 3, 0, 0
|
|
// def c27, 1, -1, 0.25, 0.5
|
|
// def c28, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_position v1
|
|
// dcl_normal v2
|
|
// dcl_texcoord v3
|
|
// dcl_texcoord1 v4
|
|
// dcl_color v5
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// frc r0.x, v0.x
|
|
temp0.x = frac(i.blendindices.x);
|
|
// add r0.y, -r0.x, v0.x
|
|
temp0.y = -temp0.x + i.blendindices.x;
|
|
// slt r0.z, v0.x, -v0.x
|
|
temp0.z = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
|
|
// slt r0.x, -r0.x, r0.x
|
|
temp0.x = (-temp0.x < temp0.x) ? 1 : 0;
|
|
// mad r0.x, r0.z, r0.x, r0.y
|
|
temp0.x = temp0.z * temp0.x + temp0.y;
|
|
// add r0.x, r0.x, r0.x
|
|
temp0.x = temp0.x + temp0.x;
|
|
// mova a0.x, r0.x
|
|
addr0.x = temp0.x;
|
|
// mul r0, v1.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v1.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v1.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c27.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;
|
|
// mul r1, v2.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v2.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c27.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;
|
|
// mov r0.w, c27.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 r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// mov r4.xz, c27
|
|
temp4.xz = float2(1, 0.25);
|
|
// lrp r5.xyz, r4.z, r4.x, c0
|
|
temp5.xyz = lerp(RecolorColor.xyz, temp4.xxx, temp4.zzz);
|
|
// mul r4.xyz, r5, v5
|
|
temp4.xyz = temp5.xyz * i.color.xyz;
|
|
// mad r5.xyz, r4, c11.x, -r4
|
|
temp5.xyz = temp4.xyz * expr11.xxx + -temp4.xyz;
|
|
// mad r4.xyz, c24.x, r5, r4
|
|
temp4.xyz = HouseColorPulse.xxx * temp5.xyz + temp4.xyz;
|
|
// dp3 r2.w, r3, r1
|
|
temp2.w = dot(temp3.xyz, temp1.xyz);
|
|
// mul_sat r2.w, r2_abs.w, c12.x
|
|
temp2.w = saturate(abs(temp2).w * expr12.x);
|
|
// mad r3.x, r2.w, c2.x, c2.y
|
|
temp3.x = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r2.w, r2.w
|
|
temp2.w = temp2.w * temp2.w;
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r2.w, r2.w, c129[a0.x].w
|
|
temp2.w = temp2.w * WorldBones[1 + addr0.x].w;
|
|
// mul r3.xyz, r4, r2.w
|
|
temp3.xyz = temp4.xyz * temp2.www;
|
|
// mul r4.w, r2.w, v5.w
|
|
temp4.w = temp2.w * i.color.w;
|
|
// mov r3.w, v5.w
|
|
temp3.w = i.color.w;
|
|
// lrp r5, c14.x, r4, r3
|
|
temp5 = lerp(temp3, temp4, expr14.x);
|
|
// mad r3.xyz, r2, r1.w, c6
|
|
temp3.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r1, c6
|
|
temp2.w = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r1, r4
|
|
temp3.x = dot(temp1.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c22.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c20
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c27.w
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c21
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c27.w
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c2.w
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c2.w
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c27.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r1, c6[a0.x]
|
|
temp3.w = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r1, r7
|
|
temp4.w = dot(temp1.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c22.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c27.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r0, c90
|
|
temp2.xyz = -temp0.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r2.xyz, r2, r1.w
|
|
temp2.xyz = temp2.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c91.x
|
|
temp1.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c27.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c89
|
|
temp6.xyz = temp1.www * PointLight[0].Color.xyz;
|
|
// dp3 r1.w, r1, r2
|
|
temp1.w = dot(temp1.xyz, temp2.xyz);
|
|
// max r1.w, r1.w, c2.w
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r2.xyz, r6, r1.w
|
|
temp2.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c15.x, r2, r3
|
|
temp2.xyz = expr15.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r0, c93
|
|
temp3.xyz = -temp0.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c94.x
|
|
temp1.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c27.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c92
|
|
temp6.xyz = temp1.www * PointLight[1].Color.xyz;
|
|
// dp3 r1.w, r1, r3
|
|
temp1.w = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.w, r1.w, c2.w
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r3.xyz, r6, r1.w
|
|
temp3.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c16.x, r3, r2
|
|
temp2.xyz = expr16.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r0, c96
|
|
temp3.xyz = -temp0.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c97.x
|
|
temp1.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c27.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c95
|
|
temp6.xyz = temp1.www * PointLight[2].Color.xyz;
|
|
// dp3 r1.x, r1, r3
|
|
temp1.x = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.x, r1.x, c2.w
|
|
temp1.x = max(temp1.x, float1(0));
|
|
// mul r1.xyz, r6, r1.x
|
|
temp1.xyz = temp6.xyz * temp1.xxx;
|
|
// mad r1.xyz, c17.x, r1, r2
|
|
temp1.xyz = expr17.xxx * temp1.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c19
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c18
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr18.xyz;
|
|
// mad r1.xyz, r1, c20, r2
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r1.xyz, r5, r1
|
|
temp1.xyz = temp5.xyz * temp1.xyz;
|
|
// mul o1.xyz, r1, c27.w
|
|
o.color.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.x, c23.x
|
|
temp1.x = Opacity.x;
|
|
// mul r1.x, r1.x, c1.x
|
|
temp1.x = temp1.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r1.x
|
|
o.color.w = temp5.w * temp1.x;
|
|
// mul r1.xyz, r4, c21
|
|
temp1.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r1, c27.w
|
|
o.color1.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// add r1.xy, r0, -v4
|
|
temp1.xy = temp0.xy + -i.texcoord1.xy;
|
|
// mad o4.xy, c25.x, r1, v4
|
|
o.texcoord1 = UseWorldCords.x * temp1 + i.texcoord1;
|
|
// add r1.xy, r0, c26.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r1, c26
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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 o2.w, c27.x
|
|
o.color1.w = float1(1);
|
|
// mov o3.xy, v3
|
|
o.texcoord = i.texcoord;
|
|
// mov o5.xy, c27.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r1, r0.y, c28.xxyw
|
|
o.texcoord4.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_20 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_20_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 blendweight : BLENDWEIGHT;
|
|
float4 position : POSITION;
|
|
float4 position1 : POSITION1;
|
|
float4 normal : NORMAL;
|
|
float4 normal1 : NORMAL1;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_20_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_20_Output VS_Array_Shader_20(VS_Array_Shader_20_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 8
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 2
|
|
0 - ConstOutput: 14 ConstInput 5
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// mul r0.x, c5.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c3.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c14.x, r0.x, r1.x
|
|
expr14.x = max(temp0.x, temp1.x);
|
|
// lt c15.x, (0), c0.x
|
|
expr15.x = (0) < NumPointLights.x;
|
|
// lt c16.x, (1), c0.x
|
|
expr16.x = (1) < NumPointLights.x;
|
|
// lt c17.x, (2), c0.x
|
|
expr17.x = (2) < NumPointLights.x;
|
|
// mul c18.xyz, c2.x, c1.xyz
|
|
expr18.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
}
|
|
|
|
VS_Array_Shader_20_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float2 addr0;
|
|
float3 temp6, temp7;
|
|
// def c2, -2, 3, 0, 0
|
|
// def c27, 1, -1, 0.25, 0.5
|
|
// def c28, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_blendweight v1
|
|
// dcl_position v2
|
|
// dcl_position1 v3
|
|
// dcl_normal v4
|
|
// dcl_normal1 v5
|
|
// dcl_texcoord v6
|
|
// dcl_texcoord1 v7
|
|
// dcl_color v8
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// frc r0.xy, v0
|
|
temp0.xy = frac(i.blendindices.xy);
|
|
// add r0.zw, -r0.xyxy, v0.xyxy
|
|
temp0.zw = -temp0.xy + i.blendindices.xy;
|
|
// slt r1.xy, v0, -v0
|
|
temp1.xy = (i.blendindices.xy < -i.blendindices.xy) ? 1 : 0;
|
|
// slt r0.xy, -r0, r0
|
|
temp0.xy = (-temp0.xy < temp0.xy) ? 1 : 0;
|
|
// mad r0.xy, r1, r0, r0.zwzw
|
|
temp0.xy = temp1.xy * temp0.xy + temp0.zw;
|
|
// add r0.xy, r0, r0
|
|
temp0.xy = temp0.xy + temp0.xy;
|
|
// mova a0.xy, r0
|
|
addr0.xy = temp0.xy;
|
|
// mul r0, v2.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v2.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v2.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c27.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;
|
|
// mul r1, v4.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v4.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v4.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c27.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;
|
|
// mul r2, v3.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.position1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v3.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.position1.xyzx + temp2;
|
|
// mul r3, v3.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.position1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c27.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// add r2.xyz, r2, c129[a0.y]
|
|
temp2.xyz = temp2.xyz + WorldBones[1 + addr0.y].xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r0.xyz, r0, v1.x, r2
|
|
temp0.xyz = temp0.xyz * i.blendweight.xxx + temp2.xyz;
|
|
// mul r2, v5.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.normal1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v5.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.normal1.xyzx + temp2;
|
|
// mul r3, v5.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.normal1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c27.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r1.xyz, r1, v1.x, r2
|
|
temp1.xyz = temp1.xyz * i.blendweight.xxx + temp2.xyz;
|
|
// mov r0.w, c27.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 r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// mov r4.xz, c27
|
|
temp4.xz = float2(1, 0.25);
|
|
// lrp r5.xyz, r4.z, r4.x, c0
|
|
temp5.xyz = lerp(RecolorColor.xyz, temp4.xxx, temp4.zzz);
|
|
// mul r4.xyz, r5, v8
|
|
temp4.xyz = temp5.xyz * i.color.xyz;
|
|
// mad r5.xyz, r4, c11.x, -r4
|
|
temp5.xyz = temp4.xyz * expr11.xxx + -temp4.xyz;
|
|
// mad r4.xyz, c24.x, r5, r4
|
|
temp4.xyz = HouseColorPulse.xxx * temp5.xyz + temp4.xyz;
|
|
// mul r2.w, v1.y, c129[a0.y].w
|
|
temp2.w = i.blendweight.y * WorldBones[1 + addr0.y].w;
|
|
// mad r2.w, c129[a0.x].w, v1.x, r2.w
|
|
temp2.w = WorldBones[1 + addr0.x].w * i.blendweight.x + temp2.w;
|
|
// dp3 r3.x, r3, r1
|
|
temp3.x = dot(temp3.xyz, temp1.xyz);
|
|
// mul_sat r3.x, r3_abs.x, c12.x
|
|
temp3.x = saturate(abs(temp3).x * expr12.x);
|
|
// mad r3.y, r3.x, c2.x, c2.y
|
|
temp3.y = temp3.x * float1(-2) + float1(3);
|
|
// mul r3.x, r3.x, r3.x
|
|
temp3.x = temp3.x * temp3.x;
|
|
// mul r3.x, r3.y, r3.x
|
|
temp3.x = temp3.y * temp3.x;
|
|
// mul r2.w, r2.w, r3.x
|
|
temp2.w = temp2.w * temp3.x;
|
|
// mul r3.xyz, r4, r2.w
|
|
temp3.xyz = temp4.xyz * temp2.www;
|
|
// mul r4.w, r2.w, v8.w
|
|
temp4.w = temp2.w * i.color.w;
|
|
// mov r3.w, v8.w
|
|
temp3.w = i.color.w;
|
|
// lrp r5, c14.x, r4, r3
|
|
temp5 = lerp(temp3, temp4, expr14.x);
|
|
// mad r3.xyz, r2, r1.w, c6
|
|
temp3.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r1, c6
|
|
temp2.w = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r1, r4
|
|
temp3.x = dot(temp1.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c22.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c20
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c27.w
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c21
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c27.w
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c2.w
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c2.w
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c27.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r1, c6[a0.x]
|
|
temp3.w = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r1, r7
|
|
temp4.w = dot(temp1.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c22.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c27.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r0, c90
|
|
temp2.xyz = -temp0.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r2.xyz, r2, r1.w
|
|
temp2.xyz = temp2.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c91.x
|
|
temp1.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c27.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c89
|
|
temp6.xyz = temp1.www * PointLight[0].Color.xyz;
|
|
// dp3 r1.w, r1, r2
|
|
temp1.w = dot(temp1.xyz, temp2.xyz);
|
|
// max r1.w, r1.w, c2.w
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r2.xyz, r6, r1.w
|
|
temp2.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c15.x, r2, r3
|
|
temp2.xyz = expr15.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r0, c93
|
|
temp3.xyz = -temp0.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c94.x
|
|
temp1.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c27.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c92
|
|
temp6.xyz = temp1.www * PointLight[1].Color.xyz;
|
|
// dp3 r1.w, r1, r3
|
|
temp1.w = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.w, r1.w, c2.w
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r3.xyz, r6, r1.w
|
|
temp3.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c16.x, r3, r2
|
|
temp2.xyz = expr16.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r0, c96
|
|
temp3.xyz = -temp0.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c97.x
|
|
temp1.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c27.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c95
|
|
temp6.xyz = temp1.www * PointLight[2].Color.xyz;
|
|
// dp3 r1.x, r1, r3
|
|
temp1.x = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.x, r1.x, c2.w
|
|
temp1.x = max(temp1.x, float1(0));
|
|
// mul r1.xyz, r6, r1.x
|
|
temp1.xyz = temp6.xyz * temp1.xxx;
|
|
// mad r1.xyz, c17.x, r1, r2
|
|
temp1.xyz = expr17.xxx * temp1.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c19
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c18
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr18.xyz;
|
|
// mad r1.xyz, r1, c20, r2
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r1.xyz, r5, r1
|
|
temp1.xyz = temp5.xyz * temp1.xyz;
|
|
// mul o1.xyz, r1, c27.w
|
|
o.color.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.x, c23.x
|
|
temp1.x = Opacity.x;
|
|
// mul r1.x, r1.x, c1.x
|
|
temp1.x = temp1.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r1.x
|
|
o.color.w = temp5.w * temp1.x;
|
|
// mul r1.xyz, r4, c21
|
|
temp1.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r1, c27.w
|
|
o.color1.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// add r1.xy, r0, -v7
|
|
temp1.xy = temp0.xy + -i.texcoord1.xy;
|
|
// mad o4.xy, c25.x, r1, v7
|
|
o.texcoord1 = UseWorldCords.x * temp1 + i.texcoord1;
|
|
// add r1.xy, r0, c26.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r1, c26
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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 o2.w, c27.x
|
|
o.color1.w = float1(1);
|
|
// mov o3.xy, v6
|
|
o.texcoord = i.texcoord;
|
|
// mov o5.xy, c27.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r1, r0.y, c28.xxyw
|
|
o.texcoord4.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_21 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_21_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_21_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_21_Output VS_Array_Shader_21(VS_Array_Shader_21_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 9
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 2
|
|
0 - ConstOutput: 14 ConstInput 6
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// mul r0.x, c6.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c3.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c14.x, r0.x, r1.x
|
|
expr14.x = max(temp0.x, temp1.x);
|
|
// lt c15.x, (0), c0.x
|
|
expr15.x = (0) < NumPointLights.x;
|
|
// lt c16.x, (1), c0.x
|
|
expr16.x = (1) < NumPointLights.x;
|
|
// lt c17.x, (2), c0.x
|
|
expr17.x = (2) < NumPointLights.x;
|
|
// mul c18.xyz, c2.x, c1.xyz
|
|
expr18.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c19.xy, c6.x, c5.zw
|
|
expr19.xy = Time.x * TexCoordTransform_0.zw;
|
|
}
|
|
|
|
VS_Array_Shader_21_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float addr0;
|
|
float3 temp6, temp7;
|
|
// def c2, -2, 3, 0, 0
|
|
// def c29, 1, 0, 0.25, 0.5
|
|
// def c30, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_normal v1
|
|
// dcl_texcoord v2
|
|
// dcl_texcoord1 v3
|
|
// dcl_color v4
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// mad r0, v0.xyzx, c29.xxxy, c29.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));
|
|
// 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);
|
|
// mov r1.w, c29.x
|
|
temp1.w = float1(1);
|
|
// 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 r2.xyz, -r1, c123
|
|
temp2.xyz = -temp1.xyz + EyePosition.xyz;
|
|
// dp3 r0.w, r2, r2
|
|
temp0.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// mul r3.xyz, r2, r0.w
|
|
temp3.xyz = temp2.xyz * temp0.www;
|
|
// mov r4.xz, c29
|
|
temp4.xz = float2(1, 0.25);
|
|
// lrp r5.xyz, r4.z, r4.x, c0
|
|
temp5.xyz = lerp(RecolorColor.xyz, temp4.xxx, temp4.zzz);
|
|
// mul r4.xyz, r5, v4
|
|
temp4.xyz = temp5.xyz * i.color.xyz;
|
|
// mad r5.xyz, r4, c11.x, -r4
|
|
temp5.xyz = temp4.xyz * expr11.xxx + -temp4.xyz;
|
|
// mad r4.xyz, c25.x, r5, r4
|
|
temp4.xyz = HouseColorPulse.xxx * temp5.xyz + temp4.xyz;
|
|
// dp3 r2.w, r3, r0
|
|
temp2.w = dot(temp3.xyz, temp0.xyz);
|
|
// mul_sat r2.w, r2_abs.w, c12.x
|
|
temp2.w = saturate(abs(temp2).w * expr12.x);
|
|
// mad r3.x, r2.w, c2.x, c2.y
|
|
temp3.x = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r2.w, r2.w
|
|
temp2.w = temp2.w * temp2.w;
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r3.xyz, r4, r2.w
|
|
temp3.xyz = temp4.xyz * temp2.www;
|
|
// mul r4.w, r2.w, v4.w
|
|
temp4.w = temp2.w * i.color.w;
|
|
// mov r3.w, v4.w
|
|
temp3.w = i.color.w;
|
|
// lrp r5, c14.x, r4, r3
|
|
temp5 = lerp(temp3, temp4, expr14.x);
|
|
// mad r3.xyz, r2, r0.w, c6
|
|
temp3.xyz = temp2.xyz * temp0.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r0, c6
|
|
temp2.w = dot(temp0.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r0, r4
|
|
temp3.x = dot(temp0.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c23.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c21
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c29.w
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c22
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c29.w
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c29.y
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c29.y
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c29.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r0.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp0.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r0, c6[a0.x]
|
|
temp3.w = dot(temp0.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r0, r7
|
|
temp4.w = dot(temp0.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c23.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c29.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r1, c90
|
|
temp2.xyz = -temp1.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r0.w, r2, r2
|
|
temp0.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r2.xyz, r2, r0.w
|
|
temp2.xyz = temp2.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c91.x
|
|
temp0.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c29.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c89
|
|
temp6.xyz = temp0.www * PointLight[0].Color.xyz;
|
|
// dp3 r0.w, r0, r2
|
|
temp0.w = dot(temp0.xyz, temp2.xyz);
|
|
// max r0.w, r0.w, c29.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r2.xyz, r6, r0.w
|
|
temp2.xyz = temp6.xyz * temp0.www;
|
|
// mad r2.xyz, c15.x, r2, r3
|
|
temp2.xyz = expr15.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r1, c93
|
|
temp3.xyz = -temp1.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r0.w, r3, r3
|
|
temp0.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r3.xyz, r3, r0.w
|
|
temp3.xyz = temp3.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c94.x
|
|
temp0.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c29.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c92
|
|
temp6.xyz = temp0.www * PointLight[1].Color.xyz;
|
|
// dp3 r0.w, r0, r3
|
|
temp0.w = dot(temp0.xyz, temp3.xyz);
|
|
// max r0.w, r0.w, c29.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r3.xyz, r6, r0.w
|
|
temp3.xyz = temp6.xyz * temp0.www;
|
|
// mad r2.xyz, c16.x, r3, r2
|
|
temp2.xyz = expr16.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r1, c96
|
|
temp3.xyz = -temp1.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r0.w, r3, r3
|
|
temp0.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r3.xyz, r3, r0.w
|
|
temp3.xyz = temp3.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c97.x
|
|
temp0.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c29.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c95
|
|
temp6.xyz = temp0.www * PointLight[2].Color.xyz;
|
|
// dp3 r0.x, r0, r3
|
|
temp0.x = dot(temp0.xyz, temp3.xyz);
|
|
// max r0.x, r0.x, c29.y
|
|
temp0.x = max(temp0.x, float1(0));
|
|
// mul r0.xyz, r6, r0.x
|
|
temp0.xyz = temp6.xyz * temp0.xxx;
|
|
// mad r0.xyz, c17.x, r0, r2
|
|
temp0.xyz = expr17.xxx * temp0.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c20
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c18
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr18.xyz;
|
|
// mad r0.xyz, r0, c21, r2
|
|
temp0.xyz = temp0.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r0.xyz, r5, r0
|
|
temp0.xyz = temp5.xyz * temp0.xyz;
|
|
// mul o1.xyz, r0, c29.w
|
|
o.color.xyz = temp0.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.x, c24.x
|
|
temp0.x = Opacity.x;
|
|
// mul r0.x, r0.x, c1.x
|
|
temp0.x = temp0.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r0.x
|
|
o.color.w = temp5.w * temp0.x;
|
|
// mul r0.xyz, r4, c22
|
|
temp0.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r0, c29.w
|
|
o.color1.xyz = temp0.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.xy, c27
|
|
temp0.xy = TexCoordTransform_0.xy;
|
|
// mad o3.xy, v2, r0, c19
|
|
o.texcoord = i.texcoord * temp0 + expr19;
|
|
// add r0.xy, r1, -v3
|
|
temp0.xy = temp1.xy + -i.texcoord1.xy;
|
|
// mad o4.xy, c26.x, r0, v3
|
|
o.texcoord1 = UseWorldCords.x * temp0 + i.texcoord1;
|
|
// add r0.xy, r1, c28.zwzw
|
|
temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r0, c28
|
|
o.texcoord3 = temp0 * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r0.x, r1, c113
|
|
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m00_m10_m20_m30));
|
|
// dp4 r0.y, r1, c114
|
|
temp0.y = dot(temp1, (ShadowMapWorldToShadow._m01_m11_m21_m31));
|
|
// dp4 r0.z, r1, c115
|
|
temp0.z = dot(temp1, (ShadowMapWorldToShadow._m02_m12_m22_m32));
|
|
// dp4 r0.w, r1, c116
|
|
temp0.w = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// rcp r1.x, r0.w
|
|
temp1.x = 1.0f / temp0.w;
|
|
// mov o2.w, c29.x
|
|
o.color1.w = float1(1);
|
|
// mov o5.xy, c29.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r0, r1.x, c30.xxyw
|
|
o.texcoord4.xyz = temp0.xyz * temp1.xxx + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.w
|
|
o.texcoord4.w = temp0.w;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_22 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_22_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_22_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_22_Output VS_Array_Shader_22(VS_Array_Shader_22_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 9
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 2
|
|
0 - ConstOutput: 14 ConstInput 6
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// mul r0.x, c6.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c3.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c14.x, r0.x, r1.x
|
|
expr14.x = max(temp0.x, temp1.x);
|
|
// lt c15.x, (0), c0.x
|
|
expr15.x = (0) < NumPointLights.x;
|
|
// lt c16.x, (1), c0.x
|
|
expr16.x = (1) < NumPointLights.x;
|
|
// lt c17.x, (2), c0.x
|
|
expr17.x = (2) < NumPointLights.x;
|
|
// mul c18.xyz, c2.x, c1.xyz
|
|
expr18.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c19.xy, c6.x, c5.zw
|
|
expr19.xy = Time.x * TexCoordTransform_0.zw;
|
|
}
|
|
|
|
VS_Array_Shader_22_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float addr0;
|
|
float3 temp6, temp7;
|
|
// def c2, -2, 3, 0, 0
|
|
// def c29, 1, -1, 0.25, 0.5
|
|
// def c30, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_position v1
|
|
// dcl_normal v2
|
|
// dcl_texcoord v3
|
|
// dcl_texcoord1 v4
|
|
// dcl_color v5
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// frc r0.x, v0.x
|
|
temp0.x = frac(i.blendindices.x);
|
|
// add r0.y, -r0.x, v0.x
|
|
temp0.y = -temp0.x + i.blendindices.x;
|
|
// slt r0.z, v0.x, -v0.x
|
|
temp0.z = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
|
|
// slt r0.x, -r0.x, r0.x
|
|
temp0.x = (-temp0.x < temp0.x) ? 1 : 0;
|
|
// mad r0.x, r0.z, r0.x, r0.y
|
|
temp0.x = temp0.z * temp0.x + temp0.y;
|
|
// add r0.x, r0.x, r0.x
|
|
temp0.x = temp0.x + temp0.x;
|
|
// mova a0.x, r0.x
|
|
addr0.x = temp0.x;
|
|
// mul r0, v1.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v1.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v1.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c29.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;
|
|
// mul r1, v2.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v2.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c29.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;
|
|
// mov r0.w, c29.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 r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// mov r4.xz, c29
|
|
temp4.xz = float2(1, 0.25);
|
|
// lrp r5.xyz, r4.z, r4.x, c0
|
|
temp5.xyz = lerp(RecolorColor.xyz, temp4.xxx, temp4.zzz);
|
|
// mul r4.xyz, r5, v5
|
|
temp4.xyz = temp5.xyz * i.color.xyz;
|
|
// mad r5.xyz, r4, c11.x, -r4
|
|
temp5.xyz = temp4.xyz * expr11.xxx + -temp4.xyz;
|
|
// mad r4.xyz, c25.x, r5, r4
|
|
temp4.xyz = HouseColorPulse.xxx * temp5.xyz + temp4.xyz;
|
|
// dp3 r2.w, r3, r1
|
|
temp2.w = dot(temp3.xyz, temp1.xyz);
|
|
// mul_sat r2.w, r2_abs.w, c12.x
|
|
temp2.w = saturate(abs(temp2).w * expr12.x);
|
|
// mad r3.x, r2.w, c2.x, c2.y
|
|
temp3.x = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r2.w, r2.w
|
|
temp2.w = temp2.w * temp2.w;
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r2.w, r2.w, c129[a0.x].w
|
|
temp2.w = temp2.w * WorldBones[1 + addr0.x].w;
|
|
// mul r3.xyz, r4, r2.w
|
|
temp3.xyz = temp4.xyz * temp2.www;
|
|
// mul r4.w, r2.w, v5.w
|
|
temp4.w = temp2.w * i.color.w;
|
|
// mov r3.w, v5.w
|
|
temp3.w = i.color.w;
|
|
// lrp r5, c14.x, r4, r3
|
|
temp5 = lerp(temp3, temp4, expr14.x);
|
|
// mad r3.xyz, r2, r1.w, c6
|
|
temp3.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r1, c6
|
|
temp2.w = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r1, r4
|
|
temp3.x = dot(temp1.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c23.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c21
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c29.w
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c22
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c29.w
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c2.w
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c2.w
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c29.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r1, c6[a0.x]
|
|
temp3.w = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r1, r7
|
|
temp4.w = dot(temp1.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c23.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c29.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r0, c90
|
|
temp2.xyz = -temp0.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r2.xyz, r2, r1.w
|
|
temp2.xyz = temp2.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c91.x
|
|
temp1.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c29.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c89
|
|
temp6.xyz = temp1.www * PointLight[0].Color.xyz;
|
|
// dp3 r1.w, r1, r2
|
|
temp1.w = dot(temp1.xyz, temp2.xyz);
|
|
// max r1.w, r1.w, c2.w
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r2.xyz, r6, r1.w
|
|
temp2.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c15.x, r2, r3
|
|
temp2.xyz = expr15.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r0, c93
|
|
temp3.xyz = -temp0.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c94.x
|
|
temp1.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c29.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c92
|
|
temp6.xyz = temp1.www * PointLight[1].Color.xyz;
|
|
// dp3 r1.w, r1, r3
|
|
temp1.w = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.w, r1.w, c2.w
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r3.xyz, r6, r1.w
|
|
temp3.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c16.x, r3, r2
|
|
temp2.xyz = expr16.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r0, c96
|
|
temp3.xyz = -temp0.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c97.x
|
|
temp1.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c29.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c95
|
|
temp6.xyz = temp1.www * PointLight[2].Color.xyz;
|
|
// dp3 r1.x, r1, r3
|
|
temp1.x = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.x, r1.x, c2.w
|
|
temp1.x = max(temp1.x, float1(0));
|
|
// mul r1.xyz, r6, r1.x
|
|
temp1.xyz = temp6.xyz * temp1.xxx;
|
|
// mad r1.xyz, c17.x, r1, r2
|
|
temp1.xyz = expr17.xxx * temp1.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c20
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c18
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr18.xyz;
|
|
// mad r1.xyz, r1, c21, r2
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r1.xyz, r5, r1
|
|
temp1.xyz = temp5.xyz * temp1.xyz;
|
|
// mul o1.xyz, r1, c29.w
|
|
o.color.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.x, c24.x
|
|
temp1.x = Opacity.x;
|
|
// mul r1.x, r1.x, c1.x
|
|
temp1.x = temp1.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r1.x
|
|
o.color.w = temp5.w * temp1.x;
|
|
// mul r1.xyz, r4, c22
|
|
temp1.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r1, c29.w
|
|
o.color1.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.xy, c27
|
|
temp1.xy = TexCoordTransform_0.xy;
|
|
// mad o3.xy, v3, r1, c19
|
|
o.texcoord = i.texcoord * temp1 + expr19;
|
|
// add r1.xy, r0, -v4
|
|
temp1.xy = temp0.xy + -i.texcoord1.xy;
|
|
// mad o4.xy, c26.x, r1, v4
|
|
o.texcoord1 = UseWorldCords.x * temp1 + i.texcoord1;
|
|
// add r1.xy, r0, c28.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r1, c28
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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 o2.w, c29.x
|
|
o.color1.w = float1(1);
|
|
// mov o5.xy, c29.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r1, r0.y, c30.xxyw
|
|
o.texcoord4.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_23 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_23_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 blendweight : BLENDWEIGHT;
|
|
float4 position : POSITION;
|
|
float4 position1 : POSITION1;
|
|
float4 normal : NORMAL;
|
|
float4 normal1 : NORMAL1;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_23_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_23_Output VS_Array_Shader_23(VS_Array_Shader_23_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 9
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 2
|
|
0 - ConstOutput: 14 ConstInput 6
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// mul r0.x, c6.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c3.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c14.x, r0.x, r1.x
|
|
expr14.x = max(temp0.x, temp1.x);
|
|
// lt c15.x, (0), c0.x
|
|
expr15.x = (0) < NumPointLights.x;
|
|
// lt c16.x, (1), c0.x
|
|
expr16.x = (1) < NumPointLights.x;
|
|
// lt c17.x, (2), c0.x
|
|
expr17.x = (2) < NumPointLights.x;
|
|
// mul c18.xyz, c2.x, c1.xyz
|
|
expr18.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c19.xy, c6.x, c5.zw
|
|
expr19.xy = Time.x * TexCoordTransform_0.zw;
|
|
}
|
|
|
|
VS_Array_Shader_23_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float2 addr0;
|
|
float3 temp6, temp7;
|
|
// def c2, -2, 3, 0, 0
|
|
// def c29, 1, -1, 0.25, 0.5
|
|
// def c30, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_blendweight v1
|
|
// dcl_position v2
|
|
// dcl_position1 v3
|
|
// dcl_normal v4
|
|
// dcl_normal1 v5
|
|
// dcl_texcoord v6
|
|
// dcl_texcoord1 v7
|
|
// dcl_color v8
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
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// dcl_texcoord1 o4.xy
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// dcl_texcoord2 o5.xy
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// dcl_texcoord3 o6.xy
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// dcl_texcoord4 o7
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// dcl_texcoord5 o8.xyz
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// dcl_texcoord6 o9.xyz
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// frc r0.xy, v0
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temp0.xy = frac(i.blendindices.xy);
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// add r0.zw, -r0.xyxy, v0.xyxy
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temp0.zw = -temp0.xy + i.blendindices.xy;
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// slt r1.xy, v0, -v0
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temp1.xy = (i.blendindices.xy < -i.blendindices.xy) ? 1 : 0;
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// slt r0.xy, -r0, r0
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temp0.xy = (-temp0.xy < temp0.xy) ? 1 : 0;
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// mad r0.xy, r1, r0, r0.zwzw
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temp0.xy = temp1.xy * temp0.xy + temp0.zw;
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// add r0.xy, r0, r0
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temp0.xy = temp0.xy + temp0.xy;
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// mova a0.xy, r0
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addr0.xy = temp0.xy;
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// mul r0, v2.zxyy, c128[a0.x].yzxy
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temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
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// mad r0, c128[a0.x].wwwx, v2.xyzx, r0
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temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
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// mul r1, v2.yzxz, c128[a0.x].zxyz
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temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
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// mad r0, r0, c29.xxxy, -r1
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temp0 = temp0 * float4(1, 1, 1, -1) + -temp1;
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// mul r1.xyz, r0.w, c128[a0.x]
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temp1.xyz = temp0.www * WorldBones[0 + addr0.x].xyz;
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// mad r1.xyz, c128[a0.x].w, r0, -r1
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temp1.xyz = WorldBones[0 + addr0.x].www * temp0.xyz + -temp1.xyz;
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// mad r1.xyz, c128[a0.x].yzxw, r0.zxyw, r1
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temp1.xyz = WorldBones[0 + addr0.x].yzx * temp0.zxy + temp1.xyz;
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// mad r0.xyz, c128[a0.x].zxyw, -r0.yzxw, r1
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temp0.xyz = WorldBones[0 + addr0.x].zxy * -temp0.yzx + temp1.xyz;
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// add r0.xyz, r0, c129[a0.x]
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temp0.xyz = temp0.xyz + WorldBones[1 + addr0.x].xyz;
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// mul r1, v4.zxyy, c128[a0.x].yzxy
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temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
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// mad r1, c128[a0.x].wwwx, v4.xyzx, r1
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temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
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// mul r2, v4.yzxz, c128[a0.x].zxyz
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temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
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// mad r1, r1, c29.xxxy, -r2
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temp1 = temp1 * float4(1, 1, 1, -1) + -temp2;
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// mul r2.xyz, r1.w, c128[a0.x]
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temp2.xyz = temp1.www * WorldBones[0 + addr0.x].xyz;
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// mad r2.xyz, c128[a0.x].w, r1, -r2
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temp2.xyz = WorldBones[0 + addr0.x].www * temp1.xyz + -temp2.xyz;
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// mad r2.xyz, c128[a0.x].yzxw, r1.zxyw, r2
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temp2.xyz = WorldBones[0 + addr0.x].yzx * temp1.zxy + temp2.xyz;
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// mad r1.xyz, c128[a0.x].zxyw, -r1.yzxw, r2
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temp1.xyz = WorldBones[0 + addr0.x].zxy * -temp1.yzx + temp2.xyz;
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// mul r2, v3.zxyy, c128[a0.y].yzxy
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temp2 = i.position1.zxyy * WorldBones[0 + addr0.y].yzxy;
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// mad r2, c128[a0.y].wwwx, v3.xyzx, r2
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temp2 = WorldBones[0 + addr0.y].wwwx * i.position1.xyzx + temp2;
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// mul r3, v3.yzxz, c128[a0.y].zxyz
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temp3 = i.position1.yzxz * WorldBones[0 + addr0.y].zxyz;
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// mad r2, r2, c29.xxxy, -r3
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temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
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// mul r3.xyz, r2.w, c128[a0.y]
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temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
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// mad r3.xyz, c128[a0.y].w, r2, -r3
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temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
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// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
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temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
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// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
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temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
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// add r2.xyz, r2, c129[a0.y]
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temp2.xyz = temp2.xyz + WorldBones[1 + addr0.y].xyz;
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// mul r2.xyz, r2, v1.y
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temp2.xyz = temp2.xyz * i.blendweight.yyy;
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// mad r0.xyz, r0, v1.x, r2
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temp0.xyz = temp0.xyz * i.blendweight.xxx + temp2.xyz;
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// mul r2, v5.zxyy, c128[a0.y].yzxy
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temp2 = i.normal1.zxyy * WorldBones[0 + addr0.y].yzxy;
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// mad r2, c128[a0.y].wwwx, v5.xyzx, r2
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temp2 = WorldBones[0 + addr0.y].wwwx * i.normal1.xyzx + temp2;
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// mul r3, v5.yzxz, c128[a0.y].zxyz
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temp3 = i.normal1.yzxz * WorldBones[0 + addr0.y].zxyz;
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// mad r2, r2, c29.xxxy, -r3
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temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
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// mul r3.xyz, r2.w, c128[a0.y]
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temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
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// mad r3.xyz, c128[a0.y].w, r2, -r3
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temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
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// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
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temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
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// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
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temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
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// mul r2.xyz, r2, v1.y
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temp2.xyz = temp2.xyz * i.blendweight.yyy;
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// mad r1.xyz, r1, v1.x, r2
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temp1.xyz = temp1.xyz * i.blendweight.xxx + temp2.xyz;
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// mov r0.w, c29.x
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temp0.w = float1(1);
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// dp4 o0.x, r0, c119
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o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30));
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// dp4 o0.y, r0, c120
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o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31));
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// dp4 o0.z, r0, c121
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o.position.z = dot(temp0, (ViewProjection._m02_m12_m22_m32));
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// dp4 o0.w, r0, c122
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o.position.w = dot(temp0, (ViewProjection._m03_m13_m23_m33));
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// add r2.xyz, -r0, c123
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temp2.xyz = -temp0.xyz + EyePosition.xyz;
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// dp3 r1.w, r2, r2
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temp1.w = dot(temp2.xyz, temp2.xyz);
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// rsq r1.w, r1.w
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temp1.w = 1 / sqrt(temp1.w);
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// mul r3.xyz, r2, r1.w
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temp3.xyz = temp2.xyz * temp1.www;
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// mov r4.xz, c29
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temp4.xz = float2(1, 0.25);
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// lrp r5.xyz, r4.z, r4.x, c0
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temp5.xyz = lerp(RecolorColor.xyz, temp4.xxx, temp4.zzz);
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// mul r4.xyz, r5, v8
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temp4.xyz = temp5.xyz * i.color.xyz;
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// mad r5.xyz, r4, c11.x, -r4
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temp5.xyz = temp4.xyz * expr11.xxx + -temp4.xyz;
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// mad r4.xyz, c25.x, r5, r4
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temp4.xyz = HouseColorPulse.xxx * temp5.xyz + temp4.xyz;
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// mul r2.w, v1.y, c129[a0.y].w
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temp2.w = i.blendweight.y * WorldBones[1 + addr0.y].w;
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// mad r2.w, c129[a0.x].w, v1.x, r2.w
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temp2.w = WorldBones[1 + addr0.x].w * i.blendweight.x + temp2.w;
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// dp3 r3.x, r3, r1
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temp3.x = dot(temp3.xyz, temp1.xyz);
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// mul_sat r3.x, r3_abs.x, c12.x
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temp3.x = saturate(abs(temp3).x * expr12.x);
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// mad r3.y, r3.x, c2.x, c2.y
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temp3.y = temp3.x * float1(-2) + float1(3);
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// mul r3.x, r3.x, r3.x
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temp3.x = temp3.x * temp3.x;
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// mul r3.x, r3.y, r3.x
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temp3.x = temp3.y * temp3.x;
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// mul r2.w, r2.w, r3.x
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temp2.w = temp2.w * temp3.x;
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// mul r3.xyz, r4, r2.w
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temp3.xyz = temp4.xyz * temp2.www;
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// mul r4.w, r2.w, v8.w
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temp4.w = temp2.w * i.color.w;
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// mov r3.w, v8.w
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temp3.w = i.color.w;
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// lrp r5, c14.x, r4, r3
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temp5 = lerp(temp3, temp4, expr14.x);
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// mad r3.xyz, r2, r1.w, c6
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temp3.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
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// nrm r4.xyz, r3
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temp4.xyz = normalize(temp3.xyz).xyz;
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// dp3 r2.w, r1, c6
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temp2.w = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
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// dp3 r3.x, r1, r4
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temp3.x = dot(temp1.xyz, temp4.xyz);
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// slt r3.y, -r2.w, r2.w
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temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
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// mul r2.w, r2.w, r3.y
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temp2.w = temp2.w * temp3.y;
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// slt r3.z, -r3.x, r3.x
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temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
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// mul r3.y, r3.y, r3.z
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temp3.y = temp3.y * temp3.z;
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// pow r4.x, r3.x, c23.x
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temp4.x = pow(temp3.x, Shininess.x);
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// mul r3.x, r3.y, r4.x
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temp3.x = temp3.y * temp4.x;
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// mov r4.xyz, c5
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temp4.xyz = DirectionalLight[0].Color.xyz;
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// mul r3.yzw, r4.xxyz, c3.xxyz
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temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
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// mul r4.xyz, r2.w, r3.yzww
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temp4.xyz = temp2.www * temp3.yzw;
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// mul r3.xyz, r3.x, r3.yzww
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temp3.xyz = temp3.xxx * temp3.yzw;
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// mul r4.xyz, r4, c21
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temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
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// mul r4.xyz, r5, r4
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temp4.xyz = temp5.xyz * temp4.xyz;
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// mul o8.xyz, r4, c29.w
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o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
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// mul r3.xyz, r3, c22
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temp3.xyz = temp3.xyz * ColorSpecular.xyz;
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// mul o9.xyz, r3, c29.w
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o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
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// mov r3.xyz, c2.w
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temp3.xyz = float3(0, 0, 0);
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// mov r4.xyz, c2.w
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temp4.xyz = float3(0, 0, 0);
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// mov r2.w, c29.x
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temp2.w = float1(1);
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// rep i0
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for (int it0 = 0; it0 < int1(2); ++it0) {
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// add r3.w, r2.w, r2.w
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temp3.w = temp2.w + temp2.w;
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// mova a0.x, r3.w
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addr0.x = temp3.w;
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// mad r6.xyz, r2, r1.w, c6[a0.x]
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temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
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// nrm r7.xyz, r6
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temp7.xyz = normalize(temp6.xyz).xyz;
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// dp3 r3.w, r1, c6[a0.x]
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temp3.w = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
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// dp3 r4.w, r1, r7
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temp4.w = dot(temp1.xyz, temp7.xyz);
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// slt r6.x, -r3.w, r3.w
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temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
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// mul r3.w, r3.w, r6.x
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temp3.w = temp3.w * temp6.x;
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// slt r6.y, -r4.w, r4.w
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temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
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// mul r6.x, r6.x, r6.y
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temp6.x = temp6.x * temp6.y;
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// pow r6.y, r4.w, c23.x
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temp6.y = pow(temp4.w, Shininess.x);
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// mul r4.w, r6.x, r6.y
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temp4.w = temp6.x * temp6.y;
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// mad r3.xyz, c5[a0.x], r3.w, r3
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temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
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// mad r4.xyz, c5[a0.x], r4.w, r4
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temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
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// add r2.w, r2.w, c29.x
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temp2.w = temp2.w + float1(1);
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// endrep
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}
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// add r2.xyz, -r0, c90
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temp2.xyz = -temp0.xyz + PointLight[0].Position.xyz;
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// dp3 r1.w, r2, r2
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temp1.w = dot(temp2.xyz, temp2.xyz);
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// rsq r1.w, r1.w
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temp1.w = 1 / sqrt(temp1.w);
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// rcp r2.w, r1.w
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temp2.w = 1.0f / temp1.w;
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// mul r2.xyz, r2, r1.w
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temp2.xyz = temp2.xyz * temp1.www;
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// add r1.w, r2.w, -c91.x
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temp1.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
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// add r2.w, -c91.x, c91.y
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temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
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// rcp r2.w, r2.w
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temp2.w = 1.0f / temp2.w;
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// mad_sat r1.w, r1.w, -r2.w, c29.x
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temp1.w = saturate(temp1.w * -temp2.w + float1(1));
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// mul r1.w, r1.w, r1.w
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temp1.w = temp1.w * temp1.w;
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|
// mul r6.xyz, r1.w, c89
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temp6.xyz = temp1.www * PointLight[0].Color.xyz;
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// dp3 r1.w, r1, r2
|
|
temp1.w = dot(temp1.xyz, temp2.xyz);
|
|
// max r1.w, r1.w, c2.w
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r2.xyz, r6, r1.w
|
|
temp2.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c15.x, r2, r3
|
|
temp2.xyz = expr15.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r0, c93
|
|
temp3.xyz = -temp0.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c94.x
|
|
temp1.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c29.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c92
|
|
temp6.xyz = temp1.www * PointLight[1].Color.xyz;
|
|
// dp3 r1.w, r1, r3
|
|
temp1.w = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.w, r1.w, c2.w
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r3.xyz, r6, r1.w
|
|
temp3.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c16.x, r3, r2
|
|
temp2.xyz = expr16.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r0, c96
|
|
temp3.xyz = -temp0.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c97.x
|
|
temp1.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c29.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c95
|
|
temp6.xyz = temp1.www * PointLight[2].Color.xyz;
|
|
// dp3 r1.x, r1, r3
|
|
temp1.x = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.x, r1.x, c2.w
|
|
temp1.x = max(temp1.x, float1(0));
|
|
// mul r1.xyz, r6, r1.x
|
|
temp1.xyz = temp6.xyz * temp1.xxx;
|
|
// mad r1.xyz, c17.x, r1, r2
|
|
temp1.xyz = expr17.xxx * temp1.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c20
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c18
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr18.xyz;
|
|
// mad r1.xyz, r1, c21, r2
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r1.xyz, r5, r1
|
|
temp1.xyz = temp5.xyz * temp1.xyz;
|
|
// mul o1.xyz, r1, c29.w
|
|
o.color.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.x, c24.x
|
|
temp1.x = Opacity.x;
|
|
// mul r1.x, r1.x, c1.x
|
|
temp1.x = temp1.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r1.x
|
|
o.color.w = temp5.w * temp1.x;
|
|
// mul r1.xyz, r4, c22
|
|
temp1.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r1, c29.w
|
|
o.color1.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.xy, c27
|
|
temp1.xy = TexCoordTransform_0.xy;
|
|
// mad o3.xy, v6, r1, c19
|
|
o.texcoord = i.texcoord * temp1 + expr19;
|
|
// add r1.xy, r0, -v7
|
|
temp1.xy = temp0.xy + -i.texcoord1.xy;
|
|
// mad o4.xy, c26.x, r1, v7
|
|
o.texcoord1 = UseWorldCords.x * temp1 + i.texcoord1;
|
|
// add r1.xy, r0, c28.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r1, c28
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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 o2.w, c29.x
|
|
o.color1.w = float1(1);
|
|
// mov o5.xy, c29.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r1, r0.y, c30.xxyw
|
|
o.texcoord4.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_24 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_24_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_24_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_24_Output VS_Array_Shader_24(VS_Array_Shader_24_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 14
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 3
|
|
0 - ConstOutput: 14 ConstInput 5
|
|
1 - ConstOutput: 24 ConstInput 1
|
|
2 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
float4 expr20;
|
|
float4 expr21;
|
|
float4 expr22;
|
|
float4 expr23;
|
|
float4 expr24;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float4 temp2;
|
|
// Expression_2_1
|
|
// mul r0.x, c6.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c3.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c14.x, r0.x, r1.x
|
|
expr14.x = max(temp0.x, temp1.x);
|
|
// lt c15.x, (0), c0.x
|
|
expr15.x = (0) < NumPointLights.x;
|
|
// lt c16.x, (1), c0.x
|
|
expr16.x = (1) < NumPointLights.x;
|
|
// lt c17.x, (2), c0.x
|
|
expr17.x = (2) < NumPointLights.x;
|
|
// mul c18.xyz, c2.x, c1.xyz
|
|
expr18.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul r0.x, c5.x, c6.x
|
|
temp0.x = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x * Time.x;
|
|
// add r1.x, r0.x, c5.w
|
|
temp1.x = temp0.x + TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.w;
|
|
// rcp r0.x, c5.z
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z);
|
|
// mul r2.x, r1.x, r0.x
|
|
temp2.x = temp1.x * temp0.x;
|
|
// neg r0.x, r2.x
|
|
temp0.x = -temp2.x;
|
|
// ge r1.x, r2.x, r0.x
|
|
temp1.x = temp2.x >= temp0.x;
|
|
// max r1.y, r2.x, r0.x
|
|
temp1.y = max(temp2.x, temp0.x);
|
|
// frc r0.x, r1.y
|
|
temp0.x = frac(temp1.y);
|
|
// add r1.y, r0.x, r0.x
|
|
temp1.y = temp0.x + temp0.x;
|
|
// neg r1.z, r0.x
|
|
temp1.z = -temp0.x;
|
|
// mul r0.x, r1.x, r1.y
|
|
temp0.x = temp1.x * temp1.y;
|
|
// add r2.x, r1.z, r0.x
|
|
temp2.x = temp1.z + temp0.x;
|
|
// mul r0.x, r2.x, c5.z
|
|
temp0.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// lt r0.y, c5.x, (0)
|
|
temp0.y = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x < (0);
|
|
// mul r1.x, r0.y, c5.z
|
|
temp1.x = temp0.y * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// add r2.x, r0.x, r1.x
|
|
temp2.x = temp0.x + temp1.x;
|
|
// rcp r0.x, c5.y
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y);
|
|
// mul r1.y, r2.x, r0.x
|
|
temp1.y = temp2.x * temp0.x;
|
|
// neg r0.y, r1.y
|
|
temp0.y = -temp1.y;
|
|
// ge r2.x, r1.y, r0.y
|
|
temp2.x = temp1.y >= temp0.y;
|
|
// max r2.y, r1.y, r0.y
|
|
temp2.y = max(temp1.y, temp0.y);
|
|
// frc r0.y, r2.y
|
|
temp0.y = frac(temp2.y);
|
|
// add r1.z, r0.y, r0.y
|
|
temp1.z = temp0.y + temp0.y;
|
|
// neg r1.w, r0.y
|
|
temp1.w = -temp0.y;
|
|
// mul r0.y, r2.x, r1.z
|
|
temp0.y = temp2.x * temp1.z;
|
|
// add r2.x, r1.w, r0.y
|
|
temp2.x = temp1.w + temp0.y;
|
|
// mul r1.x, r2.x, c5.y
|
|
temp1.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y;
|
|
// frc r0.yz, r1.xy
|
|
temp0.yz = frac(temp1.xy);
|
|
// neg r1.zw, r0.yz
|
|
temp1.zw = -temp0.yz;
|
|
// add r0.yz, r1.xy, r1.zw
|
|
temp0.yz = temp1.xy + temp1.zw;
|
|
// mul c24.xy, r0.x, r0.yz
|
|
expr24.xy = temp0.x * temp0.yz;
|
|
}
|
|
|
|
VS_Array_Shader_24_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float addr0;
|
|
float3 temp6, temp7;
|
|
// def c2, -2, 3, 0, 0
|
|
// def c33, 1, 0, 0.25, 0.5
|
|
// def c34, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_normal v1
|
|
// dcl_texcoord v2
|
|
// dcl_texcoord1 v3
|
|
// dcl_color v4
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// mad r0, v0.xyzx, c33.xxxy, c33.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));
|
|
// 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);
|
|
// mov r1.w, c33.x
|
|
temp1.w = float1(1);
|
|
// 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 r2.xyz, -r1, c123
|
|
temp2.xyz = -temp1.xyz + EyePosition.xyz;
|
|
// dp3 r0.w, r2, r2
|
|
temp0.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// mul r3.xyz, r2, r0.w
|
|
temp3.xyz = temp2.xyz * temp0.www;
|
|
// mov r4.xz, c33
|
|
temp4.xz = float2(1, 0.25);
|
|
// lrp r5.xyz, r4.z, r4.x, c0
|
|
temp5.xyz = lerp(RecolorColor.xyz, temp4.xxx, temp4.zzz);
|
|
// mul r4.xyz, r5, v4
|
|
temp4.xyz = temp5.xyz * i.color.xyz;
|
|
// mad r5.xyz, r4, c11.x, -r4
|
|
temp5.xyz = temp4.xyz * expr11.xxx + -temp4.xyz;
|
|
// mad r4.xyz, c30.x, r5, r4
|
|
temp4.xyz = HouseColorPulse.xxx * temp5.xyz + temp4.xyz;
|
|
// dp3 r2.w, r3, r0
|
|
temp2.w = dot(temp3.xyz, temp0.xyz);
|
|
// mul_sat r2.w, r2_abs.w, c12.x
|
|
temp2.w = saturate(abs(temp2).w * expr12.x);
|
|
// mad r3.x, r2.w, c2.x, c2.y
|
|
temp3.x = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r2.w, r2.w
|
|
temp2.w = temp2.w * temp2.w;
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r3.xyz, r4, r2.w
|
|
temp3.xyz = temp4.xyz * temp2.www;
|
|
// mul r4.w, r2.w, v4.w
|
|
temp4.w = temp2.w * i.color.w;
|
|
// mov r3.w, v4.w
|
|
temp3.w = i.color.w;
|
|
// lrp r5, c14.x, r4, r3
|
|
temp5 = lerp(temp3, temp4, expr14.x);
|
|
// mad r3.xyz, r2, r0.w, c6
|
|
temp3.xyz = temp2.xyz * temp0.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r0, c6
|
|
temp2.w = dot(temp0.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r0, r4
|
|
temp3.x = dot(temp0.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c28.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c26
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c33.w
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c27
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c33.w
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c33.y
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c33.y
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c33.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r0.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp0.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r0, c6[a0.x]
|
|
temp3.w = dot(temp0.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r0, r7
|
|
temp4.w = dot(temp0.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c28.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c33.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r1, c90
|
|
temp2.xyz = -temp1.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r0.w, r2, r2
|
|
temp0.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r2.xyz, r2, r0.w
|
|
temp2.xyz = temp2.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c91.x
|
|
temp0.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c33.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c89
|
|
temp6.xyz = temp0.www * PointLight[0].Color.xyz;
|
|
// dp3 r0.w, r0, r2
|
|
temp0.w = dot(temp0.xyz, temp2.xyz);
|
|
// max r0.w, r0.w, c33.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r2.xyz, r6, r0.w
|
|
temp2.xyz = temp6.xyz * temp0.www;
|
|
// mad r2.xyz, c15.x, r2, r3
|
|
temp2.xyz = expr15.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r1, c93
|
|
temp3.xyz = -temp1.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r0.w, r3, r3
|
|
temp0.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r3.xyz, r3, r0.w
|
|
temp3.xyz = temp3.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c94.x
|
|
temp0.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c33.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c92
|
|
temp6.xyz = temp0.www * PointLight[1].Color.xyz;
|
|
// dp3 r0.w, r0, r3
|
|
temp0.w = dot(temp0.xyz, temp3.xyz);
|
|
// max r0.w, r0.w, c33.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r3.xyz, r6, r0.w
|
|
temp3.xyz = temp6.xyz * temp0.www;
|
|
// mad r2.xyz, c16.x, r3, r2
|
|
temp2.xyz = expr16.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r1, c96
|
|
temp3.xyz = -temp1.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r0.w, r3, r3
|
|
temp0.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r3.xyz, r3, r0.w
|
|
temp3.xyz = temp3.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c97.x
|
|
temp0.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c33.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c95
|
|
temp6.xyz = temp0.www * PointLight[2].Color.xyz;
|
|
// dp3 r0.x, r0, r3
|
|
temp0.x = dot(temp0.xyz, temp3.xyz);
|
|
// max r0.x, r0.x, c33.y
|
|
temp0.x = max(temp0.x, float1(0));
|
|
// mul r0.xyz, r6, r0.x
|
|
temp0.xyz = temp6.xyz * temp0.xxx;
|
|
// mad r0.xyz, c17.x, r0, r2
|
|
temp0.xyz = expr17.xxx * temp0.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c25
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c18
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr18.xyz;
|
|
// mad r0.xyz, r0, c26, r2
|
|
temp0.xyz = temp0.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r0.xyz, r5, r0
|
|
temp0.xyz = temp5.xyz * temp0.xyz;
|
|
// mul o1.xyz, r0, c33.w
|
|
o.color.xyz = temp0.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.x, c29.x
|
|
temp0.x = Opacity.x;
|
|
// mul r0.x, r0.x, c1.x
|
|
temp0.x = temp0.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r0.x
|
|
o.color.w = temp5.w * temp0.x;
|
|
// mul r0.xyz, r4, c27
|
|
temp0.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r0, c33.w
|
|
o.color1.xyz = temp0.xyz * float3(0.5, 0.5, 0.5);
|
|
// add o3.xy, c24, v2
|
|
o.texcoord = expr24 + i.texcoord;
|
|
// add r0.xy, r1, -v3
|
|
temp0.xy = temp1.xy + -i.texcoord1.xy;
|
|
// mad o4.xy, c31.x, r0, v3
|
|
o.texcoord1 = UseWorldCords.x * temp0 + i.texcoord1;
|
|
// add r0.xy, r1, c32.zwzw
|
|
temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r0, c32
|
|
o.texcoord3 = temp0 * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r0.x, r1, c113
|
|
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m00_m10_m20_m30));
|
|
// dp4 r0.y, r1, c114
|
|
temp0.y = dot(temp1, (ShadowMapWorldToShadow._m01_m11_m21_m31));
|
|
// dp4 r0.z, r1, c115
|
|
temp0.z = dot(temp1, (ShadowMapWorldToShadow._m02_m12_m22_m32));
|
|
// dp4 r0.w, r1, c116
|
|
temp0.w = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// rcp r1.x, r0.w
|
|
temp1.x = 1.0f / temp0.w;
|
|
// mov o2.w, c33.x
|
|
o.color1.w = float1(1);
|
|
// mov o5.xy, c33.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r0, r1.x, c34.xxyw
|
|
o.texcoord4.xyz = temp0.xyz * temp1.xxx + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.w
|
|
o.texcoord4.w = temp0.w;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_25 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_25_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_25_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_25_Output VS_Array_Shader_25(VS_Array_Shader_25_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 14
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 3
|
|
0 - ConstOutput: 14 ConstInput 5
|
|
1 - ConstOutput: 24 ConstInput 1
|
|
2 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
float4 expr20;
|
|
float4 expr21;
|
|
float4 expr22;
|
|
float4 expr23;
|
|
float4 expr24;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float4 temp2;
|
|
// Expression_2_1
|
|
// mul r0.x, c6.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c3.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c14.x, r0.x, r1.x
|
|
expr14.x = max(temp0.x, temp1.x);
|
|
// lt c15.x, (0), c0.x
|
|
expr15.x = (0) < NumPointLights.x;
|
|
// lt c16.x, (1), c0.x
|
|
expr16.x = (1) < NumPointLights.x;
|
|
// lt c17.x, (2), c0.x
|
|
expr17.x = (2) < NumPointLights.x;
|
|
// mul c18.xyz, c2.x, c1.xyz
|
|
expr18.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul r0.x, c5.x, c6.x
|
|
temp0.x = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x * Time.x;
|
|
// add r1.x, r0.x, c5.w
|
|
temp1.x = temp0.x + TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.w;
|
|
// rcp r0.x, c5.z
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z);
|
|
// mul r2.x, r1.x, r0.x
|
|
temp2.x = temp1.x * temp0.x;
|
|
// neg r0.x, r2.x
|
|
temp0.x = -temp2.x;
|
|
// ge r1.x, r2.x, r0.x
|
|
temp1.x = temp2.x >= temp0.x;
|
|
// max r1.y, r2.x, r0.x
|
|
temp1.y = max(temp2.x, temp0.x);
|
|
// frc r0.x, r1.y
|
|
temp0.x = frac(temp1.y);
|
|
// add r1.y, r0.x, r0.x
|
|
temp1.y = temp0.x + temp0.x;
|
|
// neg r1.z, r0.x
|
|
temp1.z = -temp0.x;
|
|
// mul r0.x, r1.x, r1.y
|
|
temp0.x = temp1.x * temp1.y;
|
|
// add r2.x, r1.z, r0.x
|
|
temp2.x = temp1.z + temp0.x;
|
|
// mul r0.x, r2.x, c5.z
|
|
temp0.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// lt r0.y, c5.x, (0)
|
|
temp0.y = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x < (0);
|
|
// mul r1.x, r0.y, c5.z
|
|
temp1.x = temp0.y * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// add r2.x, r0.x, r1.x
|
|
temp2.x = temp0.x + temp1.x;
|
|
// rcp r0.x, c5.y
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y);
|
|
// mul r1.y, r2.x, r0.x
|
|
temp1.y = temp2.x * temp0.x;
|
|
// neg r0.y, r1.y
|
|
temp0.y = -temp1.y;
|
|
// ge r2.x, r1.y, r0.y
|
|
temp2.x = temp1.y >= temp0.y;
|
|
// max r2.y, r1.y, r0.y
|
|
temp2.y = max(temp1.y, temp0.y);
|
|
// frc r0.y, r2.y
|
|
temp0.y = frac(temp2.y);
|
|
// add r1.z, r0.y, r0.y
|
|
temp1.z = temp0.y + temp0.y;
|
|
// neg r1.w, r0.y
|
|
temp1.w = -temp0.y;
|
|
// mul r0.y, r2.x, r1.z
|
|
temp0.y = temp2.x * temp1.z;
|
|
// add r2.x, r1.w, r0.y
|
|
temp2.x = temp1.w + temp0.y;
|
|
// mul r1.x, r2.x, c5.y
|
|
temp1.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y;
|
|
// frc r0.yz, r1.xy
|
|
temp0.yz = frac(temp1.xy);
|
|
// neg r1.zw, r0.yz
|
|
temp1.zw = -temp0.yz;
|
|
// add r0.yz, r1.xy, r1.zw
|
|
temp0.yz = temp1.xy + temp1.zw;
|
|
// mul c24.xy, r0.x, r0.yz
|
|
expr24.xy = temp0.x * temp0.yz;
|
|
}
|
|
|
|
VS_Array_Shader_25_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float addr0;
|
|
float3 temp6, temp7;
|
|
// def c2, -2, 3, 0, 0
|
|
// def c33, 1, -1, 0.25, 0.5
|
|
// def c34, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_position v1
|
|
// dcl_normal v2
|
|
// dcl_texcoord v3
|
|
// dcl_texcoord1 v4
|
|
// dcl_color v5
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// frc r0.x, v0.x
|
|
temp0.x = frac(i.blendindices.x);
|
|
// add r0.y, -r0.x, v0.x
|
|
temp0.y = -temp0.x + i.blendindices.x;
|
|
// slt r0.z, v0.x, -v0.x
|
|
temp0.z = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
|
|
// slt r0.x, -r0.x, r0.x
|
|
temp0.x = (-temp0.x < temp0.x) ? 1 : 0;
|
|
// mad r0.x, r0.z, r0.x, r0.y
|
|
temp0.x = temp0.z * temp0.x + temp0.y;
|
|
// add r0.x, r0.x, r0.x
|
|
temp0.x = temp0.x + temp0.x;
|
|
// mova a0.x, r0.x
|
|
addr0.x = temp0.x;
|
|
// mul r0, v1.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v1.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v1.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c33.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;
|
|
// mul r1, v2.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v2.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c33.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;
|
|
// mov r0.w, c33.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 r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// mov r4.xz, c33
|
|
temp4.xz = float2(1, 0.25);
|
|
// lrp r5.xyz, r4.z, r4.x, c0
|
|
temp5.xyz = lerp(RecolorColor.xyz, temp4.xxx, temp4.zzz);
|
|
// mul r4.xyz, r5, v5
|
|
temp4.xyz = temp5.xyz * i.color.xyz;
|
|
// mad r5.xyz, r4, c11.x, -r4
|
|
temp5.xyz = temp4.xyz * expr11.xxx + -temp4.xyz;
|
|
// mad r4.xyz, c30.x, r5, r4
|
|
temp4.xyz = HouseColorPulse.xxx * temp5.xyz + temp4.xyz;
|
|
// dp3 r2.w, r3, r1
|
|
temp2.w = dot(temp3.xyz, temp1.xyz);
|
|
// mul_sat r2.w, r2_abs.w, c12.x
|
|
temp2.w = saturate(abs(temp2).w * expr12.x);
|
|
// mad r3.x, r2.w, c2.x, c2.y
|
|
temp3.x = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r2.w, r2.w
|
|
temp2.w = temp2.w * temp2.w;
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r2.w, r2.w, c129[a0.x].w
|
|
temp2.w = temp2.w * WorldBones[1 + addr0.x].w;
|
|
// mul r3.xyz, r4, r2.w
|
|
temp3.xyz = temp4.xyz * temp2.www;
|
|
// mul r4.w, r2.w, v5.w
|
|
temp4.w = temp2.w * i.color.w;
|
|
// mov r3.w, v5.w
|
|
temp3.w = i.color.w;
|
|
// lrp r5, c14.x, r4, r3
|
|
temp5 = lerp(temp3, temp4, expr14.x);
|
|
// mad r3.xyz, r2, r1.w, c6
|
|
temp3.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r1, c6
|
|
temp2.w = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r1, r4
|
|
temp3.x = dot(temp1.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c28.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c26
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c33.w
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c27
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c33.w
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c2.w
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c2.w
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c33.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r1, c6[a0.x]
|
|
temp3.w = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r1, r7
|
|
temp4.w = dot(temp1.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c28.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c33.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r0, c90
|
|
temp2.xyz = -temp0.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r2.xyz, r2, r1.w
|
|
temp2.xyz = temp2.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c91.x
|
|
temp1.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c33.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c89
|
|
temp6.xyz = temp1.www * PointLight[0].Color.xyz;
|
|
// dp3 r1.w, r1, r2
|
|
temp1.w = dot(temp1.xyz, temp2.xyz);
|
|
// max r1.w, r1.w, c2.w
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r2.xyz, r6, r1.w
|
|
temp2.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c15.x, r2, r3
|
|
temp2.xyz = expr15.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r0, c93
|
|
temp3.xyz = -temp0.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c94.x
|
|
temp1.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c33.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c92
|
|
temp6.xyz = temp1.www * PointLight[1].Color.xyz;
|
|
// dp3 r1.w, r1, r3
|
|
temp1.w = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.w, r1.w, c2.w
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r3.xyz, r6, r1.w
|
|
temp3.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c16.x, r3, r2
|
|
temp2.xyz = expr16.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r0, c96
|
|
temp3.xyz = -temp0.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c97.x
|
|
temp1.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c33.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c95
|
|
temp6.xyz = temp1.www * PointLight[2].Color.xyz;
|
|
// dp3 r1.x, r1, r3
|
|
temp1.x = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.x, r1.x, c2.w
|
|
temp1.x = max(temp1.x, float1(0));
|
|
// mul r1.xyz, r6, r1.x
|
|
temp1.xyz = temp6.xyz * temp1.xxx;
|
|
// mad r1.xyz, c17.x, r1, r2
|
|
temp1.xyz = expr17.xxx * temp1.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c25
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c18
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr18.xyz;
|
|
// mad r1.xyz, r1, c26, r2
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r1.xyz, r5, r1
|
|
temp1.xyz = temp5.xyz * temp1.xyz;
|
|
// mul o1.xyz, r1, c33.w
|
|
o.color.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.x, c29.x
|
|
temp1.x = Opacity.x;
|
|
// mul r1.x, r1.x, c1.x
|
|
temp1.x = temp1.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r1.x
|
|
o.color.w = temp5.w * temp1.x;
|
|
// mul r1.xyz, r4, c27
|
|
temp1.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r1, c33.w
|
|
o.color1.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// add o3.xy, c24, v3
|
|
o.texcoord = expr24 + i.texcoord;
|
|
// add r1.xy, r0, -v4
|
|
temp1.xy = temp0.xy + -i.texcoord1.xy;
|
|
// mad o4.xy, c31.x, r1, v4
|
|
o.texcoord1 = UseWorldCords.x * temp1 + i.texcoord1;
|
|
// add r1.xy, r0, c32.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r1, c32
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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 o2.w, c33.x
|
|
o.color1.w = float1(1);
|
|
// mov o5.xy, c33.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r1, r0.y, c34.xxyw
|
|
o.texcoord4.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_26 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_26_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 blendweight : BLENDWEIGHT;
|
|
float4 position : POSITION;
|
|
float4 position1 : POSITION1;
|
|
float4 normal : NORMAL;
|
|
float4 normal1 : NORMAL1;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_26_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_26_Output VS_Array_Shader_26(VS_Array_Shader_26_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 14
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 3
|
|
0 - ConstOutput: 14 ConstInput 5
|
|
1 - ConstOutput: 24 ConstInput 1
|
|
2 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
float4 expr20;
|
|
float4 expr21;
|
|
float4 expr22;
|
|
float4 expr23;
|
|
float4 expr24;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float4 temp2;
|
|
// Expression_2_1
|
|
// mul r0.x, c6.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c3.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c14.x, r0.x, r1.x
|
|
expr14.x = max(temp0.x, temp1.x);
|
|
// lt c15.x, (0), c0.x
|
|
expr15.x = (0) < NumPointLights.x;
|
|
// lt c16.x, (1), c0.x
|
|
expr16.x = (1) < NumPointLights.x;
|
|
// lt c17.x, (2), c0.x
|
|
expr17.x = (2) < NumPointLights.x;
|
|
// mul c18.xyz, c2.x, c1.xyz
|
|
expr18.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul r0.x, c5.x, c6.x
|
|
temp0.x = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x * Time.x;
|
|
// add r1.x, r0.x, c5.w
|
|
temp1.x = temp0.x + TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.w;
|
|
// rcp r0.x, c5.z
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z);
|
|
// mul r2.x, r1.x, r0.x
|
|
temp2.x = temp1.x * temp0.x;
|
|
// neg r0.x, r2.x
|
|
temp0.x = -temp2.x;
|
|
// ge r1.x, r2.x, r0.x
|
|
temp1.x = temp2.x >= temp0.x;
|
|
// max r1.y, r2.x, r0.x
|
|
temp1.y = max(temp2.x, temp0.x);
|
|
// frc r0.x, r1.y
|
|
temp0.x = frac(temp1.y);
|
|
// add r1.y, r0.x, r0.x
|
|
temp1.y = temp0.x + temp0.x;
|
|
// neg r1.z, r0.x
|
|
temp1.z = -temp0.x;
|
|
// mul r0.x, r1.x, r1.y
|
|
temp0.x = temp1.x * temp1.y;
|
|
// add r2.x, r1.z, r0.x
|
|
temp2.x = temp1.z + temp0.x;
|
|
// mul r0.x, r2.x, c5.z
|
|
temp0.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// lt r0.y, c5.x, (0)
|
|
temp0.y = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x < (0);
|
|
// mul r1.x, r0.y, c5.z
|
|
temp1.x = temp0.y * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// add r2.x, r0.x, r1.x
|
|
temp2.x = temp0.x + temp1.x;
|
|
// rcp r0.x, c5.y
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y);
|
|
// mul r1.y, r2.x, r0.x
|
|
temp1.y = temp2.x * temp0.x;
|
|
// neg r0.y, r1.y
|
|
temp0.y = -temp1.y;
|
|
// ge r2.x, r1.y, r0.y
|
|
temp2.x = temp1.y >= temp0.y;
|
|
// max r2.y, r1.y, r0.y
|
|
temp2.y = max(temp1.y, temp0.y);
|
|
// frc r0.y, r2.y
|
|
temp0.y = frac(temp2.y);
|
|
// add r1.z, r0.y, r0.y
|
|
temp1.z = temp0.y + temp0.y;
|
|
// neg r1.w, r0.y
|
|
temp1.w = -temp0.y;
|
|
// mul r0.y, r2.x, r1.z
|
|
temp0.y = temp2.x * temp1.z;
|
|
// add r2.x, r1.w, r0.y
|
|
temp2.x = temp1.w + temp0.y;
|
|
// mul r1.x, r2.x, c5.y
|
|
temp1.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y;
|
|
// frc r0.yz, r1.xy
|
|
temp0.yz = frac(temp1.xy);
|
|
// neg r1.zw, r0.yz
|
|
temp1.zw = -temp0.yz;
|
|
// add r0.yz, r1.xy, r1.zw
|
|
temp0.yz = temp1.xy + temp1.zw;
|
|
// mul c24.xy, r0.x, r0.yz
|
|
expr24.xy = temp0.x * temp0.yz;
|
|
}
|
|
|
|
VS_Array_Shader_26_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float2 addr0;
|
|
float3 temp6, temp7;
|
|
// def c2, 1, -1, 0.25, 0.5
|
|
// def c33, -2, 3, 0, 0
|
|
// def c34, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_blendweight v1
|
|
// dcl_position v2
|
|
// dcl_position1 v3
|
|
// dcl_normal v4
|
|
// dcl_normal1 v5
|
|
// dcl_texcoord v6
|
|
// dcl_texcoord1 v7
|
|
// dcl_color v8
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// frc r0.xy, v0
|
|
temp0.xy = frac(i.blendindices.xy);
|
|
// add r0.zw, -r0.xyxy, v0.xyxy
|
|
temp0.zw = -temp0.xy + i.blendindices.xy;
|
|
// slt r1.xy, v0, -v0
|
|
temp1.xy = (i.blendindices.xy < -i.blendindices.xy) ? 1 : 0;
|
|
// slt r0.xy, -r0, r0
|
|
temp0.xy = (-temp0.xy < temp0.xy) ? 1 : 0;
|
|
// mad r0.xy, r1, r0, r0.zwzw
|
|
temp0.xy = temp1.xy * temp0.xy + temp0.zw;
|
|
// add r0.xy, r0, r0
|
|
temp0.xy = temp0.xy + temp0.xy;
|
|
// mova a0.xy, r0
|
|
addr0.xy = temp0.xy;
|
|
// mul r0, v2.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v2.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v2.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c2.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;
|
|
// mul r1, v4.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v4.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v4.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c2.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;
|
|
// mul r2, v3.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.position1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v3.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.position1.xyzx + temp2;
|
|
// mul r3, v3.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.position1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c2.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// add r2.xyz, r2, c129[a0.y]
|
|
temp2.xyz = temp2.xyz + WorldBones[1 + addr0.y].xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r0.xyz, r0, v1.x, r2
|
|
temp0.xyz = temp0.xyz * i.blendweight.xxx + temp2.xyz;
|
|
// mul r2, v5.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.normal1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v5.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.normal1.xyzx + temp2;
|
|
// mul r3, v5.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.normal1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c2.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r1.xyz, r1, v1.x, r2
|
|
temp1.xyz = temp1.xyz * i.blendweight.xxx + temp2.xyz;
|
|
// mov r0.w, c2.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 r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// mov r4.xz, c2
|
|
temp4.xz = float2(1, 0.25);
|
|
// lrp r5.xyz, r4.z, r4.x, c0
|
|
temp5.xyz = lerp(RecolorColor.xyz, temp4.xxx, temp4.zzz);
|
|
// mul r4.xyz, r5, v8
|
|
temp4.xyz = temp5.xyz * i.color.xyz;
|
|
// mad r5.xyz, r4, c11.x, -r4
|
|
temp5.xyz = temp4.xyz * expr11.xxx + -temp4.xyz;
|
|
// mad r4.xyz, c30.x, r5, r4
|
|
temp4.xyz = HouseColorPulse.xxx * temp5.xyz + temp4.xyz;
|
|
// mul r2.w, v1.y, c129[a0.y].w
|
|
temp2.w = i.blendweight.y * WorldBones[1 + addr0.y].w;
|
|
// mad r2.w, c129[a0.x].w, v1.x, r2.w
|
|
temp2.w = WorldBones[1 + addr0.x].w * i.blendweight.x + temp2.w;
|
|
// dp3 r3.x, r3, r1
|
|
temp3.x = dot(temp3.xyz, temp1.xyz);
|
|
// mul_sat r3.x, r3_abs.x, c12.x
|
|
temp3.x = saturate(abs(temp3).x * expr12.x);
|
|
// mad r3.y, r3.x, c33.x, c33.y
|
|
temp3.y = temp3.x * float1(-2) + float1(3);
|
|
// mul r3.x, r3.x, r3.x
|
|
temp3.x = temp3.x * temp3.x;
|
|
// mul r3.x, r3.y, r3.x
|
|
temp3.x = temp3.y * temp3.x;
|
|
// mul r2.w, r2.w, r3.x
|
|
temp2.w = temp2.w * temp3.x;
|
|
// mul r3.xyz, r4, r2.w
|
|
temp3.xyz = temp4.xyz * temp2.www;
|
|
// mul r4.w, r2.w, v8.w
|
|
temp4.w = temp2.w * i.color.w;
|
|
// mov r3.w, v8.w
|
|
temp3.w = i.color.w;
|
|
// lrp r5, c14.x, r4, r3
|
|
temp5 = lerp(temp3, temp4, expr14.x);
|
|
// mad r3.xyz, r2, r1.w, c6
|
|
temp3.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r1, c6
|
|
temp2.w = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r1, r4
|
|
temp3.x = dot(temp1.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c28.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c26
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c2.w
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c27
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c2.w
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c33.w
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c33.w
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c2.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r1, c6[a0.x]
|
|
temp3.w = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r1, r7
|
|
temp4.w = dot(temp1.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c28.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c2.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r0, c90
|
|
temp2.xyz = -temp0.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r2.xyz, r2, r1.w
|
|
temp2.xyz = temp2.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c91.x
|
|
temp1.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c2.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c89
|
|
temp6.xyz = temp1.www * PointLight[0].Color.xyz;
|
|
// dp3 r1.w, r1, r2
|
|
temp1.w = dot(temp1.xyz, temp2.xyz);
|
|
// max r1.w, r1.w, c33.w
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r2.xyz, r6, r1.w
|
|
temp2.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c15.x, r2, r3
|
|
temp2.xyz = expr15.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r0, c93
|
|
temp3.xyz = -temp0.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c94.x
|
|
temp1.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c2.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c92
|
|
temp6.xyz = temp1.www * PointLight[1].Color.xyz;
|
|
// dp3 r1.w, r1, r3
|
|
temp1.w = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.w, r1.w, c33.w
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r3.xyz, r6, r1.w
|
|
temp3.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c16.x, r3, r2
|
|
temp2.xyz = expr16.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r0, c96
|
|
temp3.xyz = -temp0.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c97.x
|
|
temp1.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c2.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c95
|
|
temp6.xyz = temp1.www * PointLight[2].Color.xyz;
|
|
// dp3 r1.x, r1, r3
|
|
temp1.x = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.x, r1.x, c33.w
|
|
temp1.x = max(temp1.x, float1(0));
|
|
// mul r1.xyz, r6, r1.x
|
|
temp1.xyz = temp6.xyz * temp1.xxx;
|
|
// mad r1.xyz, c17.x, r1, r2
|
|
temp1.xyz = expr17.xxx * temp1.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c25
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c18
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr18.xyz;
|
|
// mad r1.xyz, r1, c26, r2
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r1.xyz, r5, r1
|
|
temp1.xyz = temp5.xyz * temp1.xyz;
|
|
// mul o1.xyz, r1, c2.w
|
|
o.color.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.x, c29.x
|
|
temp1.x = Opacity.x;
|
|
// mul r1.x, r1.x, c1.x
|
|
temp1.x = temp1.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r1.x
|
|
o.color.w = temp5.w * temp1.x;
|
|
// mul r1.xyz, r4, c27
|
|
temp1.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r1, c2.w
|
|
o.color1.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// add o3.xy, c24, v6
|
|
o.texcoord = expr24 + i.texcoord;
|
|
// add r1.xy, r0, -v7
|
|
temp1.xy = temp0.xy + -i.texcoord1.xy;
|
|
// mad o4.xy, c31.x, r1, v7
|
|
o.texcoord1 = UseWorldCords.x * temp1 + i.texcoord1;
|
|
// add r1.xy, r0, c32.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r1, c32
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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 o2.w, c2.x
|
|
o.color1.w = float1(1);
|
|
// mov o5.xy, c2.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r1, r0.y, c34.xxyw
|
|
o.texcoord4.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_27 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_27_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_27_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_27_Output VS_Array_Shader_27(VS_Array_Shader_27_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 9
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 2
|
|
0 - ConstOutput: 14 ConstInput 6
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// mul r0.x, c6.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c3.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c14.x, r0.x, r1.x
|
|
expr14.x = max(temp0.x, temp1.x);
|
|
// lt c15.x, (0), c0.x
|
|
expr15.x = (0) < NumPointLights.x;
|
|
// lt c16.x, (1), c0.x
|
|
expr16.x = (1) < NumPointLights.x;
|
|
// lt c17.x, (2), c0.x
|
|
expr17.x = (2) < NumPointLights.x;
|
|
// mul c18.xyz, c2.x, c1.xyz
|
|
expr18.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c19.xy, c6.x, c5.zw
|
|
expr19.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_Array_Shader_27_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float addr0;
|
|
float3 temp6, temp7;
|
|
// def c2, -2, 3, 0, 0
|
|
// def c29, 1, 0, 0.25, 0.5
|
|
// def c30, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_normal v1
|
|
// dcl_texcoord v2
|
|
// dcl_texcoord1 v3
|
|
// dcl_color v4
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// mad r0, v0.xyzx, c29.xxxy, c29.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));
|
|
// 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);
|
|
// mov r1.w, c29.x
|
|
temp1.w = float1(1);
|
|
// 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 r2.xyz, -r1, c123
|
|
temp2.xyz = -temp1.xyz + EyePosition.xyz;
|
|
// dp3 r0.w, r2, r2
|
|
temp0.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// mul r3.xyz, r2, r0.w
|
|
temp3.xyz = temp2.xyz * temp0.www;
|
|
// mov r4.xz, c29
|
|
temp4.xz = float2(1, 0.25);
|
|
// lrp r5.xyz, r4.z, r4.x, c0
|
|
temp5.xyz = lerp(RecolorColor.xyz, temp4.xxx, temp4.zzz);
|
|
// mul r4.xyz, r5, v4
|
|
temp4.xyz = temp5.xyz * i.color.xyz;
|
|
// mad r5.xyz, r4, c11.x, -r4
|
|
temp5.xyz = temp4.xyz * expr11.xxx + -temp4.xyz;
|
|
// mad r4.xyz, c25.x, r5, r4
|
|
temp4.xyz = HouseColorPulse.xxx * temp5.xyz + temp4.xyz;
|
|
// dp3 r2.w, r3, r0
|
|
temp2.w = dot(temp3.xyz, temp0.xyz);
|
|
// mul_sat r2.w, r2_abs.w, c12.x
|
|
temp2.w = saturate(abs(temp2).w * expr12.x);
|
|
// mad r3.x, r2.w, c2.x, c2.y
|
|
temp3.x = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r2.w, r2.w
|
|
temp2.w = temp2.w * temp2.w;
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r3.xyz, r4, r2.w
|
|
temp3.xyz = temp4.xyz * temp2.www;
|
|
// mul r4.w, r2.w, v4.w
|
|
temp4.w = temp2.w * i.color.w;
|
|
// mov r3.w, v4.w
|
|
temp3.w = i.color.w;
|
|
// lrp r5, c14.x, r4, r3
|
|
temp5 = lerp(temp3, temp4, expr14.x);
|
|
// mad r3.xyz, r2, r0.w, c6
|
|
temp3.xyz = temp2.xyz * temp0.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r0, c6
|
|
temp2.w = dot(temp0.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r0, r4
|
|
temp3.x = dot(temp0.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c23.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c21
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c29.w
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c22
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c29.w
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c29.y
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c29.y
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c29.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r0.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp0.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r0, c6[a0.x]
|
|
temp3.w = dot(temp0.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r0, r7
|
|
temp4.w = dot(temp0.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c23.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c29.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r1, c90
|
|
temp2.xyz = -temp1.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r0.w, r2, r2
|
|
temp0.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r2.xyz, r2, r0.w
|
|
temp2.xyz = temp2.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c91.x
|
|
temp0.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c29.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c89
|
|
temp6.xyz = temp0.www * PointLight[0].Color.xyz;
|
|
// dp3 r0.w, r0, r2
|
|
temp0.w = dot(temp0.xyz, temp2.xyz);
|
|
// max r0.w, r0.w, c29.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r2.xyz, r6, r0.w
|
|
temp2.xyz = temp6.xyz * temp0.www;
|
|
// mad r2.xyz, c15.x, r2, r3
|
|
temp2.xyz = expr15.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r1, c93
|
|
temp3.xyz = -temp1.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r0.w, r3, r3
|
|
temp0.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r3.xyz, r3, r0.w
|
|
temp3.xyz = temp3.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c94.x
|
|
temp0.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c29.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c92
|
|
temp6.xyz = temp0.www * PointLight[1].Color.xyz;
|
|
// dp3 r0.w, r0, r3
|
|
temp0.w = dot(temp0.xyz, temp3.xyz);
|
|
// max r0.w, r0.w, c29.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r3.xyz, r6, r0.w
|
|
temp3.xyz = temp6.xyz * temp0.www;
|
|
// mad r2.xyz, c16.x, r3, r2
|
|
temp2.xyz = expr16.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r1, c96
|
|
temp3.xyz = -temp1.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r0.w, r3, r3
|
|
temp0.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r3.xyz, r3, r0.w
|
|
temp3.xyz = temp3.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c97.x
|
|
temp0.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c29.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c95
|
|
temp6.xyz = temp0.www * PointLight[2].Color.xyz;
|
|
// dp3 r0.x, r0, r3
|
|
temp0.x = dot(temp0.xyz, temp3.xyz);
|
|
// max r0.x, r0.x, c29.y
|
|
temp0.x = max(temp0.x, float1(0));
|
|
// mul r0.xyz, r6, r0.x
|
|
temp0.xyz = temp6.xyz * temp0.xxx;
|
|
// mad r0.xyz, c17.x, r0, r2
|
|
temp0.xyz = expr17.xxx * temp0.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c20
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c18
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr18.xyz;
|
|
// mad r0.xyz, r0, c21, r2
|
|
temp0.xyz = temp0.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r0.xyz, r5, r0
|
|
temp0.xyz = temp5.xyz * temp0.xyz;
|
|
// mul o1.xyz, r0, c29.w
|
|
o.color.xyz = temp0.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.x, c24.x
|
|
temp0.x = Opacity.x;
|
|
// mul r0.x, r0.x, c1.x
|
|
temp0.x = temp0.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r0.x
|
|
o.color.w = temp5.w * temp0.x;
|
|
// mul r0.xyz, r4, c22
|
|
temp0.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r0, c29.w
|
|
o.color1.xyz = temp0.xyz * float3(0.5, 0.5, 0.5);
|
|
// lrp r0.xy, c26.x, r1, v3
|
|
temp0.xy = lerp(i.texcoord1.xy, temp1.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c27
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad o4.xy, r0, r2, c19
|
|
o.texcoord1 = temp0 * temp2 + expr19;
|
|
// add r0.xy, r1, c28.zwzw
|
|
temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r0, c28
|
|
o.texcoord3 = temp0 * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r0.x, r1, c113
|
|
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m00_m10_m20_m30));
|
|
// dp4 r0.y, r1, c114
|
|
temp0.y = dot(temp1, (ShadowMapWorldToShadow._m01_m11_m21_m31));
|
|
// dp4 r0.z, r1, c115
|
|
temp0.z = dot(temp1, (ShadowMapWorldToShadow._m02_m12_m22_m32));
|
|
// dp4 r0.w, r1, c116
|
|
temp0.w = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// rcp r1.x, r0.w
|
|
temp1.x = 1.0f / temp0.w;
|
|
// mov o2.w, c29.x
|
|
o.color1.w = float1(1);
|
|
// mov o3.xy, v2
|
|
o.texcoord = i.texcoord;
|
|
// mov o5.xy, c29.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r0, r1.x, c30.xxyw
|
|
o.texcoord4.xyz = temp0.xyz * temp1.xxx + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.w
|
|
o.texcoord4.w = temp0.w;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_28 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_28_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_28_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_28_Output VS_Array_Shader_28(VS_Array_Shader_28_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 9
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 2
|
|
0 - ConstOutput: 14 ConstInput 6
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// mul r0.x, c6.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c3.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c14.x, r0.x, r1.x
|
|
expr14.x = max(temp0.x, temp1.x);
|
|
// lt c15.x, (0), c0.x
|
|
expr15.x = (0) < NumPointLights.x;
|
|
// lt c16.x, (1), c0.x
|
|
expr16.x = (1) < NumPointLights.x;
|
|
// lt c17.x, (2), c0.x
|
|
expr17.x = (2) < NumPointLights.x;
|
|
// mul c18.xyz, c2.x, c1.xyz
|
|
expr18.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c19.xy, c6.x, c5.zw
|
|
expr19.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_Array_Shader_28_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float addr0;
|
|
float3 temp6, temp7;
|
|
// def c2, -2, 3, 0, 0
|
|
// def c29, 1, -1, 0.25, 0.5
|
|
// def c30, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_position v1
|
|
// dcl_normal v2
|
|
// dcl_texcoord v3
|
|
// dcl_texcoord1 v4
|
|
// dcl_color v5
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// frc r0.x, v0.x
|
|
temp0.x = frac(i.blendindices.x);
|
|
// add r0.y, -r0.x, v0.x
|
|
temp0.y = -temp0.x + i.blendindices.x;
|
|
// slt r0.z, v0.x, -v0.x
|
|
temp0.z = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
|
|
// slt r0.x, -r0.x, r0.x
|
|
temp0.x = (-temp0.x < temp0.x) ? 1 : 0;
|
|
// mad r0.x, r0.z, r0.x, r0.y
|
|
temp0.x = temp0.z * temp0.x + temp0.y;
|
|
// add r0.x, r0.x, r0.x
|
|
temp0.x = temp0.x + temp0.x;
|
|
// mova a0.x, r0.x
|
|
addr0.x = temp0.x;
|
|
// mul r0, v1.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v1.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v1.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c29.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;
|
|
// mul r1, v2.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v2.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c29.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;
|
|
// mov r0.w, c29.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 r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// mov r4.xz, c29
|
|
temp4.xz = float2(1, 0.25);
|
|
// lrp r5.xyz, r4.z, r4.x, c0
|
|
temp5.xyz = lerp(RecolorColor.xyz, temp4.xxx, temp4.zzz);
|
|
// mul r4.xyz, r5, v5
|
|
temp4.xyz = temp5.xyz * i.color.xyz;
|
|
// mad r5.xyz, r4, c11.x, -r4
|
|
temp5.xyz = temp4.xyz * expr11.xxx + -temp4.xyz;
|
|
// mad r4.xyz, c25.x, r5, r4
|
|
temp4.xyz = HouseColorPulse.xxx * temp5.xyz + temp4.xyz;
|
|
// dp3 r2.w, r3, r1
|
|
temp2.w = dot(temp3.xyz, temp1.xyz);
|
|
// mul_sat r2.w, r2_abs.w, c12.x
|
|
temp2.w = saturate(abs(temp2).w * expr12.x);
|
|
// mad r3.x, r2.w, c2.x, c2.y
|
|
temp3.x = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r2.w, r2.w
|
|
temp2.w = temp2.w * temp2.w;
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r2.w, r2.w, c129[a0.x].w
|
|
temp2.w = temp2.w * WorldBones[1 + addr0.x].w;
|
|
// mul r3.xyz, r4, r2.w
|
|
temp3.xyz = temp4.xyz * temp2.www;
|
|
// mul r4.w, r2.w, v5.w
|
|
temp4.w = temp2.w * i.color.w;
|
|
// mov r3.w, v5.w
|
|
temp3.w = i.color.w;
|
|
// lrp r5, c14.x, r4, r3
|
|
temp5 = lerp(temp3, temp4, expr14.x);
|
|
// mad r3.xyz, r2, r1.w, c6
|
|
temp3.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r1, c6
|
|
temp2.w = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r1, r4
|
|
temp3.x = dot(temp1.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c23.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c21
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c29.w
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c22
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c29.w
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c2.w
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c2.w
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c29.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r1, c6[a0.x]
|
|
temp3.w = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r1, r7
|
|
temp4.w = dot(temp1.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c23.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c29.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r0, c90
|
|
temp2.xyz = -temp0.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r2.xyz, r2, r1.w
|
|
temp2.xyz = temp2.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c91.x
|
|
temp1.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c29.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c89
|
|
temp6.xyz = temp1.www * PointLight[0].Color.xyz;
|
|
// dp3 r1.w, r1, r2
|
|
temp1.w = dot(temp1.xyz, temp2.xyz);
|
|
// max r1.w, r1.w, c2.w
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r2.xyz, r6, r1.w
|
|
temp2.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c15.x, r2, r3
|
|
temp2.xyz = expr15.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r0, c93
|
|
temp3.xyz = -temp0.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c94.x
|
|
temp1.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c29.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c92
|
|
temp6.xyz = temp1.www * PointLight[1].Color.xyz;
|
|
// dp3 r1.w, r1, r3
|
|
temp1.w = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.w, r1.w, c2.w
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r3.xyz, r6, r1.w
|
|
temp3.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c16.x, r3, r2
|
|
temp2.xyz = expr16.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r0, c96
|
|
temp3.xyz = -temp0.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c97.x
|
|
temp1.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c29.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c95
|
|
temp6.xyz = temp1.www * PointLight[2].Color.xyz;
|
|
// dp3 r1.x, r1, r3
|
|
temp1.x = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.x, r1.x, c2.w
|
|
temp1.x = max(temp1.x, float1(0));
|
|
// mul r1.xyz, r6, r1.x
|
|
temp1.xyz = temp6.xyz * temp1.xxx;
|
|
// mad r1.xyz, c17.x, r1, r2
|
|
temp1.xyz = expr17.xxx * temp1.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c20
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c18
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr18.xyz;
|
|
// mad r1.xyz, r1, c21, r2
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r1.xyz, r5, r1
|
|
temp1.xyz = temp5.xyz * temp1.xyz;
|
|
// mul o1.xyz, r1, c29.w
|
|
o.color.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.x, c24.x
|
|
temp1.x = Opacity.x;
|
|
// mul r1.x, r1.x, c1.x
|
|
temp1.x = temp1.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r1.x
|
|
o.color.w = temp5.w * temp1.x;
|
|
// mul r1.xyz, r4, c22
|
|
temp1.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r1, c29.w
|
|
o.color1.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// lrp r1.xy, c26.x, r0, v4
|
|
temp1.xy = lerp(i.texcoord1.xy, temp0.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c27
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad o4.xy, r1, r2, c19
|
|
o.texcoord1 = temp1 * temp2 + expr19;
|
|
// add r1.xy, r0, c28.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r1, c28
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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 o2.w, c29.x
|
|
o.color1.w = float1(1);
|
|
// mov o3.xy, v3
|
|
o.texcoord = i.texcoord;
|
|
// mov o5.xy, c29.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r1, r0.y, c30.xxyw
|
|
o.texcoord4.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_29 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_29_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 blendweight : BLENDWEIGHT;
|
|
float4 position : POSITION;
|
|
float4 position1 : POSITION1;
|
|
float4 normal : NORMAL;
|
|
float4 normal1 : NORMAL1;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_29_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_29_Output VS_Array_Shader_29(VS_Array_Shader_29_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 9
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 2
|
|
0 - ConstOutput: 14 ConstInput 6
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// mul r0.x, c6.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c3.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c14.x, r0.x, r1.x
|
|
expr14.x = max(temp0.x, temp1.x);
|
|
// lt c15.x, (0), c0.x
|
|
expr15.x = (0) < NumPointLights.x;
|
|
// lt c16.x, (1), c0.x
|
|
expr16.x = (1) < NumPointLights.x;
|
|
// lt c17.x, (2), c0.x
|
|
expr17.x = (2) < NumPointLights.x;
|
|
// mul c18.xyz, c2.x, c1.xyz
|
|
expr18.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c19.xy, c6.x, c5.zw
|
|
expr19.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_Array_Shader_29_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float2 addr0;
|
|
float3 temp6, temp7;
|
|
// def c2, -2, 3, 0, 0
|
|
// def c29, 1, -1, 0.25, 0.5
|
|
// def c30, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_blendweight v1
|
|
// dcl_position v2
|
|
// dcl_position1 v3
|
|
// dcl_normal v4
|
|
// dcl_normal1 v5
|
|
// dcl_texcoord v6
|
|
// dcl_texcoord1 v7
|
|
// dcl_color v8
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// frc r0.xy, v0
|
|
temp0.xy = frac(i.blendindices.xy);
|
|
// add r0.zw, -r0.xyxy, v0.xyxy
|
|
temp0.zw = -temp0.xy + i.blendindices.xy;
|
|
// slt r1.xy, v0, -v0
|
|
temp1.xy = (i.blendindices.xy < -i.blendindices.xy) ? 1 : 0;
|
|
// slt r0.xy, -r0, r0
|
|
temp0.xy = (-temp0.xy < temp0.xy) ? 1 : 0;
|
|
// mad r0.xy, r1, r0, r0.zwzw
|
|
temp0.xy = temp1.xy * temp0.xy + temp0.zw;
|
|
// add r0.xy, r0, r0
|
|
temp0.xy = temp0.xy + temp0.xy;
|
|
// mova a0.xy, r0
|
|
addr0.xy = temp0.xy;
|
|
// mul r0, v2.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v2.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v2.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c29.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;
|
|
// mul r1, v4.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v4.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v4.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c29.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;
|
|
// mul r2, v3.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.position1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v3.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.position1.xyzx + temp2;
|
|
// mul r3, v3.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.position1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c29.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// add r2.xyz, r2, c129[a0.y]
|
|
temp2.xyz = temp2.xyz + WorldBones[1 + addr0.y].xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r0.xyz, r0, v1.x, r2
|
|
temp0.xyz = temp0.xyz * i.blendweight.xxx + temp2.xyz;
|
|
// mul r2, v5.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.normal1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v5.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.normal1.xyzx + temp2;
|
|
// mul r3, v5.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.normal1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c29.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r1.xyz, r1, v1.x, r2
|
|
temp1.xyz = temp1.xyz * i.blendweight.xxx + temp2.xyz;
|
|
// mov r0.w, c29.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 r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// mov r4.xz, c29
|
|
temp4.xz = float2(1, 0.25);
|
|
// lrp r5.xyz, r4.z, r4.x, c0
|
|
temp5.xyz = lerp(RecolorColor.xyz, temp4.xxx, temp4.zzz);
|
|
// mul r4.xyz, r5, v8
|
|
temp4.xyz = temp5.xyz * i.color.xyz;
|
|
// mad r5.xyz, r4, c11.x, -r4
|
|
temp5.xyz = temp4.xyz * expr11.xxx + -temp4.xyz;
|
|
// mad r4.xyz, c25.x, r5, r4
|
|
temp4.xyz = HouseColorPulse.xxx * temp5.xyz + temp4.xyz;
|
|
// mul r2.w, v1.y, c129[a0.y].w
|
|
temp2.w = i.blendweight.y * WorldBones[1 + addr0.y].w;
|
|
// mad r2.w, c129[a0.x].w, v1.x, r2.w
|
|
temp2.w = WorldBones[1 + addr0.x].w * i.blendweight.x + temp2.w;
|
|
// dp3 r3.x, r3, r1
|
|
temp3.x = dot(temp3.xyz, temp1.xyz);
|
|
// mul_sat r3.x, r3_abs.x, c12.x
|
|
temp3.x = saturate(abs(temp3).x * expr12.x);
|
|
// mad r3.y, r3.x, c2.x, c2.y
|
|
temp3.y = temp3.x * float1(-2) + float1(3);
|
|
// mul r3.x, r3.x, r3.x
|
|
temp3.x = temp3.x * temp3.x;
|
|
// mul r3.x, r3.y, r3.x
|
|
temp3.x = temp3.y * temp3.x;
|
|
// mul r2.w, r2.w, r3.x
|
|
temp2.w = temp2.w * temp3.x;
|
|
// mul r3.xyz, r4, r2.w
|
|
temp3.xyz = temp4.xyz * temp2.www;
|
|
// mul r4.w, r2.w, v8.w
|
|
temp4.w = temp2.w * i.color.w;
|
|
// mov r3.w, v8.w
|
|
temp3.w = i.color.w;
|
|
// lrp r5, c14.x, r4, r3
|
|
temp5 = lerp(temp3, temp4, expr14.x);
|
|
// mad r3.xyz, r2, r1.w, c6
|
|
temp3.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r1, c6
|
|
temp2.w = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r1, r4
|
|
temp3.x = dot(temp1.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c23.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c21
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c29.w
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c22
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c29.w
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c2.w
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c2.w
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c29.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r1, c6[a0.x]
|
|
temp3.w = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r1, r7
|
|
temp4.w = dot(temp1.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c23.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c29.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r0, c90
|
|
temp2.xyz = -temp0.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r2.xyz, r2, r1.w
|
|
temp2.xyz = temp2.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c91.x
|
|
temp1.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c29.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c89
|
|
temp6.xyz = temp1.www * PointLight[0].Color.xyz;
|
|
// dp3 r1.w, r1, r2
|
|
temp1.w = dot(temp1.xyz, temp2.xyz);
|
|
// max r1.w, r1.w, c2.w
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r2.xyz, r6, r1.w
|
|
temp2.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c15.x, r2, r3
|
|
temp2.xyz = expr15.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r0, c93
|
|
temp3.xyz = -temp0.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c94.x
|
|
temp1.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c29.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c92
|
|
temp6.xyz = temp1.www * PointLight[1].Color.xyz;
|
|
// dp3 r1.w, r1, r3
|
|
temp1.w = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.w, r1.w, c2.w
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r3.xyz, r6, r1.w
|
|
temp3.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c16.x, r3, r2
|
|
temp2.xyz = expr16.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r0, c96
|
|
temp3.xyz = -temp0.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c97.x
|
|
temp1.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c29.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c95
|
|
temp6.xyz = temp1.www * PointLight[2].Color.xyz;
|
|
// dp3 r1.x, r1, r3
|
|
temp1.x = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.x, r1.x, c2.w
|
|
temp1.x = max(temp1.x, float1(0));
|
|
// mul r1.xyz, r6, r1.x
|
|
temp1.xyz = temp6.xyz * temp1.xxx;
|
|
// mad r1.xyz, c17.x, r1, r2
|
|
temp1.xyz = expr17.xxx * temp1.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c20
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c18
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr18.xyz;
|
|
// mad r1.xyz, r1, c21, r2
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r1.xyz, r5, r1
|
|
temp1.xyz = temp5.xyz * temp1.xyz;
|
|
// mul o1.xyz, r1, c29.w
|
|
o.color.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.x, c24.x
|
|
temp1.x = Opacity.x;
|
|
// mul r1.x, r1.x, c1.x
|
|
temp1.x = temp1.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r1.x
|
|
o.color.w = temp5.w * temp1.x;
|
|
// mul r1.xyz, r4, c22
|
|
temp1.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r1, c29.w
|
|
o.color1.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// lrp r1.xy, c26.x, r0, v7
|
|
temp1.xy = lerp(i.texcoord1.xy, temp0.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c27
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad o4.xy, r1, r2, c19
|
|
o.texcoord1 = temp1 * temp2 + expr19;
|
|
// add r1.xy, r0, c28.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r1, c28
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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 o2.w, c29.x
|
|
o.color1.w = float1(1);
|
|
// mov o3.xy, v6
|
|
o.texcoord = i.texcoord;
|
|
// mov o5.xy, c29.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r1, r0.y, c30.xxyw
|
|
o.texcoord4.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_30 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_30_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_30_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_30_Output VS_Array_Shader_30(VS_Array_Shader_30_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 10
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 2
|
|
0 - ConstOutput: 14 ConstInput 7
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
float4 expr20;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// mul r0.x, c7.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c3.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c14.x, r0.x, r1.x
|
|
expr14.x = max(temp0.x, temp1.x);
|
|
// lt c15.x, (0), c0.x
|
|
expr15.x = (0) < NumPointLights.x;
|
|
// lt c16.x, (1), c0.x
|
|
expr16.x = (1) < NumPointLights.x;
|
|
// lt c17.x, (2), c0.x
|
|
expr17.x = (2) < NumPointLights.x;
|
|
// mul c18.xyz, c2.x, c1.xyz
|
|
expr18.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c19.xy, c7.x, c5.zw
|
|
expr19.xy = Time.x * TexCoordTransform_0.zw;
|
|
// mul c20.xy, c7.x, c6.zw
|
|
expr20.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_Array_Shader_30_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float addr0;
|
|
float3 temp6, temp7;
|
|
// def c2, -2, 3, 0, 0
|
|
// def c31, 1, 0, 0.25, 0.5
|
|
// def c32, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_normal v1
|
|
// dcl_texcoord v2
|
|
// dcl_texcoord1 v3
|
|
// dcl_color v4
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// mad r0, v0.xyzx, c31.xxxy, c31.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));
|
|
// 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);
|
|
// mov r1.w, c31.x
|
|
temp1.w = float1(1);
|
|
// 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 r2.xyz, -r1, c123
|
|
temp2.xyz = -temp1.xyz + EyePosition.xyz;
|
|
// dp3 r0.w, r2, r2
|
|
temp0.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// mul r3.xyz, r2, r0.w
|
|
temp3.xyz = temp2.xyz * temp0.www;
|
|
// mov r4.xz, c31
|
|
temp4.xz = float2(1, 0.25);
|
|
// lrp r5.xyz, r4.z, r4.x, c0
|
|
temp5.xyz = lerp(RecolorColor.xyz, temp4.xxx, temp4.zzz);
|
|
// mul r4.xyz, r5, v4
|
|
temp4.xyz = temp5.xyz * i.color.xyz;
|
|
// mad r5.xyz, r4, c11.x, -r4
|
|
temp5.xyz = temp4.xyz * expr11.xxx + -temp4.xyz;
|
|
// mad r4.xyz, c26.x, r5, r4
|
|
temp4.xyz = HouseColorPulse.xxx * temp5.xyz + temp4.xyz;
|
|
// dp3 r2.w, r3, r0
|
|
temp2.w = dot(temp3.xyz, temp0.xyz);
|
|
// mul_sat r2.w, r2_abs.w, c12.x
|
|
temp2.w = saturate(abs(temp2).w * expr12.x);
|
|
// mad r3.x, r2.w, c2.x, c2.y
|
|
temp3.x = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r2.w, r2.w
|
|
temp2.w = temp2.w * temp2.w;
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r3.xyz, r4, r2.w
|
|
temp3.xyz = temp4.xyz * temp2.www;
|
|
// mul r4.w, r2.w, v4.w
|
|
temp4.w = temp2.w * i.color.w;
|
|
// mov r3.w, v4.w
|
|
temp3.w = i.color.w;
|
|
// lrp r5, c14.x, r4, r3
|
|
temp5 = lerp(temp3, temp4, expr14.x);
|
|
// mad r3.xyz, r2, r0.w, c6
|
|
temp3.xyz = temp2.xyz * temp0.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r0, c6
|
|
temp2.w = dot(temp0.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r0, r4
|
|
temp3.x = dot(temp0.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c24.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c22
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c31.w
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c23
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c31.w
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c31.y
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c31.y
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c31.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r0.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp0.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r0, c6[a0.x]
|
|
temp3.w = dot(temp0.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r0, r7
|
|
temp4.w = dot(temp0.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c24.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c31.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r1, c90
|
|
temp2.xyz = -temp1.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r0.w, r2, r2
|
|
temp0.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r2.xyz, r2, r0.w
|
|
temp2.xyz = temp2.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c91.x
|
|
temp0.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c31.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c89
|
|
temp6.xyz = temp0.www * PointLight[0].Color.xyz;
|
|
// dp3 r0.w, r0, r2
|
|
temp0.w = dot(temp0.xyz, temp2.xyz);
|
|
// max r0.w, r0.w, c31.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r2.xyz, r6, r0.w
|
|
temp2.xyz = temp6.xyz * temp0.www;
|
|
// mad r2.xyz, c15.x, r2, r3
|
|
temp2.xyz = expr15.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r1, c93
|
|
temp3.xyz = -temp1.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r0.w, r3, r3
|
|
temp0.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r3.xyz, r3, r0.w
|
|
temp3.xyz = temp3.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c94.x
|
|
temp0.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c31.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c92
|
|
temp6.xyz = temp0.www * PointLight[1].Color.xyz;
|
|
// dp3 r0.w, r0, r3
|
|
temp0.w = dot(temp0.xyz, temp3.xyz);
|
|
// max r0.w, r0.w, c31.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r3.xyz, r6, r0.w
|
|
temp3.xyz = temp6.xyz * temp0.www;
|
|
// mad r2.xyz, c16.x, r3, r2
|
|
temp2.xyz = expr16.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r1, c96
|
|
temp3.xyz = -temp1.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r0.w, r3, r3
|
|
temp0.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r3.xyz, r3, r0.w
|
|
temp3.xyz = temp3.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c97.x
|
|
temp0.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c31.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c95
|
|
temp6.xyz = temp0.www * PointLight[2].Color.xyz;
|
|
// dp3 r0.x, r0, r3
|
|
temp0.x = dot(temp0.xyz, temp3.xyz);
|
|
// max r0.x, r0.x, c31.y
|
|
temp0.x = max(temp0.x, float1(0));
|
|
// mul r0.xyz, r6, r0.x
|
|
temp0.xyz = temp6.xyz * temp0.xxx;
|
|
// mad r0.xyz, c17.x, r0, r2
|
|
temp0.xyz = expr17.xxx * temp0.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c21
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c18
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr18.xyz;
|
|
// mad r0.xyz, r0, c22, r2
|
|
temp0.xyz = temp0.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r0.xyz, r5, r0
|
|
temp0.xyz = temp5.xyz * temp0.xyz;
|
|
// mul o1.xyz, r0, c31.w
|
|
o.color.xyz = temp0.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.x, c25.x
|
|
temp0.x = Opacity.x;
|
|
// mul r0.x, r0.x, c1.x
|
|
temp0.x = temp0.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r0.x
|
|
o.color.w = temp5.w * temp0.x;
|
|
// mul r0.xyz, r4, c23
|
|
temp0.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r0, c31.w
|
|
o.color1.xyz = temp0.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.xy, c28
|
|
temp0.xy = TexCoordTransform_0.xy;
|
|
// mad o3.xy, v2, r0, c19
|
|
o.texcoord = i.texcoord * temp0 + expr19;
|
|
// lrp r0.xy, c27.x, r1, v3
|
|
temp0.xy = lerp(i.texcoord1.xy, temp1.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c29
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad o4.xy, r0, r2, c20
|
|
o.texcoord1 = temp0 * temp2 + expr20;
|
|
// add r0.xy, r1, c30.zwzw
|
|
temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r0, c30
|
|
o.texcoord3 = temp0 * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r0.x, r1, c113
|
|
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m00_m10_m20_m30));
|
|
// dp4 r0.y, r1, c114
|
|
temp0.y = dot(temp1, (ShadowMapWorldToShadow._m01_m11_m21_m31));
|
|
// dp4 r0.z, r1, c115
|
|
temp0.z = dot(temp1, (ShadowMapWorldToShadow._m02_m12_m22_m32));
|
|
// dp4 r0.w, r1, c116
|
|
temp0.w = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// rcp r1.x, r0.w
|
|
temp1.x = 1.0f / temp0.w;
|
|
// mov o2.w, c31.x
|
|
o.color1.w = float1(1);
|
|
// mov o5.xy, c31.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r0, r1.x, c32.xxyw
|
|
o.texcoord4.xyz = temp0.xyz * temp1.xxx + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.w
|
|
o.texcoord4.w = temp0.w;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_31 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_31_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_31_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_31_Output VS_Array_Shader_31(VS_Array_Shader_31_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 10
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 2
|
|
0 - ConstOutput: 14 ConstInput 7
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
float4 expr20;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// mul r0.x, c7.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c3.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c14.x, r0.x, r1.x
|
|
expr14.x = max(temp0.x, temp1.x);
|
|
// lt c15.x, (0), c0.x
|
|
expr15.x = (0) < NumPointLights.x;
|
|
// lt c16.x, (1), c0.x
|
|
expr16.x = (1) < NumPointLights.x;
|
|
// lt c17.x, (2), c0.x
|
|
expr17.x = (2) < NumPointLights.x;
|
|
// mul c18.xyz, c2.x, c1.xyz
|
|
expr18.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c19.xy, c7.x, c5.zw
|
|
expr19.xy = Time.x * TexCoordTransform_0.zw;
|
|
// mul c20.xy, c7.x, c6.zw
|
|
expr20.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_Array_Shader_31_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float addr0;
|
|
float3 temp6, temp7;
|
|
// def c2, -2, 3, 0, 0
|
|
// def c31, 1, -1, 0.25, 0.5
|
|
// def c32, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_position v1
|
|
// dcl_normal v2
|
|
// dcl_texcoord v3
|
|
// dcl_texcoord1 v4
|
|
// dcl_color v5
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// frc r0.x, v0.x
|
|
temp0.x = frac(i.blendindices.x);
|
|
// add r0.y, -r0.x, v0.x
|
|
temp0.y = -temp0.x + i.blendindices.x;
|
|
// slt r0.z, v0.x, -v0.x
|
|
temp0.z = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
|
|
// slt r0.x, -r0.x, r0.x
|
|
temp0.x = (-temp0.x < temp0.x) ? 1 : 0;
|
|
// mad r0.x, r0.z, r0.x, r0.y
|
|
temp0.x = temp0.z * temp0.x + temp0.y;
|
|
// add r0.x, r0.x, r0.x
|
|
temp0.x = temp0.x + temp0.x;
|
|
// mova a0.x, r0.x
|
|
addr0.x = temp0.x;
|
|
// mul r0, v1.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v1.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v1.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c31.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;
|
|
// mul r1, v2.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v2.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c31.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;
|
|
// mov r0.w, c31.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 r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// mov r4.xz, c31
|
|
temp4.xz = float2(1, 0.25);
|
|
// lrp r5.xyz, r4.z, r4.x, c0
|
|
temp5.xyz = lerp(RecolorColor.xyz, temp4.xxx, temp4.zzz);
|
|
// mul r4.xyz, r5, v5
|
|
temp4.xyz = temp5.xyz * i.color.xyz;
|
|
// mad r5.xyz, r4, c11.x, -r4
|
|
temp5.xyz = temp4.xyz * expr11.xxx + -temp4.xyz;
|
|
// mad r4.xyz, c26.x, r5, r4
|
|
temp4.xyz = HouseColorPulse.xxx * temp5.xyz + temp4.xyz;
|
|
// dp3 r2.w, r3, r1
|
|
temp2.w = dot(temp3.xyz, temp1.xyz);
|
|
// mul_sat r2.w, r2_abs.w, c12.x
|
|
temp2.w = saturate(abs(temp2).w * expr12.x);
|
|
// mad r3.x, r2.w, c2.x, c2.y
|
|
temp3.x = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r2.w, r2.w
|
|
temp2.w = temp2.w * temp2.w;
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r2.w, r2.w, c129[a0.x].w
|
|
temp2.w = temp2.w * WorldBones[1 + addr0.x].w;
|
|
// mul r3.xyz, r4, r2.w
|
|
temp3.xyz = temp4.xyz * temp2.www;
|
|
// mul r4.w, r2.w, v5.w
|
|
temp4.w = temp2.w * i.color.w;
|
|
// mov r3.w, v5.w
|
|
temp3.w = i.color.w;
|
|
// lrp r5, c14.x, r4, r3
|
|
temp5 = lerp(temp3, temp4, expr14.x);
|
|
// mad r3.xyz, r2, r1.w, c6
|
|
temp3.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r1, c6
|
|
temp2.w = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r1, r4
|
|
temp3.x = dot(temp1.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c24.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c22
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c31.w
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c23
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c31.w
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c2.w
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c2.w
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c31.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r1, c6[a0.x]
|
|
temp3.w = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r1, r7
|
|
temp4.w = dot(temp1.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c24.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c31.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r0, c90
|
|
temp2.xyz = -temp0.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r2.xyz, r2, r1.w
|
|
temp2.xyz = temp2.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c91.x
|
|
temp1.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c31.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c89
|
|
temp6.xyz = temp1.www * PointLight[0].Color.xyz;
|
|
// dp3 r1.w, r1, r2
|
|
temp1.w = dot(temp1.xyz, temp2.xyz);
|
|
// max r1.w, r1.w, c2.w
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r2.xyz, r6, r1.w
|
|
temp2.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c15.x, r2, r3
|
|
temp2.xyz = expr15.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r0, c93
|
|
temp3.xyz = -temp0.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c94.x
|
|
temp1.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c31.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c92
|
|
temp6.xyz = temp1.www * PointLight[1].Color.xyz;
|
|
// dp3 r1.w, r1, r3
|
|
temp1.w = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.w, r1.w, c2.w
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r3.xyz, r6, r1.w
|
|
temp3.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c16.x, r3, r2
|
|
temp2.xyz = expr16.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r0, c96
|
|
temp3.xyz = -temp0.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c97.x
|
|
temp1.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c31.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c95
|
|
temp6.xyz = temp1.www * PointLight[2].Color.xyz;
|
|
// dp3 r1.x, r1, r3
|
|
temp1.x = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.x, r1.x, c2.w
|
|
temp1.x = max(temp1.x, float1(0));
|
|
// mul r1.xyz, r6, r1.x
|
|
temp1.xyz = temp6.xyz * temp1.xxx;
|
|
// mad r1.xyz, c17.x, r1, r2
|
|
temp1.xyz = expr17.xxx * temp1.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c21
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c18
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr18.xyz;
|
|
// mad r1.xyz, r1, c22, r2
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r1.xyz, r5, r1
|
|
temp1.xyz = temp5.xyz * temp1.xyz;
|
|
// mul o1.xyz, r1, c31.w
|
|
o.color.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.x, c25.x
|
|
temp1.x = Opacity.x;
|
|
// mul r1.x, r1.x, c1.x
|
|
temp1.x = temp1.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r1.x
|
|
o.color.w = temp5.w * temp1.x;
|
|
// mul r1.xyz, r4, c23
|
|
temp1.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r1, c31.w
|
|
o.color1.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.xy, c28
|
|
temp1.xy = TexCoordTransform_0.xy;
|
|
// mad o3.xy, v3, r1, c19
|
|
o.texcoord = i.texcoord * temp1 + expr19;
|
|
// lrp r1.xy, c27.x, r0, v4
|
|
temp1.xy = lerp(i.texcoord1.xy, temp0.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c29
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad o4.xy, r1, r2, c20
|
|
o.texcoord1 = temp1 * temp2 + expr20;
|
|
// add r1.xy, r0, c30.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r1, c30
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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 o2.w, c31.x
|
|
o.color1.w = float1(1);
|
|
// mov o5.xy, c31.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r1, r0.y, c32.xxyw
|
|
o.texcoord4.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_32 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_32_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 blendweight : BLENDWEIGHT;
|
|
float4 position : POSITION;
|
|
float4 position1 : POSITION1;
|
|
float4 normal : NORMAL;
|
|
float4 normal1 : NORMAL1;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_32_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_32_Output VS_Array_Shader_32(VS_Array_Shader_32_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 10
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 2
|
|
0 - ConstOutput: 14 ConstInput 7
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
float4 expr20;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// mul r0.x, c7.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c3.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c14.x, r0.x, r1.x
|
|
expr14.x = max(temp0.x, temp1.x);
|
|
// lt c15.x, (0), c0.x
|
|
expr15.x = (0) < NumPointLights.x;
|
|
// lt c16.x, (1), c0.x
|
|
expr16.x = (1) < NumPointLights.x;
|
|
// lt c17.x, (2), c0.x
|
|
expr17.x = (2) < NumPointLights.x;
|
|
// mul c18.xyz, c2.x, c1.xyz
|
|
expr18.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c19.xy, c7.x, c5.zw
|
|
expr19.xy = Time.x * TexCoordTransform_0.zw;
|
|
// mul c20.xy, c7.x, c6.zw
|
|
expr20.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_Array_Shader_32_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float2 addr0;
|
|
float3 temp6, temp7;
|
|
// def c2, -2, 3, 0, 0
|
|
// def c31, 1, -1, 0.25, 0.5
|
|
// def c32, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_blendweight v1
|
|
// dcl_position v2
|
|
// dcl_position1 v3
|
|
// dcl_normal v4
|
|
// dcl_normal1 v5
|
|
// dcl_texcoord v6
|
|
// dcl_texcoord1 v7
|
|
// dcl_color v8
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// frc r0.xy, v0
|
|
temp0.xy = frac(i.blendindices.xy);
|
|
// add r0.zw, -r0.xyxy, v0.xyxy
|
|
temp0.zw = -temp0.xy + i.blendindices.xy;
|
|
// slt r1.xy, v0, -v0
|
|
temp1.xy = (i.blendindices.xy < -i.blendindices.xy) ? 1 : 0;
|
|
// slt r0.xy, -r0, r0
|
|
temp0.xy = (-temp0.xy < temp0.xy) ? 1 : 0;
|
|
// mad r0.xy, r1, r0, r0.zwzw
|
|
temp0.xy = temp1.xy * temp0.xy + temp0.zw;
|
|
// add r0.xy, r0, r0
|
|
temp0.xy = temp0.xy + temp0.xy;
|
|
// mova a0.xy, r0
|
|
addr0.xy = temp0.xy;
|
|
// mul r0, v2.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v2.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v2.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c31.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;
|
|
// mul r1, v4.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v4.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v4.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c31.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;
|
|
// mul r2, v3.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.position1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v3.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.position1.xyzx + temp2;
|
|
// mul r3, v3.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.position1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c31.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// add r2.xyz, r2, c129[a0.y]
|
|
temp2.xyz = temp2.xyz + WorldBones[1 + addr0.y].xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r0.xyz, r0, v1.x, r2
|
|
temp0.xyz = temp0.xyz * i.blendweight.xxx + temp2.xyz;
|
|
// mul r2, v5.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.normal1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v5.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.normal1.xyzx + temp2;
|
|
// mul r3, v5.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.normal1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c31.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r1.xyz, r1, v1.x, r2
|
|
temp1.xyz = temp1.xyz * i.blendweight.xxx + temp2.xyz;
|
|
// mov r0.w, c31.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 r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// mov r4.xz, c31
|
|
temp4.xz = float2(1, 0.25);
|
|
// lrp r5.xyz, r4.z, r4.x, c0
|
|
temp5.xyz = lerp(RecolorColor.xyz, temp4.xxx, temp4.zzz);
|
|
// mul r4.xyz, r5, v8
|
|
temp4.xyz = temp5.xyz * i.color.xyz;
|
|
// mad r5.xyz, r4, c11.x, -r4
|
|
temp5.xyz = temp4.xyz * expr11.xxx + -temp4.xyz;
|
|
// mad r4.xyz, c26.x, r5, r4
|
|
temp4.xyz = HouseColorPulse.xxx * temp5.xyz + temp4.xyz;
|
|
// mul r2.w, v1.y, c129[a0.y].w
|
|
temp2.w = i.blendweight.y * WorldBones[1 + addr0.y].w;
|
|
// mad r2.w, c129[a0.x].w, v1.x, r2.w
|
|
temp2.w = WorldBones[1 + addr0.x].w * i.blendweight.x + temp2.w;
|
|
// dp3 r3.x, r3, r1
|
|
temp3.x = dot(temp3.xyz, temp1.xyz);
|
|
// mul_sat r3.x, r3_abs.x, c12.x
|
|
temp3.x = saturate(abs(temp3).x * expr12.x);
|
|
// mad r3.y, r3.x, c2.x, c2.y
|
|
temp3.y = temp3.x * float1(-2) + float1(3);
|
|
// mul r3.x, r3.x, r3.x
|
|
temp3.x = temp3.x * temp3.x;
|
|
// mul r3.x, r3.y, r3.x
|
|
temp3.x = temp3.y * temp3.x;
|
|
// mul r2.w, r2.w, r3.x
|
|
temp2.w = temp2.w * temp3.x;
|
|
// mul r3.xyz, r4, r2.w
|
|
temp3.xyz = temp4.xyz * temp2.www;
|
|
// mul r4.w, r2.w, v8.w
|
|
temp4.w = temp2.w * i.color.w;
|
|
// mov r3.w, v8.w
|
|
temp3.w = i.color.w;
|
|
// lrp r5, c14.x, r4, r3
|
|
temp5 = lerp(temp3, temp4, expr14.x);
|
|
// mad r3.xyz, r2, r1.w, c6
|
|
temp3.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r1, c6
|
|
temp2.w = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r1, r4
|
|
temp3.x = dot(temp1.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c24.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c22
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c31.w
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c23
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c31.w
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c2.w
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c2.w
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c31.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r1, c6[a0.x]
|
|
temp3.w = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r1, r7
|
|
temp4.w = dot(temp1.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c24.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c31.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r0, c90
|
|
temp2.xyz = -temp0.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r2.xyz, r2, r1.w
|
|
temp2.xyz = temp2.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c91.x
|
|
temp1.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c31.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c89
|
|
temp6.xyz = temp1.www * PointLight[0].Color.xyz;
|
|
// dp3 r1.w, r1, r2
|
|
temp1.w = dot(temp1.xyz, temp2.xyz);
|
|
// max r1.w, r1.w, c2.w
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r2.xyz, r6, r1.w
|
|
temp2.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c15.x, r2, r3
|
|
temp2.xyz = expr15.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r0, c93
|
|
temp3.xyz = -temp0.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c94.x
|
|
temp1.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c31.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c92
|
|
temp6.xyz = temp1.www * PointLight[1].Color.xyz;
|
|
// dp3 r1.w, r1, r3
|
|
temp1.w = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.w, r1.w, c2.w
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r3.xyz, r6, r1.w
|
|
temp3.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c16.x, r3, r2
|
|
temp2.xyz = expr16.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r0, c96
|
|
temp3.xyz = -temp0.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c97.x
|
|
temp1.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c31.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c95
|
|
temp6.xyz = temp1.www * PointLight[2].Color.xyz;
|
|
// dp3 r1.x, r1, r3
|
|
temp1.x = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.x, r1.x, c2.w
|
|
temp1.x = max(temp1.x, float1(0));
|
|
// mul r1.xyz, r6, r1.x
|
|
temp1.xyz = temp6.xyz * temp1.xxx;
|
|
// mad r1.xyz, c17.x, r1, r2
|
|
temp1.xyz = expr17.xxx * temp1.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c21
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c18
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr18.xyz;
|
|
// mad r1.xyz, r1, c22, r2
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r1.xyz, r5, r1
|
|
temp1.xyz = temp5.xyz * temp1.xyz;
|
|
// mul o1.xyz, r1, c31.w
|
|
o.color.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.x, c25.x
|
|
temp1.x = Opacity.x;
|
|
// mul r1.x, r1.x, c1.x
|
|
temp1.x = temp1.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r1.x
|
|
o.color.w = temp5.w * temp1.x;
|
|
// mul r1.xyz, r4, c23
|
|
temp1.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r1, c31.w
|
|
o.color1.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.xy, c28
|
|
temp1.xy = TexCoordTransform_0.xy;
|
|
// mad o3.xy, v6, r1, c19
|
|
o.texcoord = i.texcoord * temp1 + expr19;
|
|
// lrp r1.xy, c27.x, r0, v7
|
|
temp1.xy = lerp(i.texcoord1.xy, temp0.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c29
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad o4.xy, r1, r2, c20
|
|
o.texcoord1 = temp1 * temp2 + expr20;
|
|
// add r1.xy, r0, c30.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r1, c30
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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 o2.w, c31.x
|
|
o.color1.w = float1(1);
|
|
// mov o5.xy, c31.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r1, r0.y, c32.xxyw
|
|
o.texcoord4.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_33 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_33_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_33_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_33_Output VS_Array_Shader_33(VS_Array_Shader_33_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 15
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 3
|
|
0 - ConstOutput: 14 ConstInput 5
|
|
1 - ConstOutput: 24 ConstInput 2
|
|
2 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
float4 expr20;
|
|
float4 expr21;
|
|
float4 expr22;
|
|
float4 expr23;
|
|
float4 expr24;
|
|
float4 expr25;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float4 temp2;
|
|
// Expression_2_1
|
|
// mul r0.x, c7.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c3.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c14.x, r0.x, r1.x
|
|
expr14.x = max(temp0.x, temp1.x);
|
|
// lt c15.x, (0), c0.x
|
|
expr15.x = (0) < NumPointLights.x;
|
|
// lt c16.x, (1), c0.x
|
|
expr16.x = (1) < NumPointLights.x;
|
|
// lt c17.x, (2), c0.x
|
|
expr17.x = (2) < NumPointLights.x;
|
|
// mul c18.xyz, c2.x, c1.xyz
|
|
expr18.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul r0.x, c5.x, c7.x
|
|
temp0.x = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x * Time.x;
|
|
// add r1.x, r0.x, c5.w
|
|
temp1.x = temp0.x + TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.w;
|
|
// rcp r0.x, c5.z
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z);
|
|
// mul r2.x, r1.x, r0.x
|
|
temp2.x = temp1.x * temp0.x;
|
|
// neg r0.x, r2.x
|
|
temp0.x = -temp2.x;
|
|
// ge r1.x, r2.x, r0.x
|
|
temp1.x = temp2.x >= temp0.x;
|
|
// max r1.y, r2.x, r0.x
|
|
temp1.y = max(temp2.x, temp0.x);
|
|
// frc r0.x, r1.y
|
|
temp0.x = frac(temp1.y);
|
|
// add r1.y, r0.x, r0.x
|
|
temp1.y = temp0.x + temp0.x;
|
|
// neg r1.z, r0.x
|
|
temp1.z = -temp0.x;
|
|
// mul r0.x, r1.x, r1.y
|
|
temp0.x = temp1.x * temp1.y;
|
|
// add r2.x, r1.z, r0.x
|
|
temp2.x = temp1.z + temp0.x;
|
|
// mul r0.x, r2.x, c5.z
|
|
temp0.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// lt r0.y, c5.x, (0)
|
|
temp0.y = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x < (0);
|
|
// mul r1.x, r0.y, c5.z
|
|
temp1.x = temp0.y * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// add r2.x, r0.x, r1.x
|
|
temp2.x = temp0.x + temp1.x;
|
|
// rcp r0.x, c5.y
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y);
|
|
// mul r1.y, r2.x, r0.x
|
|
temp1.y = temp2.x * temp0.x;
|
|
// neg r0.y, r1.y
|
|
temp0.y = -temp1.y;
|
|
// ge r2.x, r1.y, r0.y
|
|
temp2.x = temp1.y >= temp0.y;
|
|
// max r2.y, r1.y, r0.y
|
|
temp2.y = max(temp1.y, temp0.y);
|
|
// frc r0.y, r2.y
|
|
temp0.y = frac(temp2.y);
|
|
// add r1.z, r0.y, r0.y
|
|
temp1.z = temp0.y + temp0.y;
|
|
// neg r1.w, r0.y
|
|
temp1.w = -temp0.y;
|
|
// mul r0.y, r2.x, r1.z
|
|
temp0.y = temp2.x * temp1.z;
|
|
// add r2.x, r1.w, r0.y
|
|
temp2.x = temp1.w + temp0.y;
|
|
// mul r1.x, r2.x, c5.y
|
|
temp1.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y;
|
|
// frc r0.yz, r1.xy
|
|
temp0.yz = frac(temp1.xy);
|
|
// neg r1.zw, r0.yz
|
|
temp1.zw = -temp0.yz;
|
|
// add r0.yz, r1.xy, r1.zw
|
|
temp0.yz = temp1.xy + temp1.zw;
|
|
// mul c24.xy, r0.x, r0.yz
|
|
expr24.xy = temp0.x * temp0.yz;
|
|
// mul c25.xy, c7.x, c6.zw
|
|
expr25.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_Array_Shader_33_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float addr0;
|
|
float3 temp6, temp7;
|
|
// def c2, -2, 3, 0, 0
|
|
// def c35, 1, 0, 0.25, 0.5
|
|
// def c36, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_normal v1
|
|
// dcl_texcoord v2
|
|
// dcl_texcoord1 v3
|
|
// dcl_color v4
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// mad r0, v0.xyzx, c35.xxxy, c35.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));
|
|
// 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);
|
|
// mov r1.w, c35.x
|
|
temp1.w = float1(1);
|
|
// 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 r2.xyz, -r1, c123
|
|
temp2.xyz = -temp1.xyz + EyePosition.xyz;
|
|
// dp3 r0.w, r2, r2
|
|
temp0.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// mul r3.xyz, r2, r0.w
|
|
temp3.xyz = temp2.xyz * temp0.www;
|
|
// mov r4.xz, c35
|
|
temp4.xz = float2(1, 0.25);
|
|
// lrp r5.xyz, r4.z, r4.x, c0
|
|
temp5.xyz = lerp(RecolorColor.xyz, temp4.xxx, temp4.zzz);
|
|
// mul r4.xyz, r5, v4
|
|
temp4.xyz = temp5.xyz * i.color.xyz;
|
|
// mad r5.xyz, r4, c11.x, -r4
|
|
temp5.xyz = temp4.xyz * expr11.xxx + -temp4.xyz;
|
|
// mad r4.xyz, c31.x, r5, r4
|
|
temp4.xyz = HouseColorPulse.xxx * temp5.xyz + temp4.xyz;
|
|
// dp3 r2.w, r3, r0
|
|
temp2.w = dot(temp3.xyz, temp0.xyz);
|
|
// mul_sat r2.w, r2_abs.w, c12.x
|
|
temp2.w = saturate(abs(temp2).w * expr12.x);
|
|
// mad r3.x, r2.w, c2.x, c2.y
|
|
temp3.x = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r2.w, r2.w
|
|
temp2.w = temp2.w * temp2.w;
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r3.xyz, r4, r2.w
|
|
temp3.xyz = temp4.xyz * temp2.www;
|
|
// mul r4.w, r2.w, v4.w
|
|
temp4.w = temp2.w * i.color.w;
|
|
// mov r3.w, v4.w
|
|
temp3.w = i.color.w;
|
|
// lrp r5, c14.x, r4, r3
|
|
temp5 = lerp(temp3, temp4, expr14.x);
|
|
// mad r3.xyz, r2, r0.w, c6
|
|
temp3.xyz = temp2.xyz * temp0.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r0, c6
|
|
temp2.w = dot(temp0.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r0, r4
|
|
temp3.x = dot(temp0.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c29.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c27
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c35.w
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c28
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c35.w
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c35.y
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c35.y
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c35.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r0.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp0.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r0, c6[a0.x]
|
|
temp3.w = dot(temp0.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r0, r7
|
|
temp4.w = dot(temp0.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c29.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c35.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r1, c90
|
|
temp2.xyz = -temp1.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r0.w, r2, r2
|
|
temp0.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r2.xyz, r2, r0.w
|
|
temp2.xyz = temp2.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c91.x
|
|
temp0.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c35.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c89
|
|
temp6.xyz = temp0.www * PointLight[0].Color.xyz;
|
|
// dp3 r0.w, r0, r2
|
|
temp0.w = dot(temp0.xyz, temp2.xyz);
|
|
// max r0.w, r0.w, c35.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r2.xyz, r6, r0.w
|
|
temp2.xyz = temp6.xyz * temp0.www;
|
|
// mad r2.xyz, c15.x, r2, r3
|
|
temp2.xyz = expr15.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r1, c93
|
|
temp3.xyz = -temp1.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r0.w, r3, r3
|
|
temp0.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r3.xyz, r3, r0.w
|
|
temp3.xyz = temp3.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c94.x
|
|
temp0.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c35.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c92
|
|
temp6.xyz = temp0.www * PointLight[1].Color.xyz;
|
|
// dp3 r0.w, r0, r3
|
|
temp0.w = dot(temp0.xyz, temp3.xyz);
|
|
// max r0.w, r0.w, c35.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r3.xyz, r6, r0.w
|
|
temp3.xyz = temp6.xyz * temp0.www;
|
|
// mad r2.xyz, c16.x, r3, r2
|
|
temp2.xyz = expr16.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r1, c96
|
|
temp3.xyz = -temp1.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r0.w, r3, r3
|
|
temp0.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r3.xyz, r3, r0.w
|
|
temp3.xyz = temp3.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c97.x
|
|
temp0.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r0.w, r0.w, -r2.w, c35.x
|
|
temp0.w = saturate(temp0.w * -temp2.w + float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r6.xyz, r0.w, c95
|
|
temp6.xyz = temp0.www * PointLight[2].Color.xyz;
|
|
// dp3 r0.x, r0, r3
|
|
temp0.x = dot(temp0.xyz, temp3.xyz);
|
|
// max r0.x, r0.x, c35.y
|
|
temp0.x = max(temp0.x, float1(0));
|
|
// mul r0.xyz, r6, r0.x
|
|
temp0.xyz = temp6.xyz * temp0.xxx;
|
|
// mad r0.xyz, c17.x, r0, r2
|
|
temp0.xyz = expr17.xxx * temp0.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c26
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c18
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr18.xyz;
|
|
// mad r0.xyz, r0, c27, r2
|
|
temp0.xyz = temp0.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r0.xyz, r5, r0
|
|
temp0.xyz = temp5.xyz * temp0.xyz;
|
|
// mul o1.xyz, r0, c35.w
|
|
o.color.xyz = temp0.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.x, c30.x
|
|
temp0.x = Opacity.x;
|
|
// mul r0.x, r0.x, c1.x
|
|
temp0.x = temp0.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r0.x
|
|
o.color.w = temp5.w * temp0.x;
|
|
// mul r0.xyz, r4, c28
|
|
temp0.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r0, c35.w
|
|
o.color1.xyz = temp0.xyz * float3(0.5, 0.5, 0.5);
|
|
// add o3.xy, c24, v2
|
|
o.texcoord = expr24 + i.texcoord;
|
|
// lrp r0.xy, c32.x, r1, v3
|
|
temp0.xy = lerp(i.texcoord1.xy, temp1.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c33
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad o4.xy, r0, r2, c25
|
|
o.texcoord1 = temp0 * temp2 + expr25;
|
|
// add r0.xy, r1, c34.zwzw
|
|
temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r0, c34
|
|
o.texcoord3 = temp0 * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r0.x, r1, c113
|
|
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m00_m10_m20_m30));
|
|
// dp4 r0.y, r1, c114
|
|
temp0.y = dot(temp1, (ShadowMapWorldToShadow._m01_m11_m21_m31));
|
|
// dp4 r0.z, r1, c115
|
|
temp0.z = dot(temp1, (ShadowMapWorldToShadow._m02_m12_m22_m32));
|
|
// dp4 r0.w, r1, c116
|
|
temp0.w = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// rcp r1.x, r0.w
|
|
temp1.x = 1.0f / temp0.w;
|
|
// mov o2.w, c35.x
|
|
o.color1.w = float1(1);
|
|
// mov o5.xy, c35.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r0, r1.x, c36.xxyw
|
|
o.texcoord4.xyz = temp0.xyz * temp1.xxx + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.w
|
|
o.texcoord4.w = temp0.w;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_34 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_34_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_34_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_34_Output VS_Array_Shader_34(VS_Array_Shader_34_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 15
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 3
|
|
0 - ConstOutput: 14 ConstInput 5
|
|
1 - ConstOutput: 24 ConstInput 2
|
|
2 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
float4 expr20;
|
|
float4 expr21;
|
|
float4 expr22;
|
|
float4 expr23;
|
|
float4 expr24;
|
|
float4 expr25;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float4 temp2;
|
|
// Expression_2_1
|
|
// mul r0.x, c7.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c3.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c14.x, r0.x, r1.x
|
|
expr14.x = max(temp0.x, temp1.x);
|
|
// lt c15.x, (0), c0.x
|
|
expr15.x = (0) < NumPointLights.x;
|
|
// lt c16.x, (1), c0.x
|
|
expr16.x = (1) < NumPointLights.x;
|
|
// lt c17.x, (2), c0.x
|
|
expr17.x = (2) < NumPointLights.x;
|
|
// mul c18.xyz, c2.x, c1.xyz
|
|
expr18.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul r0.x, c5.x, c7.x
|
|
temp0.x = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x * Time.x;
|
|
// add r1.x, r0.x, c5.w
|
|
temp1.x = temp0.x + TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.w;
|
|
// rcp r0.x, c5.z
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z);
|
|
// mul r2.x, r1.x, r0.x
|
|
temp2.x = temp1.x * temp0.x;
|
|
// neg r0.x, r2.x
|
|
temp0.x = -temp2.x;
|
|
// ge r1.x, r2.x, r0.x
|
|
temp1.x = temp2.x >= temp0.x;
|
|
// max r1.y, r2.x, r0.x
|
|
temp1.y = max(temp2.x, temp0.x);
|
|
// frc r0.x, r1.y
|
|
temp0.x = frac(temp1.y);
|
|
// add r1.y, r0.x, r0.x
|
|
temp1.y = temp0.x + temp0.x;
|
|
// neg r1.z, r0.x
|
|
temp1.z = -temp0.x;
|
|
// mul r0.x, r1.x, r1.y
|
|
temp0.x = temp1.x * temp1.y;
|
|
// add r2.x, r1.z, r0.x
|
|
temp2.x = temp1.z + temp0.x;
|
|
// mul r0.x, r2.x, c5.z
|
|
temp0.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// lt r0.y, c5.x, (0)
|
|
temp0.y = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x < (0);
|
|
// mul r1.x, r0.y, c5.z
|
|
temp1.x = temp0.y * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// add r2.x, r0.x, r1.x
|
|
temp2.x = temp0.x + temp1.x;
|
|
// rcp r0.x, c5.y
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y);
|
|
// mul r1.y, r2.x, r0.x
|
|
temp1.y = temp2.x * temp0.x;
|
|
// neg r0.y, r1.y
|
|
temp0.y = -temp1.y;
|
|
// ge r2.x, r1.y, r0.y
|
|
temp2.x = temp1.y >= temp0.y;
|
|
// max r2.y, r1.y, r0.y
|
|
temp2.y = max(temp1.y, temp0.y);
|
|
// frc r0.y, r2.y
|
|
temp0.y = frac(temp2.y);
|
|
// add r1.z, r0.y, r0.y
|
|
temp1.z = temp0.y + temp0.y;
|
|
// neg r1.w, r0.y
|
|
temp1.w = -temp0.y;
|
|
// mul r0.y, r2.x, r1.z
|
|
temp0.y = temp2.x * temp1.z;
|
|
// add r2.x, r1.w, r0.y
|
|
temp2.x = temp1.w + temp0.y;
|
|
// mul r1.x, r2.x, c5.y
|
|
temp1.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y;
|
|
// frc r0.yz, r1.xy
|
|
temp0.yz = frac(temp1.xy);
|
|
// neg r1.zw, r0.yz
|
|
temp1.zw = -temp0.yz;
|
|
// add r0.yz, r1.xy, r1.zw
|
|
temp0.yz = temp1.xy + temp1.zw;
|
|
// mul c24.xy, r0.x, r0.yz
|
|
expr24.xy = temp0.x * temp0.yz;
|
|
// mul c25.xy, c7.x, c6.zw
|
|
expr25.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_Array_Shader_34_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float addr0;
|
|
float3 temp6, temp7;
|
|
// def c2, -2, 3, 0, 0
|
|
// def c35, 1, -1, 0.25, 0.5
|
|
// def c36, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_position v1
|
|
// dcl_normal v2
|
|
// dcl_texcoord v3
|
|
// dcl_texcoord1 v4
|
|
// dcl_color v5
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// frc r0.x, v0.x
|
|
temp0.x = frac(i.blendindices.x);
|
|
// add r0.y, -r0.x, v0.x
|
|
temp0.y = -temp0.x + i.blendindices.x;
|
|
// slt r0.z, v0.x, -v0.x
|
|
temp0.z = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
|
|
// slt r0.x, -r0.x, r0.x
|
|
temp0.x = (-temp0.x < temp0.x) ? 1 : 0;
|
|
// mad r0.x, r0.z, r0.x, r0.y
|
|
temp0.x = temp0.z * temp0.x + temp0.y;
|
|
// add r0.x, r0.x, r0.x
|
|
temp0.x = temp0.x + temp0.x;
|
|
// mova a0.x, r0.x
|
|
addr0.x = temp0.x;
|
|
// mul r0, v1.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v1.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v1.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c35.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;
|
|
// mul r1, v2.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v2.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c35.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;
|
|
// mov r0.w, c35.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 r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// mov r4.xz, c35
|
|
temp4.xz = float2(1, 0.25);
|
|
// lrp r5.xyz, r4.z, r4.x, c0
|
|
temp5.xyz = lerp(RecolorColor.xyz, temp4.xxx, temp4.zzz);
|
|
// mul r4.xyz, r5, v5
|
|
temp4.xyz = temp5.xyz * i.color.xyz;
|
|
// mad r5.xyz, r4, c11.x, -r4
|
|
temp5.xyz = temp4.xyz * expr11.xxx + -temp4.xyz;
|
|
// mad r4.xyz, c31.x, r5, r4
|
|
temp4.xyz = HouseColorPulse.xxx * temp5.xyz + temp4.xyz;
|
|
// dp3 r2.w, r3, r1
|
|
temp2.w = dot(temp3.xyz, temp1.xyz);
|
|
// mul_sat r2.w, r2_abs.w, c12.x
|
|
temp2.w = saturate(abs(temp2).w * expr12.x);
|
|
// mad r3.x, r2.w, c2.x, c2.y
|
|
temp3.x = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r2.w, r2.w
|
|
temp2.w = temp2.w * temp2.w;
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r2.w, r2.w, c129[a0.x].w
|
|
temp2.w = temp2.w * WorldBones[1 + addr0.x].w;
|
|
// mul r3.xyz, r4, r2.w
|
|
temp3.xyz = temp4.xyz * temp2.www;
|
|
// mul r4.w, r2.w, v5.w
|
|
temp4.w = temp2.w * i.color.w;
|
|
// mov r3.w, v5.w
|
|
temp3.w = i.color.w;
|
|
// lrp r5, c14.x, r4, r3
|
|
temp5 = lerp(temp3, temp4, expr14.x);
|
|
// mad r3.xyz, r2, r1.w, c6
|
|
temp3.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r1, c6
|
|
temp2.w = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r1, r4
|
|
temp3.x = dot(temp1.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c29.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c27
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c35.w
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c28
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c35.w
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c2.w
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c2.w
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c35.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r1, c6[a0.x]
|
|
temp3.w = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r1, r7
|
|
temp4.w = dot(temp1.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c29.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c35.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r0, c90
|
|
temp2.xyz = -temp0.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r2.xyz, r2, r1.w
|
|
temp2.xyz = temp2.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c91.x
|
|
temp1.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c35.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c89
|
|
temp6.xyz = temp1.www * PointLight[0].Color.xyz;
|
|
// dp3 r1.w, r1, r2
|
|
temp1.w = dot(temp1.xyz, temp2.xyz);
|
|
// max r1.w, r1.w, c2.w
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r2.xyz, r6, r1.w
|
|
temp2.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c15.x, r2, r3
|
|
temp2.xyz = expr15.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r0, c93
|
|
temp3.xyz = -temp0.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c94.x
|
|
temp1.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c35.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c92
|
|
temp6.xyz = temp1.www * PointLight[1].Color.xyz;
|
|
// dp3 r1.w, r1, r3
|
|
temp1.w = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.w, r1.w, c2.w
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r3.xyz, r6, r1.w
|
|
temp3.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c16.x, r3, r2
|
|
temp2.xyz = expr16.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r0, c96
|
|
temp3.xyz = -temp0.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c97.x
|
|
temp1.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c35.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c95
|
|
temp6.xyz = temp1.www * PointLight[2].Color.xyz;
|
|
// dp3 r1.x, r1, r3
|
|
temp1.x = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.x, r1.x, c2.w
|
|
temp1.x = max(temp1.x, float1(0));
|
|
// mul r1.xyz, r6, r1.x
|
|
temp1.xyz = temp6.xyz * temp1.xxx;
|
|
// mad r1.xyz, c17.x, r1, r2
|
|
temp1.xyz = expr17.xxx * temp1.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c26
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c18
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr18.xyz;
|
|
// mad r1.xyz, r1, c27, r2
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r1.xyz, r5, r1
|
|
temp1.xyz = temp5.xyz * temp1.xyz;
|
|
// mul o1.xyz, r1, c35.w
|
|
o.color.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.x, c30.x
|
|
temp1.x = Opacity.x;
|
|
// mul r1.x, r1.x, c1.x
|
|
temp1.x = temp1.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r1.x
|
|
o.color.w = temp5.w * temp1.x;
|
|
// mul r1.xyz, r4, c28
|
|
temp1.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r1, c35.w
|
|
o.color1.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// add o3.xy, c24, v3
|
|
o.texcoord = expr24 + i.texcoord;
|
|
// lrp r1.xy, c32.x, r0, v4
|
|
temp1.xy = lerp(i.texcoord1.xy, temp0.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c33
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad o4.xy, r1, r2, c25
|
|
o.texcoord1 = temp1 * temp2 + expr25;
|
|
// add r1.xy, r0, c34.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r1, c34
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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 o2.w, c35.x
|
|
o.color1.w = float1(1);
|
|
// mov o5.xy, c35.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r1, r0.y, c36.xxyw
|
|
o.texcoord4.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_35 Vertex_3_0 Has PRES True
|
|
struct VS_Array_Shader_35_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 blendweight : BLENDWEIGHT;
|
|
float4 position : POSITION;
|
|
float4 position1 : POSITION1;
|
|
float4 normal : NORMAL;
|
|
float4 normal1 : NORMAL1;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_35_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
VS_Array_Shader_35_Output VS_Array_Shader_35(VS_Array_Shader_35_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 15
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 3
|
|
0 - ConstOutput: 14 ConstInput 5
|
|
1 - ConstOutput: 24 ConstInput 2
|
|
2 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
float4 expr20;
|
|
float4 expr21;
|
|
float4 expr22;
|
|
float4 expr23;
|
|
float4 expr24;
|
|
float4 expr25;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float4 temp2;
|
|
// Expression_2_1
|
|
// mul r0.x, c7.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c3.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c4.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// neg r1.x, r0.x
|
|
temp1.x = -temp0.x;
|
|
// max c14.x, r0.x, r1.x
|
|
expr14.x = max(temp0.x, temp1.x);
|
|
// lt c15.x, (0), c0.x
|
|
expr15.x = (0) < NumPointLights.x;
|
|
// lt c16.x, (1), c0.x
|
|
expr16.x = (1) < NumPointLights.x;
|
|
// lt c17.x, (2), c0.x
|
|
expr17.x = (2) < NumPointLights.x;
|
|
// mul c18.xyz, c2.x, c1.xyz
|
|
expr18.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul r0.x, c5.x, c7.x
|
|
temp0.x = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x * Time.x;
|
|
// add r1.x, r0.x, c5.w
|
|
temp1.x = temp0.x + TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.w;
|
|
// rcp r0.x, c5.z
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z);
|
|
// mul r2.x, r1.x, r0.x
|
|
temp2.x = temp1.x * temp0.x;
|
|
// neg r0.x, r2.x
|
|
temp0.x = -temp2.x;
|
|
// ge r1.x, r2.x, r0.x
|
|
temp1.x = temp2.x >= temp0.x;
|
|
// max r1.y, r2.x, r0.x
|
|
temp1.y = max(temp2.x, temp0.x);
|
|
// frc r0.x, r1.y
|
|
temp0.x = frac(temp1.y);
|
|
// add r1.y, r0.x, r0.x
|
|
temp1.y = temp0.x + temp0.x;
|
|
// neg r1.z, r0.x
|
|
temp1.z = -temp0.x;
|
|
// mul r0.x, r1.x, r1.y
|
|
temp0.x = temp1.x * temp1.y;
|
|
// add r2.x, r1.z, r0.x
|
|
temp2.x = temp1.z + temp0.x;
|
|
// mul r0.x, r2.x, c5.z
|
|
temp0.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// lt r0.y, c5.x, (0)
|
|
temp0.y = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x < (0);
|
|
// mul r1.x, r0.y, c5.z
|
|
temp1.x = temp0.y * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// add r2.x, r0.x, r1.x
|
|
temp2.x = temp0.x + temp1.x;
|
|
// rcp r0.x, c5.y
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y);
|
|
// mul r1.y, r2.x, r0.x
|
|
temp1.y = temp2.x * temp0.x;
|
|
// neg r0.y, r1.y
|
|
temp0.y = -temp1.y;
|
|
// ge r2.x, r1.y, r0.y
|
|
temp2.x = temp1.y >= temp0.y;
|
|
// max r2.y, r1.y, r0.y
|
|
temp2.y = max(temp1.y, temp0.y);
|
|
// frc r0.y, r2.y
|
|
temp0.y = frac(temp2.y);
|
|
// add r1.z, r0.y, r0.y
|
|
temp1.z = temp0.y + temp0.y;
|
|
// neg r1.w, r0.y
|
|
temp1.w = -temp0.y;
|
|
// mul r0.y, r2.x, r1.z
|
|
temp0.y = temp2.x * temp1.z;
|
|
// add r2.x, r1.w, r0.y
|
|
temp2.x = temp1.w + temp0.y;
|
|
// mul r1.x, r2.x, c5.y
|
|
temp1.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y;
|
|
// frc r0.yz, r1.xy
|
|
temp0.yz = frac(temp1.xy);
|
|
// neg r1.zw, r0.yz
|
|
temp1.zw = -temp0.yz;
|
|
// add r0.yz, r1.xy, r1.zw
|
|
temp0.yz = temp1.xy + temp1.zw;
|
|
// mul c24.xy, r0.x, r0.yz
|
|
expr24.xy = temp0.x * temp0.yz;
|
|
// mul c25.xy, c7.x, c6.zw
|
|
expr25.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_Array_Shader_35_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float2 addr0;
|
|
float3 temp6, temp7;
|
|
// def c2, 1, -1, 0.25, 0.5
|
|
// def c35, -2, 3, 0, 0
|
|
// def c36, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_blendweight v1
|
|
// dcl_position v2
|
|
// dcl_position1 v3
|
|
// dcl_normal v4
|
|
// dcl_normal1 v5
|
|
// dcl_texcoord v6
|
|
// dcl_texcoord1 v7
|
|
// dcl_color v8
|
|
// dcl_position o0
|
|
// dcl_color o1
|
|
// dcl_color1 o2
|
|
// dcl_texcoord o3.xy
|
|
// dcl_texcoord1 o4.xy
|
|
// dcl_texcoord2 o5.xy
|
|
// dcl_texcoord3 o6.xy
|
|
// dcl_texcoord4 o7
|
|
// dcl_texcoord5 o8.xyz
|
|
// dcl_texcoord6 o9.xyz
|
|
// frc r0.xy, v0
|
|
temp0.xy = frac(i.blendindices.xy);
|
|
// add r0.zw, -r0.xyxy, v0.xyxy
|
|
temp0.zw = -temp0.xy + i.blendindices.xy;
|
|
// slt r1.xy, v0, -v0
|
|
temp1.xy = (i.blendindices.xy < -i.blendindices.xy) ? 1 : 0;
|
|
// slt r0.xy, -r0, r0
|
|
temp0.xy = (-temp0.xy < temp0.xy) ? 1 : 0;
|
|
// mad r0.xy, r1, r0, r0.zwzw
|
|
temp0.xy = temp1.xy * temp0.xy + temp0.zw;
|
|
// add r0.xy, r0, r0
|
|
temp0.xy = temp0.xy + temp0.xy;
|
|
// mova a0.xy, r0
|
|
addr0.xy = temp0.xy;
|
|
// mul r0, v2.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v2.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v2.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c2.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;
|
|
// mul r1, v4.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v4.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v4.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c2.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;
|
|
// mul r2, v3.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.position1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v3.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.position1.xyzx + temp2;
|
|
// mul r3, v3.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.position1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c2.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// add r2.xyz, r2, c129[a0.y]
|
|
temp2.xyz = temp2.xyz + WorldBones[1 + addr0.y].xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r0.xyz, r0, v1.x, r2
|
|
temp0.xyz = temp0.xyz * i.blendweight.xxx + temp2.xyz;
|
|
// mul r2, v5.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.normal1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v5.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.normal1.xyzx + temp2;
|
|
// mul r3, v5.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.normal1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c2.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r1.xyz, r1, v1.x, r2
|
|
temp1.xyz = temp1.xyz * i.blendweight.xxx + temp2.xyz;
|
|
// mov r0.w, c2.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 r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// mov r4.xz, c2
|
|
temp4.xz = float2(1, 0.25);
|
|
// lrp r5.xyz, r4.z, r4.x, c0
|
|
temp5.xyz = lerp(RecolorColor.xyz, temp4.xxx, temp4.zzz);
|
|
// mul r4.xyz, r5, v8
|
|
temp4.xyz = temp5.xyz * i.color.xyz;
|
|
// mad r5.xyz, r4, c11.x, -r4
|
|
temp5.xyz = temp4.xyz * expr11.xxx + -temp4.xyz;
|
|
// mad r4.xyz, c31.x, r5, r4
|
|
temp4.xyz = HouseColorPulse.xxx * temp5.xyz + temp4.xyz;
|
|
// mul r2.w, v1.y, c129[a0.y].w
|
|
temp2.w = i.blendweight.y * WorldBones[1 + addr0.y].w;
|
|
// mad r2.w, c129[a0.x].w, v1.x, r2.w
|
|
temp2.w = WorldBones[1 + addr0.x].w * i.blendweight.x + temp2.w;
|
|
// dp3 r3.x, r3, r1
|
|
temp3.x = dot(temp3.xyz, temp1.xyz);
|
|
// mul_sat r3.x, r3_abs.x, c12.x
|
|
temp3.x = saturate(abs(temp3).x * expr12.x);
|
|
// mad r3.y, r3.x, c35.x, c35.y
|
|
temp3.y = temp3.x * float1(-2) + float1(3);
|
|
// mul r3.x, r3.x, r3.x
|
|
temp3.x = temp3.x * temp3.x;
|
|
// mul r3.x, r3.y, r3.x
|
|
temp3.x = temp3.y * temp3.x;
|
|
// mul r2.w, r2.w, r3.x
|
|
temp2.w = temp2.w * temp3.x;
|
|
// mul r3.xyz, r4, r2.w
|
|
temp3.xyz = temp4.xyz * temp2.www;
|
|
// mul r4.w, r2.w, v8.w
|
|
temp4.w = temp2.w * i.color.w;
|
|
// mov r3.w, v8.w
|
|
temp3.w = i.color.w;
|
|
// lrp r5, c14.x, r4, r3
|
|
temp5 = lerp(temp3, temp4, expr14.x);
|
|
// mad r3.xyz, r2, r1.w, c6
|
|
temp3.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r3
|
|
temp4.xyz = normalize(temp3.xyz).xyz;
|
|
// dp3 r2.w, r1, c6
|
|
temp2.w = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r3.x, r1, r4
|
|
temp3.x = dot(temp1.xyz, temp4.xyz);
|
|
// slt r3.y, -r2.w, r2.w
|
|
temp3.y = (-temp2.w < temp2.w) ? 1 : 0;
|
|
// mul r2.w, r2.w, r3.y
|
|
temp2.w = temp2.w * temp3.y;
|
|
// slt r3.z, -r3.x, r3.x
|
|
temp3.z = (-temp3.x < temp3.x) ? 1 : 0;
|
|
// mul r3.y, r3.y, r3.z
|
|
temp3.y = temp3.y * temp3.z;
|
|
// pow r4.x, r3.x, c29.x
|
|
temp4.x = pow(temp3.x, Shininess.x);
|
|
// mul r3.x, r3.y, r4.x
|
|
temp3.x = temp3.y * temp4.x;
|
|
// mov r4.xyz, c5
|
|
temp4.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r3.yzw, r4.xxyz, c3.xxyz
|
|
temp3.yzw = temp4.xyz * NoCloudMultiplier.xyz;
|
|
// mul r4.xyz, r2.w, r3.yzww
|
|
temp4.xyz = temp2.www * temp3.yzw;
|
|
// mul r3.xyz, r3.x, r3.yzww
|
|
temp3.xyz = temp3.xxx * temp3.yzw;
|
|
// mul r4.xyz, r4, c27
|
|
temp4.xyz = temp4.xyz * ColorDiffuse.xyz;
|
|
// mul r4.xyz, r5, r4
|
|
temp4.xyz = temp5.xyz * temp4.xyz;
|
|
// mul o8.xyz, r4, c2.w
|
|
o.texcoord5 = temp4 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r3, c28
|
|
temp3.xyz = temp3.xyz * ColorSpecular.xyz;
|
|
// mul o9.xyz, r3, c2.w
|
|
o.texcoord6 = temp3 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c35.w
|
|
temp3.xyz = float3(0, 0, 0);
|
|
// mov r4.xyz, c35.w
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c2.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r3.w, r2.w, r2.w
|
|
temp3.w = temp2.w + temp2.w;
|
|
// mova a0.x, r3.w
|
|
addr0.x = temp3.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.w, r1, c6[a0.x]
|
|
temp3.w = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// dp3 r4.w, r1, r7
|
|
temp4.w = dot(temp1.xyz, temp7.xyz);
|
|
// slt r6.x, -r3.w, r3.w
|
|
temp6.x = (-temp3.w < temp3.w) ? 1 : 0;
|
|
// mul r3.w, r3.w, r6.x
|
|
temp3.w = temp3.w * temp6.x;
|
|
// slt r6.y, -r4.w, r4.w
|
|
temp6.y = (-temp4.w < temp4.w) ? 1 : 0;
|
|
// mul r6.x, r6.x, r6.y
|
|
temp6.x = temp6.x * temp6.y;
|
|
// pow r6.y, r4.w, c29.x
|
|
temp6.y = pow(temp4.w, Shininess.x);
|
|
// mul r4.w, r6.x, r6.y
|
|
temp4.w = temp6.x * temp6.y;
|
|
// mad r3.xyz, c5[a0.x], r3.w, r3
|
|
temp3.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp3.www + temp3.xyz;
|
|
// mad r4.xyz, c5[a0.x], r4.w, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp4.www + temp4.xyz;
|
|
// add r2.w, r2.w, c2.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// add r2.xyz, -r0, c90
|
|
temp2.xyz = -temp0.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r2.xyz, r2, r1.w
|
|
temp2.xyz = temp2.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c91.x
|
|
temp1.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c2.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c89
|
|
temp6.xyz = temp1.www * PointLight[0].Color.xyz;
|
|
// dp3 r1.w, r1, r2
|
|
temp1.w = dot(temp1.xyz, temp2.xyz);
|
|
// max r1.w, r1.w, c35.w
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r2.xyz, r6, r1.w
|
|
temp2.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c15.x, r2, r3
|
|
temp2.xyz = expr15.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r0, c93
|
|
temp3.xyz = -temp0.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c94.x
|
|
temp1.w = temp2.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r2.w, -c94.x, c94.y
|
|
temp2.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c2.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c92
|
|
temp6.xyz = temp1.www * PointLight[1].Color.xyz;
|
|
// dp3 r1.w, r1, r3
|
|
temp1.w = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.w, r1.w, c35.w
|
|
temp1.w = max(temp1.w, float1(0));
|
|
// mul r3.xyz, r6, r1.w
|
|
temp3.xyz = temp6.xyz * temp1.www;
|
|
// mad r2.xyz, c16.x, r3, r2
|
|
temp2.xyz = expr16.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r0, c96
|
|
temp3.xyz = -temp0.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r2.w, r1.w
|
|
temp2.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r2.w, -c97.x
|
|
temp1.w = temp2.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r2.w, -c97.x, c97.y
|
|
temp2.w = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad_sat r1.w, r1.w, -r2.w, c2.x
|
|
temp1.w = saturate(temp1.w * -temp2.w + float1(1));
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mul r6.xyz, r1.w, c95
|
|
temp6.xyz = temp1.www * PointLight[2].Color.xyz;
|
|
// dp3 r1.x, r1, r3
|
|
temp1.x = dot(temp1.xyz, temp3.xyz);
|
|
// max r1.x, r1.x, c35.w
|
|
temp1.x = max(temp1.x, float1(0));
|
|
// mul r1.xyz, r6, r1.x
|
|
temp1.xyz = temp6.xyz * temp1.xxx;
|
|
// mad r1.xyz, c17.x, r1, r2
|
|
temp1.xyz = expr17.xxx * temp1.xyz + temp2.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mov r3.xyz, c26
|
|
temp3.xyz = ColorAmbient.xyz;
|
|
// mad r2.xyz, r2, r3, c18
|
|
temp2.xyz = temp2.xyz * temp3.xyz + expr18.xyz;
|
|
// mad r1.xyz, r1, c27, r2
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz + temp2.xyz;
|
|
// mul r1.xyz, r5, r1
|
|
temp1.xyz = temp5.xyz * temp1.xyz;
|
|
// mul o1.xyz, r1, c2.w
|
|
o.color.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r1.x, c30.x
|
|
temp1.x = Opacity.x;
|
|
// mul r1.x, r1.x, c1.x
|
|
temp1.x = temp1.x * OpacityOverride.x;
|
|
// mul o1.w, r5.w, r1.x
|
|
o.color.w = temp5.w * temp1.x;
|
|
// mul r1.xyz, r4, c28
|
|
temp1.xyz = temp4.xyz * ColorSpecular.xyz;
|
|
// mul o2.xyz, r1, c2.w
|
|
o.color1.xyz = temp1.xyz * float3(0.5, 0.5, 0.5);
|
|
// add o3.xy, c24, v6
|
|
o.texcoord = expr24 + i.texcoord;
|
|
// lrp r1.xy, c32.x, r0, v7
|
|
temp1.xy = lerp(i.texcoord1.xy, temp0.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c33
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad o4.xy, r1, r2, c25
|
|
o.texcoord1 = temp1 * temp2 + expr25;
|
|
// add r1.xy, r0, c34.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o6.xy, r1, c34
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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 o2.w, c2.x
|
|
o.color1.w = float1(1);
|
|
// mov o5.xy, c2.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
// mad o7.xyz, r1, r0.y, c36.xxyw
|
|
o.texcoord4.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015);
|
|
// mov o7.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
VertexShader VS_Array[36] = {
|
|
compile vs_3_0 VS_Array_Shader_0(), // 81
|
|
compile vs_3_0 VS_Array_Shader_1(), // 82
|
|
compile vs_3_0 VS_Array_Shader_2(), // 83
|
|
compile vs_3_0 VS_Array_Shader_3(), // 84
|
|
compile vs_3_0 VS_Array_Shader_4(), // 85
|
|
compile vs_3_0 VS_Array_Shader_5(), // 86
|
|
compile vs_3_0 VS_Array_Shader_6(), // 87
|
|
compile vs_3_0 VS_Array_Shader_7(), // 88
|
|
compile vs_3_0 VS_Array_Shader_8(), // 89
|
|
compile vs_3_0 VS_Array_Shader_9(), // 90
|
|
compile vs_3_0 VS_Array_Shader_10(), // 91
|
|
compile vs_3_0 VS_Array_Shader_11(), // 92
|
|
compile vs_3_0 VS_Array_Shader_12(), // 93
|
|
compile vs_3_0 VS_Array_Shader_13(), // 94
|
|
compile vs_3_0 VS_Array_Shader_14(), // 95
|
|
compile vs_3_0 VS_Array_Shader_15(), // 96
|
|
compile vs_3_0 VS_Array_Shader_16(), // 97
|
|
compile vs_3_0 VS_Array_Shader_17(), // 98
|
|
compile vs_3_0 VS_Array_Shader_18(), // 99
|
|
compile vs_3_0 VS_Array_Shader_19(), // 100
|
|
compile vs_3_0 VS_Array_Shader_20(), // 101
|
|
compile vs_3_0 VS_Array_Shader_21(), // 102
|
|
compile vs_3_0 VS_Array_Shader_22(), // 103
|
|
compile vs_3_0 VS_Array_Shader_23(), // 104
|
|
compile vs_3_0 VS_Array_Shader_24(), // 105
|
|
compile vs_3_0 VS_Array_Shader_25(), // 106
|
|
compile vs_3_0 VS_Array_Shader_26(), // 107
|
|
compile vs_3_0 VS_Array_Shader_27(), // 108
|
|
compile vs_3_0 VS_Array_Shader_28(), // 109
|
|
compile vs_3_0 VS_Array_Shader_29(), // 110
|
|
compile vs_3_0 VS_Array_Shader_30(), // 111
|
|
compile vs_3_0 VS_Array_Shader_31(), // 112
|
|
compile vs_3_0 VS_Array_Shader_32(), // 113
|
|
compile vs_3_0 VS_Array_Shader_33(), // 114
|
|
compile vs_3_0 VS_Array_Shader_34(), // 115
|
|
compile vs_3_0 VS_Array_Shader_35(), // 116
|
|
};
|
|
// PS_Array_Shader_0 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_0_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_0(PS_Array_Shader_0_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float3 temp0;
|
|
float4 temp1;
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord3 v2.xy
|
|
// dcl_texcoord5 v3.xyz
|
|
// dcl_texcoord6 v4.xyz
|
|
// dcl_2d s0
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v3
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v4
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
// mov oC0.w, v0.w
|
|
out_color.w = i.color.w;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_1 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_1_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_1(PS_Array_Shader_1_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 2.2, 0, 0, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord3 v3.xy
|
|
// dcl_texcoord5 v4.xyz
|
|
// dcl_texcoord6 v5.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v4
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v5
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.x
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// texld r1, v3, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_2 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_2_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_2(PS_Array_Shader_2_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 2.2, 0, 0, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord1 v3.xy
|
|
// dcl_texcoord3 v4.xy
|
|
// dcl_texcoord5 v5.xyz
|
|
// dcl_texcoord6 v6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v5
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v6
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.x
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// texld r1, v3, s1
|
|
temp1 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r1.xyz, r2, c0.x
|
|
temp1.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r2.x, r1.x
|
|
temp2.x = exp2(temp1.x);
|
|
// exp r2.y, r1.y
|
|
temp2.y = exp2(temp1.y);
|
|
// exp r2.z, r1.z
|
|
temp2.z = exp2(temp1.z);
|
|
// mul r0.xyz, r0, r2
|
|
temp0.xyz = temp0.xyz * temp2.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v4, s2
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_3 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_3_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_3(PS_Array_Shader_3_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float3 temp0;
|
|
float4 temp1;
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord3 v2.xy
|
|
// dcl_texcoord5 v3.xyz
|
|
// dcl_texcoord6 v4.xyz
|
|
// dcl_2d s0
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v3
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v4
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
// mov oC0.w, v0.w
|
|
out_color.w = i.color.w;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_4 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_4_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_4(PS_Array_Shader_4_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 2.2, 0, 0, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord3 v3.xy
|
|
// dcl_texcoord5 v4.xyz
|
|
// dcl_texcoord6 v5.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v4
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v5
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.x
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// texld r1, v3, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_5 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_5_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_5(PS_Array_Shader_5_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 2.2, 4, 0, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord1 v3.xy
|
|
// dcl_texcoord3 v4.xy
|
|
// dcl_texcoord5 v5.xyz
|
|
// dcl_texcoord6 v6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v5
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v6
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.x
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// texld r1, v3, s1
|
|
temp1 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r1.xyz, r2, c0.x
|
|
temp1.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r2.x, r1.x
|
|
temp2.x = exp2(temp1.x);
|
|
// exp r2.y, r1.y
|
|
temp2.y = exp2(temp1.y);
|
|
// exp r2.z, r1.z
|
|
temp2.z = exp2(temp1.z);
|
|
// mul r0.xyz, r0, r2
|
|
temp0.xyz = temp0.xyz * temp2.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// mul r0.xyz, r0, c0.y
|
|
temp0.xyz = temp0.xyz * float3(4, 4, 4);
|
|
// texld r1, v4, s2
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_6 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_6_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_6(PS_Array_Shader_6_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float3 temp0;
|
|
float4 temp1;
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord3 v2.xy
|
|
// dcl_texcoord5 v3.xyz
|
|
// dcl_texcoord6 v4.xyz
|
|
// dcl_2d s0
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v3
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v4
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
// mov oC0.w, v0.w
|
|
out_color.w = i.color.w;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_7 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_7_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_7(PS_Array_Shader_7_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 2.2, 0, 0, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord3 v3.xy
|
|
// dcl_texcoord5 v4.xyz
|
|
// dcl_texcoord6 v5.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v4
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v5
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.x
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// texld r1, v3, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_8 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_8_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_8(PS_Array_Shader_8_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2;
|
|
float3 temp3;
|
|
// def c0, 2.2, 0, 0, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord1 v3.xy
|
|
// dcl_texcoord3 v4.xy
|
|
// dcl_texcoord5 v5.xyz
|
|
// dcl_texcoord6 v6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// texld r0, v3, s1
|
|
temp0 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// log r1.x, r0.x
|
|
temp1.x = log2(temp0.x);
|
|
// log r1.y, r0.y
|
|
temp1.y = log2(temp0.y);
|
|
// log r1.z, r0.z
|
|
temp1.z = log2(temp0.z);
|
|
// mul r0.xyz, r1, c0.x
|
|
temp0.xyz = temp1.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r0.x
|
|
temp1.x = exp2(temp0.x);
|
|
// exp r1.y, r0.y
|
|
temp1.y = exp2(temp0.y);
|
|
// exp r1.z, r0.z
|
|
temp1.z = exp2(temp0.z);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v5
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r2.xyz, v1
|
|
temp2.xyz = i.color1.xyz;
|
|
// add r2.xyz, r2, v6
|
|
temp2.xyz = temp2.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r2
|
|
temp0.xyz = temp0.xyz + temp2.xyz;
|
|
// texld r2, v2, s0
|
|
temp2 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r3.x, r2.x
|
|
temp3.x = log2(temp2.x);
|
|
// log r3.y, r2.y
|
|
temp3.y = log2(temp2.y);
|
|
// log r3.z, r2.z
|
|
temp3.z = log2(temp2.z);
|
|
// mul r3.xyz, r3, c0.x
|
|
temp3.xyz = temp3.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r2.x, r3.x
|
|
temp2.x = exp2(temp3.x);
|
|
// exp r2.y, r3.y
|
|
temp2.y = exp2(temp3.y);
|
|
// exp r2.z, r3.z
|
|
temp2.z = exp2(temp3.z);
|
|
// mad r1.xyz, r0, -r2, r1
|
|
temp1.xyz = temp0.xyz * -temp2.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mul r0, r0, r2
|
|
temp0 = temp0 * temp2;
|
|
// mad r0.xyz, r0.w, r1, r0
|
|
temp0.xyz = temp0.www * temp1.xyz + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v4, s2
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_9 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_9_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_9(PS_Array_Shader_9_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float3 temp0;
|
|
float4 temp1;
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord3 v2.xy
|
|
// dcl_texcoord5 v3.xyz
|
|
// dcl_texcoord6 v4.xyz
|
|
// dcl_2d s0
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v3
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v4
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
// mov oC0.w, v0.w
|
|
out_color.w = i.color.w;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_10 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_10_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_10(PS_Array_Shader_10_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 2.2, 0, 0, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord3 v3.xy
|
|
// dcl_texcoord5 v4.xyz
|
|
// dcl_texcoord6 v5.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v4
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v5
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.x
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// texld r1, v3, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_11 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_11_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_11(PS_Array_Shader_11_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 2.2, 0, 0, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord3 v3.xy
|
|
// dcl_texcoord5 v4.xyz
|
|
// dcl_texcoord6 v5.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v4
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.x
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v5
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// mad r0.xyz, r1, r0.w, r0
|
|
temp0.xyz = temp1.xyz * temp0.www + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v3, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_12 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_12_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_12(PS_Array_Shader_12_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float3 temp0;
|
|
float4 temp1;
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord3 v2.xy
|
|
// dcl_texcoord5 v3.xyz
|
|
// dcl_texcoord6 v4.xyz
|
|
// dcl_2d s0
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v3
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v4
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
// mov oC0.w, v0.w
|
|
out_color.w = i.color.w;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_13 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_13_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_13(PS_Array_Shader_13_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 2.2, 0, 0, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord3 v3.xy
|
|
// dcl_texcoord5 v4.xyz
|
|
// dcl_texcoord6 v5.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v4
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v5
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.x
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// texld r1, v3, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_14 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_14_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_14(PS_Array_Shader_14_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 2.2, 0, 0, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord1 v3.xy
|
|
// dcl_texcoord3 v4.xy
|
|
// dcl_texcoord5 v5.xyz
|
|
// dcl_texcoord6 v6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v5
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v6
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.x
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// texld r1, v3, s1
|
|
temp1 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r1.xyz, r2, c0.x
|
|
temp1.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r2.x, r1.x
|
|
temp2.x = exp2(temp1.x);
|
|
// exp r2.y, r1.y
|
|
temp2.y = exp2(temp1.y);
|
|
// exp r2.z, r1.z
|
|
temp2.z = exp2(temp1.z);
|
|
// mul r0.xyz, r0, r2
|
|
temp0.xyz = temp0.xyz * temp2.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v4, s2
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_15 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_15_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_15(PS_Array_Shader_15_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float3 temp0;
|
|
float4 temp1;
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord3 v2.xy
|
|
// dcl_texcoord5 v3.xyz
|
|
// dcl_texcoord6 v4.xyz
|
|
// dcl_2d s0
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v3
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v4
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
// mov oC0.w, v0.w
|
|
out_color.w = i.color.w;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_16 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_16_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_16(PS_Array_Shader_16_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 2.2, 0, 0, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord3 v3.xy
|
|
// dcl_texcoord5 v4.xyz
|
|
// dcl_texcoord6 v5.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v4
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v5
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.x
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// texld r1, v3, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_17 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_17_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_17(PS_Array_Shader_17_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 2.2, 4, 0, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord1 v3.xy
|
|
// dcl_texcoord3 v4.xy
|
|
// dcl_texcoord5 v5.xyz
|
|
// dcl_texcoord6 v6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v5
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v6
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.x
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// texld r1, v3, s1
|
|
temp1 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r1.xyz, r2, c0.x
|
|
temp1.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r2.x, r1.x
|
|
temp2.x = exp2(temp1.x);
|
|
// exp r2.y, r1.y
|
|
temp2.y = exp2(temp1.y);
|
|
// exp r2.z, r1.z
|
|
temp2.z = exp2(temp1.z);
|
|
// mul r0.xyz, r0, r2
|
|
temp0.xyz = temp0.xyz * temp2.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// mul r0.xyz, r0, c0.y
|
|
temp0.xyz = temp0.xyz * float3(4, 4, 4);
|
|
// texld r1, v4, s2
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_18 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_18_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_18(PS_Array_Shader_18_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float3 temp0;
|
|
float4 temp1;
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord3 v2.xy
|
|
// dcl_texcoord5 v3.xyz
|
|
// dcl_texcoord6 v4.xyz
|
|
// dcl_2d s0
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v3
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v4
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
// mov oC0.w, v0.w
|
|
out_color.w = i.color.w;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_19 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_19_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_19(PS_Array_Shader_19_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 2.2, 0, 0, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord3 v3.xy
|
|
// dcl_texcoord5 v4.xyz
|
|
// dcl_texcoord6 v5.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v4
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v5
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.x
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// texld r1, v3, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_20 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_20_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_20(PS_Array_Shader_20_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2;
|
|
float3 temp3;
|
|
// def c0, 2.2, 0, 0, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord1 v3.xy
|
|
// dcl_texcoord3 v4.xy
|
|
// dcl_texcoord5 v5.xyz
|
|
// dcl_texcoord6 v6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// texld r0, v3, s1
|
|
temp0 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// log r1.x, r0.x
|
|
temp1.x = log2(temp0.x);
|
|
// log r1.y, r0.y
|
|
temp1.y = log2(temp0.y);
|
|
// log r1.z, r0.z
|
|
temp1.z = log2(temp0.z);
|
|
// mul r0.xyz, r1, c0.x
|
|
temp0.xyz = temp1.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r0.x
|
|
temp1.x = exp2(temp0.x);
|
|
// exp r1.y, r0.y
|
|
temp1.y = exp2(temp0.y);
|
|
// exp r1.z, r0.z
|
|
temp1.z = exp2(temp0.z);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v5
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r2.xyz, v1
|
|
temp2.xyz = i.color1.xyz;
|
|
// add r2.xyz, r2, v6
|
|
temp2.xyz = temp2.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r2
|
|
temp0.xyz = temp0.xyz + temp2.xyz;
|
|
// texld r2, v2, s0
|
|
temp2 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r3.x, r2.x
|
|
temp3.x = log2(temp2.x);
|
|
// log r3.y, r2.y
|
|
temp3.y = log2(temp2.y);
|
|
// log r3.z, r2.z
|
|
temp3.z = log2(temp2.z);
|
|
// mul r3.xyz, r3, c0.x
|
|
temp3.xyz = temp3.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r2.x, r3.x
|
|
temp2.x = exp2(temp3.x);
|
|
// exp r2.y, r3.y
|
|
temp2.y = exp2(temp3.y);
|
|
// exp r2.z, r3.z
|
|
temp2.z = exp2(temp3.z);
|
|
// mad r1.xyz, r0, -r2, r1
|
|
temp1.xyz = temp0.xyz * -temp2.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mul r0, r0, r2
|
|
temp0 = temp0 * temp2;
|
|
// mad r0.xyz, r0.w, r1, r0
|
|
temp0.xyz = temp0.www * temp1.xyz + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v4, s2
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_21 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_21_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_21(PS_Array_Shader_21_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float3 temp0;
|
|
float4 temp1;
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord3 v2.xy
|
|
// dcl_texcoord5 v3.xyz
|
|
// dcl_texcoord6 v4.xyz
|
|
// dcl_2d s0
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v3
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v4
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
// mov oC0.w, v0.w
|
|
out_color.w = i.color.w;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_22 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_22_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_22(PS_Array_Shader_22_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 2.2, 0, 0, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord3 v3.xy
|
|
// dcl_texcoord5 v4.xyz
|
|
// dcl_texcoord6 v5.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v4
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v5
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.x
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// texld r1, v3, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_23 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_23_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_23(PS_Array_Shader_23_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 2.2, 0, 0, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord3 v3.xy
|
|
// dcl_texcoord5 v4.xyz
|
|
// dcl_texcoord6 v5.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v4
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.x
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v5
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// mad r0.xyz, r1, r0.w, r0
|
|
temp0.xyz = temp1.xyz * temp0.www + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v3, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_24 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_24_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_24(PS_Array_Shader_24_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float3 temp0;
|
|
float4 temp1;
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord3 v2.xy
|
|
// dcl_texcoord5 v3.xyz
|
|
// dcl_texcoord6 v4.xyz
|
|
// dcl_2d s0
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v3
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v4
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
// mov oC0.w, v0.w
|
|
out_color.w = i.color.w;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_25 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_25_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_25(PS_Array_Shader_25_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 2.2, 0, 0, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord3 v3.xy
|
|
// dcl_texcoord5 v4.xyz
|
|
// dcl_texcoord6 v5.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v4
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v5
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.x
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// texld r1, v3, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_26 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_26_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_26(PS_Array_Shader_26_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 2.2, 0, 0, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord1 v3.xy
|
|
// dcl_texcoord3 v4.xy
|
|
// dcl_texcoord5 v5.xyz
|
|
// dcl_texcoord6 v6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v5
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v6
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.x
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// texld r1, v3, s1
|
|
temp1 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r1.xyz, r2, c0.x
|
|
temp1.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r2.x, r1.x
|
|
temp2.x = exp2(temp1.x);
|
|
// exp r2.y, r1.y
|
|
temp2.y = exp2(temp1.y);
|
|
// exp r2.z, r1.z
|
|
temp2.z = exp2(temp1.z);
|
|
// mul r0.xyz, r0, r2
|
|
temp0.xyz = temp0.xyz * temp2.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v4, s2
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_27 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_27_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_27(PS_Array_Shader_27_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float3 temp0;
|
|
float4 temp1;
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord3 v2.xy
|
|
// dcl_texcoord5 v3.xyz
|
|
// dcl_texcoord6 v4.xyz
|
|
// dcl_2d s0
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v3
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v4
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
// mov oC0.w, v0.w
|
|
out_color.w = i.color.w;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_28 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_28_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_28(PS_Array_Shader_28_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 2.2, 0, 0, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord3 v3.xy
|
|
// dcl_texcoord5 v4.xyz
|
|
// dcl_texcoord6 v5.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v4
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v5
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.x
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// texld r1, v3, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_29 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_29_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_29(PS_Array_Shader_29_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 2.2, 4, 0, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord1 v3.xy
|
|
// dcl_texcoord3 v4.xy
|
|
// dcl_texcoord5 v5.xyz
|
|
// dcl_texcoord6 v6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v5
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v6
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.x
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// texld r1, v3, s1
|
|
temp1 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r1.xyz, r2, c0.x
|
|
temp1.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r2.x, r1.x
|
|
temp2.x = exp2(temp1.x);
|
|
// exp r2.y, r1.y
|
|
temp2.y = exp2(temp1.y);
|
|
// exp r2.z, r1.z
|
|
temp2.z = exp2(temp1.z);
|
|
// mul r0.xyz, r0, r2
|
|
temp0.xyz = temp0.xyz * temp2.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// mul r0.xyz, r0, c0.y
|
|
temp0.xyz = temp0.xyz * float3(4, 4, 4);
|
|
// texld r1, v4, s2
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_30 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_30_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_30(PS_Array_Shader_30_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float3 temp0;
|
|
float4 temp1;
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord3 v2.xy
|
|
// dcl_texcoord5 v3.xyz
|
|
// dcl_texcoord6 v4.xyz
|
|
// dcl_2d s0
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v3
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v4
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
// mov oC0.w, v0.w
|
|
out_color.w = i.color.w;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_31 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_31_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_31(PS_Array_Shader_31_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 2.2, 0, 0, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord3 v3.xy
|
|
// dcl_texcoord5 v4.xyz
|
|
// dcl_texcoord6 v5.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v4
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v5
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.x
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// texld r1, v3, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_32 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_32_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_32(PS_Array_Shader_32_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2;
|
|
float3 temp3;
|
|
// def c0, 2.2, 0, 0, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord1 v3.xy
|
|
// dcl_texcoord3 v4.xy
|
|
// dcl_texcoord5 v5.xyz
|
|
// dcl_texcoord6 v6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// texld r0, v3, s1
|
|
temp0 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// log r1.x, r0.x
|
|
temp1.x = log2(temp0.x);
|
|
// log r1.y, r0.y
|
|
temp1.y = log2(temp0.y);
|
|
// log r1.z, r0.z
|
|
temp1.z = log2(temp0.z);
|
|
// mul r0.xyz, r1, c0.x
|
|
temp0.xyz = temp1.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r0.x
|
|
temp1.x = exp2(temp0.x);
|
|
// exp r1.y, r0.y
|
|
temp1.y = exp2(temp0.y);
|
|
// exp r1.z, r0.z
|
|
temp1.z = exp2(temp0.z);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v5
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r2.xyz, v1
|
|
temp2.xyz = i.color1.xyz;
|
|
// add r2.xyz, r2, v6
|
|
temp2.xyz = temp2.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r2
|
|
temp0.xyz = temp0.xyz + temp2.xyz;
|
|
// texld r2, v2, s0
|
|
temp2 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r3.x, r2.x
|
|
temp3.x = log2(temp2.x);
|
|
// log r3.y, r2.y
|
|
temp3.y = log2(temp2.y);
|
|
// log r3.z, r2.z
|
|
temp3.z = log2(temp2.z);
|
|
// mul r3.xyz, r3, c0.x
|
|
temp3.xyz = temp3.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r2.x, r3.x
|
|
temp2.x = exp2(temp3.x);
|
|
// exp r2.y, r3.y
|
|
temp2.y = exp2(temp3.y);
|
|
// exp r2.z, r3.z
|
|
temp2.z = exp2(temp3.z);
|
|
// mad r1.xyz, r0, -r2, r1
|
|
temp1.xyz = temp0.xyz * -temp2.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mul r0, r0, r2
|
|
temp0 = temp0 * temp2;
|
|
// mad r0.xyz, r0.w, r1, r0
|
|
temp0.xyz = temp0.www * temp1.xyz + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v4, s2
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_33 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_33_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_33(PS_Array_Shader_33_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float3 temp0;
|
|
float4 temp1;
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord3 v2.xy
|
|
// dcl_texcoord5 v3.xyz
|
|
// dcl_texcoord6 v4.xyz
|
|
// dcl_2d s0
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v3
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v4
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
// mov oC0.w, v0.w
|
|
out_color.w = i.color.w;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_34 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_34_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_34(PS_Array_Shader_34_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 2.2, 0, 0, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord3 v3.xy
|
|
// dcl_texcoord5 v4.xyz
|
|
// dcl_texcoord6 v5.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v4
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v5
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.x
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// texld r1, v3, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_35 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_35_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_35(PS_Array_Shader_35_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 2.2, 0, 0, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord3 v3.xy
|
|
// dcl_texcoord5 v4.xyz
|
|
// dcl_texcoord6 v5.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// add r0.xyz, r0, v4
|
|
temp0.xyz = temp0.xyz + i.texcoord5.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s0
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.x
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// mov r1.xyz, v1
|
|
temp1.xyz = i.color1.xyz;
|
|
// add r1.xyz, r1, v5
|
|
temp1.xyz = temp1.xyz + i.texcoord6.xyz;
|
|
// mad r0.xyz, r1, r0.w, r0
|
|
temp0.xyz = temp1.xyz * temp0.www + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v3, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_36 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_36_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_36(PS_Array_Shader_36_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord3 v2.xy
|
|
// dcl_texcoord4 v3.xyz
|
|
// dcl_texcoord5 v4.xyz
|
|
// dcl_texcoord6 v5.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// 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.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v4.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v5
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
// mov oC0.w, v0.w
|
|
out_color.w = i.color.w;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_37 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_37_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_37(PS_Array_Shader_37_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 1, 0, 0.25, 2.2
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord3 v3.xy
|
|
// dcl_texcoord4 v4.xyz
|
|
// dcl_texcoord5 v5.xyz
|
|
// dcl_texcoord6 v6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, c11.zxzw, v4
|
|
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, v4
|
|
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, v4
|
|
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, v4, s0
|
|
temp1 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// mov r0.x, r1.x
|
|
temp0.x = temp1.x;
|
|
// add r0, r0, -v4.z
|
|
temp0 = temp0 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v5.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.w
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// texld r1, v3, s2
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_38 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_38_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_38(PS_Array_Shader_38_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 1, 0, 0.25, 2.2
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord1 v3.xy
|
|
// dcl_texcoord3 v4.xy
|
|
// dcl_texcoord4 v5.xyz
|
|
// dcl_texcoord5 v6.xyz
|
|
// dcl_texcoord6 v7.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// dcl_2d s3
|
|
// add r0.xy, c11.zxzw, v5
|
|
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, v5
|
|
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, v5
|
|
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, v5, s0
|
|
temp1 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// mov r0.x, r1.x
|
|
temp0.x = temp1.x;
|
|
// add r0, r0, -v5.z
|
|
temp0 = temp0 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v6.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v7
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.w
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// texld r1, v3, s2
|
|
temp1 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r1.xyz, r2, c0.w
|
|
temp1.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r2.x, r1.x
|
|
temp2.x = exp2(temp1.x);
|
|
// exp r2.y, r1.y
|
|
temp2.y = exp2(temp1.y);
|
|
// exp r2.z, r1.z
|
|
temp2.z = exp2(temp1.z);
|
|
// mul r0.xyz, r0, r2
|
|
temp0.xyz = temp0.xyz * temp2.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v4, s3
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_39 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_39_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_39(PS_Array_Shader_39_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord3 v2.xy
|
|
// dcl_texcoord4 v3.xyz
|
|
// dcl_texcoord5 v4.xyz
|
|
// dcl_texcoord6 v5.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// 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.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v4.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v5
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
// mov oC0.w, v0.w
|
|
out_color.w = i.color.w;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_40 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_40_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_40(PS_Array_Shader_40_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 1, 0, 0.25, 2.2
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord3 v3.xy
|
|
// dcl_texcoord4 v4.xyz
|
|
// dcl_texcoord5 v5.xyz
|
|
// dcl_texcoord6 v6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, c11.zxzw, v4
|
|
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, v4
|
|
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, v4
|
|
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, v4, s0
|
|
temp1 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// mov r0.x, r1.x
|
|
temp0.x = temp1.x;
|
|
// add r0, r0, -v4.z
|
|
temp0 = temp0 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v5.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.w
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// texld r1, v3, s2
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_41 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_41_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_41(PS_Array_Shader_41_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 1, 0, 0.25, 2.2
|
|
// def c1, 4, 0, 0, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord1 v3.xy
|
|
// dcl_texcoord3 v4.xy
|
|
// dcl_texcoord4 v5.xyz
|
|
// dcl_texcoord5 v6.xyz
|
|
// dcl_texcoord6 v7.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// dcl_2d s3
|
|
// add r0.xy, c11.zxzw, v5
|
|
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, v5
|
|
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, v5
|
|
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, v5, s0
|
|
temp1 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// mov r0.x, r1.x
|
|
temp0.x = temp1.x;
|
|
// add r0, r0, -v5.z
|
|
temp0 = temp0 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v6.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v7
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.w
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// texld r1, v3, s2
|
|
temp1 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r1.xyz, r2, c0.w
|
|
temp1.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r2.x, r1.x
|
|
temp2.x = exp2(temp1.x);
|
|
// exp r2.y, r1.y
|
|
temp2.y = exp2(temp1.y);
|
|
// exp r2.z, r1.z
|
|
temp2.z = exp2(temp1.z);
|
|
// mul r0.xyz, r0, r2
|
|
temp0.xyz = temp0.xyz * temp2.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// mul r0.xyz, r0, c1.x
|
|
temp0.xyz = temp0.xyz * float3(4, 4, 4);
|
|
// texld r1, v4, s3
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_42 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_42_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_42(PS_Array_Shader_42_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord3 v2.xy
|
|
// dcl_texcoord4 v3.xyz
|
|
// dcl_texcoord5 v4.xyz
|
|
// dcl_texcoord6 v5.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// 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.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v4.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v5
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
// mov oC0.w, v0.w
|
|
out_color.w = i.color.w;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_43 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_43_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_43(PS_Array_Shader_43_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 1, 0, 0.25, 2.2
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord3 v3.xy
|
|
// dcl_texcoord4 v4.xyz
|
|
// dcl_texcoord5 v5.xyz
|
|
// dcl_texcoord6 v6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, c11.zxzw, v4
|
|
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, v4
|
|
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, v4
|
|
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, v4, s0
|
|
temp1 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// mov r0.x, r1.x
|
|
temp0.x = temp1.x;
|
|
// add r0, r0, -v4.z
|
|
temp0 = temp0 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v5.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.w
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// texld r1, v3, s2
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_44 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_44_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_44(PS_Array_Shader_44_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2, temp3;
|
|
// def c0, 1, 0, 0.25, 2.2
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord1 v3.xy
|
|
// dcl_texcoord3 v4.xy
|
|
// dcl_texcoord4 v5.xyz
|
|
// dcl_texcoord5 v6.xyz
|
|
// dcl_texcoord6 v7.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// dcl_2d s3
|
|
// add r0.xy, c11.zxzw, v5
|
|
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, v5
|
|
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, v5
|
|
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, v5, s0
|
|
temp1 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// mov r0.x, r1.x
|
|
temp0.x = temp1.x;
|
|
// add r0, r0, -v5.z
|
|
temp0 = temp0 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v6.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v7
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// texld r1, v3, s2
|
|
temp1 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r1.xyz, r2, c0.w
|
|
temp1.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r2.x, r1.x
|
|
temp2.x = exp2(temp1.x);
|
|
// exp r2.y, r1.y
|
|
temp2.y = exp2(temp1.y);
|
|
// exp r2.z, r1.z
|
|
temp2.z = exp2(temp1.z);
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r3.x, r1.x
|
|
temp3.x = log2(temp1.x);
|
|
// log r3.y, r1.y
|
|
temp3.y = log2(temp1.y);
|
|
// log r3.z, r1.z
|
|
temp3.z = log2(temp1.z);
|
|
// mul r3.xyz, r3, c0.w
|
|
temp3.xyz = temp3.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r3.x
|
|
temp1.x = exp2(temp3.x);
|
|
// exp r1.y, r3.y
|
|
temp1.y = exp2(temp3.y);
|
|
// exp r1.z, r3.z
|
|
temp1.z = exp2(temp3.z);
|
|
// mad r2.xyz, r0, -r1, r2
|
|
temp2.xyz = temp0.xyz * -temp1.xyz + temp2.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// mad r0.xyz, r0.w, r2, r0
|
|
temp0.xyz = temp0.www * temp2.xyz + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v4, s3
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_45 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_45_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_45(PS_Array_Shader_45_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord3 v2.xy
|
|
// dcl_texcoord4 v3.xyz
|
|
// dcl_texcoord5 v4.xyz
|
|
// dcl_texcoord6 v5.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// 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.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v4.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v5
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
// mov oC0.w, v0.w
|
|
out_color.w = i.color.w;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_46 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_46_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_46(PS_Array_Shader_46_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 1, 0, 0.25, 2.2
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord3 v3.xy
|
|
// dcl_texcoord4 v4.xyz
|
|
// dcl_texcoord5 v5.xyz
|
|
// dcl_texcoord6 v6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, c11.zxzw, v4
|
|
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, v4
|
|
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, v4
|
|
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, v4, s0
|
|
temp1 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// mov r0.x, r1.x
|
|
temp0.x = temp1.x;
|
|
// add r0, r0, -v4.z
|
|
temp0 = temp0 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v5.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.w
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// texld r1, v3, s2
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_47 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_47_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_47(PS_Array_Shader_47_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2;
|
|
float3 temp3;
|
|
// def c0, 1, 0, 0.25, 2.2
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord3 v3.xy
|
|
// dcl_texcoord4 v4.xyz
|
|
// dcl_texcoord5 v5.xyz
|
|
// dcl_texcoord6 v6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, c11.zxzw, v4
|
|
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, v4
|
|
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, v4
|
|
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, v4, s0
|
|
temp1 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// mov r0.x, r1.x
|
|
temp0.x = temp1.x;
|
|
// add r0, r0, -v4.z
|
|
temp0 = temp0 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r1.xyz, v5, r0.x, r1
|
|
temp1.xyz = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r2.xyz, v6
|
|
temp2.xyz = i.texcoord6.xyz;
|
|
// mad r0.xyz, r2, r0.x, v1
|
|
temp0.xyz = temp2.xyz * temp0.xxx + i.color1.xyz;
|
|
// mov r1.w, v0.w
|
|
temp1.w = i.color.w;
|
|
// texld r2, v2, s1
|
|
temp2 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r3.x, r2.x
|
|
temp3.x = log2(temp2.x);
|
|
// log r3.y, r2.y
|
|
temp3.y = log2(temp2.y);
|
|
// log r3.z, r2.z
|
|
temp3.z = log2(temp2.z);
|
|
// mul r3.xyz, r3, c0.w
|
|
temp3.xyz = temp3.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r2.x, r3.x
|
|
temp2.x = exp2(temp3.x);
|
|
// exp r2.y, r3.y
|
|
temp2.y = exp2(temp3.y);
|
|
// exp r2.z, r3.z
|
|
temp2.z = exp2(temp3.z);
|
|
// mul r1, r1, r2
|
|
temp1 = temp1 * temp2;
|
|
// mad r0.xyz, r0, r1.w, r1
|
|
temp0.xyz = temp0.xyz * temp1.www + temp1.xyz;
|
|
// mov oC0.w, r1.w
|
|
out_color.w = temp1.w;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v3, s2
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_48 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_48_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_48(PS_Array_Shader_48_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord3 v2.xy
|
|
// dcl_texcoord4 v3.xyz
|
|
// dcl_texcoord5 v4.xyz
|
|
// dcl_texcoord6 v5.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// 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.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v4.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v5
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
// mov oC0.w, v0.w
|
|
out_color.w = i.color.w;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_49 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_49_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_49(PS_Array_Shader_49_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 1, 0, 0.25, 2.2
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord3 v3.xy
|
|
// dcl_texcoord4 v4.xyz
|
|
// dcl_texcoord5 v5.xyz
|
|
// dcl_texcoord6 v6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, c11.zxzw, v4
|
|
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, v4
|
|
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, v4
|
|
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, v4, s0
|
|
temp1 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// mov r0.x, r1.x
|
|
temp0.x = temp1.x;
|
|
// add r0, r0, -v4.z
|
|
temp0 = temp0 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v5.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.w
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// texld r1, v3, s2
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_50 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_50_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_50(PS_Array_Shader_50_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 1, 0, 0.25, 2.2
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord1 v3.xy
|
|
// dcl_texcoord3 v4.xy
|
|
// dcl_texcoord4 v5.xyz
|
|
// dcl_texcoord5 v6.xyz
|
|
// dcl_texcoord6 v7.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// dcl_2d s3
|
|
// add r0.xy, c11.zxzw, v5
|
|
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, v5
|
|
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, v5
|
|
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, v5, s0
|
|
temp1 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// mov r0.x, r1.x
|
|
temp0.x = temp1.x;
|
|
// add r0, r0, -v5.z
|
|
temp0 = temp0 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v6.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v7
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.w
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// texld r1, v3, s2
|
|
temp1 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r1.xyz, r2, c0.w
|
|
temp1.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r2.x, r1.x
|
|
temp2.x = exp2(temp1.x);
|
|
// exp r2.y, r1.y
|
|
temp2.y = exp2(temp1.y);
|
|
// exp r2.z, r1.z
|
|
temp2.z = exp2(temp1.z);
|
|
// mul r0.xyz, r0, r2
|
|
temp0.xyz = temp0.xyz * temp2.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v4, s3
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_51 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_51_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_51(PS_Array_Shader_51_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord3 v2.xy
|
|
// dcl_texcoord4 v3.xyz
|
|
// dcl_texcoord5 v4.xyz
|
|
// dcl_texcoord6 v5.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// 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.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v4.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v5
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
// mov oC0.w, v0.w
|
|
out_color.w = i.color.w;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_52 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_52_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_52(PS_Array_Shader_52_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 1, 0, 0.25, 2.2
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord3 v3.xy
|
|
// dcl_texcoord4 v4.xyz
|
|
// dcl_texcoord5 v5.xyz
|
|
// dcl_texcoord6 v6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, c11.zxzw, v4
|
|
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, v4
|
|
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, v4
|
|
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, v4, s0
|
|
temp1 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// mov r0.x, r1.x
|
|
temp0.x = temp1.x;
|
|
// add r0, r0, -v4.z
|
|
temp0 = temp0 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v5.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.w
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// texld r1, v3, s2
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_53 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_53_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_53(PS_Array_Shader_53_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 1, 0, 0.25, 2.2
|
|
// def c1, 4, 0, 0, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord1 v3.xy
|
|
// dcl_texcoord3 v4.xy
|
|
// dcl_texcoord4 v5.xyz
|
|
// dcl_texcoord5 v6.xyz
|
|
// dcl_texcoord6 v7.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// dcl_2d s3
|
|
// add r0.xy, c11.zxzw, v5
|
|
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, v5
|
|
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, v5
|
|
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, v5, s0
|
|
temp1 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// mov r0.x, r1.x
|
|
temp0.x = temp1.x;
|
|
// add r0, r0, -v5.z
|
|
temp0 = temp0 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v6.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v7
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.w
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// texld r1, v3, s2
|
|
temp1 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r1.xyz, r2, c0.w
|
|
temp1.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r2.x, r1.x
|
|
temp2.x = exp2(temp1.x);
|
|
// exp r2.y, r1.y
|
|
temp2.y = exp2(temp1.y);
|
|
// exp r2.z, r1.z
|
|
temp2.z = exp2(temp1.z);
|
|
// mul r0.xyz, r0, r2
|
|
temp0.xyz = temp0.xyz * temp2.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// mul r0.xyz, r0, c1.x
|
|
temp0.xyz = temp0.xyz * float3(4, 4, 4);
|
|
// texld r1, v4, s3
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_54 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_54_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_54(PS_Array_Shader_54_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord3 v2.xy
|
|
// dcl_texcoord4 v3.xyz
|
|
// dcl_texcoord5 v4.xyz
|
|
// dcl_texcoord6 v5.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// 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.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v4.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v5
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
// mov oC0.w, v0.w
|
|
out_color.w = i.color.w;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_55 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_55_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_55(PS_Array_Shader_55_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 1, 0, 0.25, 2.2
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord3 v3.xy
|
|
// dcl_texcoord4 v4.xyz
|
|
// dcl_texcoord5 v5.xyz
|
|
// dcl_texcoord6 v6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, c11.zxzw, v4
|
|
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, v4
|
|
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, v4
|
|
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, v4, s0
|
|
temp1 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// mov r0.x, r1.x
|
|
temp0.x = temp1.x;
|
|
// add r0, r0, -v4.z
|
|
temp0 = temp0 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v5.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.w
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// texld r1, v3, s2
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_56 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_56_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_56(PS_Array_Shader_56_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2, temp3;
|
|
// def c0, 1, 0, 0.25, 2.2
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord1 v3.xy
|
|
// dcl_texcoord3 v4.xy
|
|
// dcl_texcoord4 v5.xyz
|
|
// dcl_texcoord5 v6.xyz
|
|
// dcl_texcoord6 v7.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// dcl_2d s3
|
|
// add r0.xy, c11.zxzw, v5
|
|
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, v5
|
|
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, v5
|
|
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, v5, s0
|
|
temp1 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// mov r0.x, r1.x
|
|
temp0.x = temp1.x;
|
|
// add r0, r0, -v5.z
|
|
temp0 = temp0 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v6.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v7
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// texld r1, v3, s2
|
|
temp1 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r1.xyz, r2, c0.w
|
|
temp1.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r2.x, r1.x
|
|
temp2.x = exp2(temp1.x);
|
|
// exp r2.y, r1.y
|
|
temp2.y = exp2(temp1.y);
|
|
// exp r2.z, r1.z
|
|
temp2.z = exp2(temp1.z);
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r3.x, r1.x
|
|
temp3.x = log2(temp1.x);
|
|
// log r3.y, r1.y
|
|
temp3.y = log2(temp1.y);
|
|
// log r3.z, r1.z
|
|
temp3.z = log2(temp1.z);
|
|
// mul r3.xyz, r3, c0.w
|
|
temp3.xyz = temp3.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r3.x
|
|
temp1.x = exp2(temp3.x);
|
|
// exp r1.y, r3.y
|
|
temp1.y = exp2(temp3.y);
|
|
// exp r1.z, r3.z
|
|
temp1.z = exp2(temp3.z);
|
|
// mad r2.xyz, r0, -r1, r2
|
|
temp2.xyz = temp0.xyz * -temp1.xyz + temp2.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// mad r0.xyz, r0.w, r2, r0
|
|
temp0.xyz = temp0.www * temp2.xyz + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v4, s3
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_57 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_57_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_57(PS_Array_Shader_57_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord3 v2.xy
|
|
// dcl_texcoord4 v3.xyz
|
|
// dcl_texcoord5 v4.xyz
|
|
// dcl_texcoord6 v5.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// 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.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v4.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v5
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
// mov oC0.w, v0.w
|
|
out_color.w = i.color.w;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_58 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_58_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_58(PS_Array_Shader_58_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 1, 0, 0.25, 2.2
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord3 v3.xy
|
|
// dcl_texcoord4 v4.xyz
|
|
// dcl_texcoord5 v5.xyz
|
|
// dcl_texcoord6 v6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, c11.zxzw, v4
|
|
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, v4
|
|
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, v4
|
|
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, v4, s0
|
|
temp1 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// mov r0.x, r1.x
|
|
temp0.x = temp1.x;
|
|
// add r0, r0, -v4.z
|
|
temp0 = temp0 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v5.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.w
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// texld r1, v3, s2
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_59 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_59_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_59(PS_Array_Shader_59_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2;
|
|
float3 temp3;
|
|
// def c0, 1, 0, 0.25, 2.2
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord3 v3.xy
|
|
// dcl_texcoord4 v4.xyz
|
|
// dcl_texcoord5 v5.xyz
|
|
// dcl_texcoord6 v6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, c11.zxzw, v4
|
|
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, v4
|
|
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, v4
|
|
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, v4, s0
|
|
temp1 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// mov r0.x, r1.x
|
|
temp0.x = temp1.x;
|
|
// add r0, r0, -v4.z
|
|
temp0 = temp0 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r1.xyz, v5, r0.x, r1
|
|
temp1.xyz = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r2.xyz, v6
|
|
temp2.xyz = i.texcoord6.xyz;
|
|
// mad r0.xyz, r2, r0.x, v1
|
|
temp0.xyz = temp2.xyz * temp0.xxx + i.color1.xyz;
|
|
// mov r1.w, v0.w
|
|
temp1.w = i.color.w;
|
|
// texld r2, v2, s1
|
|
temp2 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r3.x, r2.x
|
|
temp3.x = log2(temp2.x);
|
|
// log r3.y, r2.y
|
|
temp3.y = log2(temp2.y);
|
|
// log r3.z, r2.z
|
|
temp3.z = log2(temp2.z);
|
|
// mul r3.xyz, r3, c0.w
|
|
temp3.xyz = temp3.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r2.x, r3.x
|
|
temp2.x = exp2(temp3.x);
|
|
// exp r2.y, r3.y
|
|
temp2.y = exp2(temp3.y);
|
|
// exp r2.z, r3.z
|
|
temp2.z = exp2(temp3.z);
|
|
// mul r1, r1, r2
|
|
temp1 = temp1 * temp2;
|
|
// mad r0.xyz, r0, r1.w, r1
|
|
temp0.xyz = temp0.xyz * temp1.www + temp1.xyz;
|
|
// mov oC0.w, r1.w
|
|
out_color.w = temp1.w;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v3, s2
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_60 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_60_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_60(PS_Array_Shader_60_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord3 v2.xy
|
|
// dcl_texcoord4 v3.xyz
|
|
// dcl_texcoord5 v4.xyz
|
|
// dcl_texcoord6 v5.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// 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.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v4.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v5
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
// mov oC0.w, v0.w
|
|
out_color.w = i.color.w;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_61 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_61_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_61(PS_Array_Shader_61_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 1, 0, 0.25, 2.2
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord3 v3.xy
|
|
// dcl_texcoord4 v4.xyz
|
|
// dcl_texcoord5 v5.xyz
|
|
// dcl_texcoord6 v6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, c11.zxzw, v4
|
|
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, v4
|
|
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, v4
|
|
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, v4, s0
|
|
temp1 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// mov r0.x, r1.x
|
|
temp0.x = temp1.x;
|
|
// add r0, r0, -v4.z
|
|
temp0 = temp0 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v5.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.w
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// texld r1, v3, s2
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_62 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_62_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_62(PS_Array_Shader_62_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 1, 0, 0.25, 2.2
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord1 v3.xy
|
|
// dcl_texcoord3 v4.xy
|
|
// dcl_texcoord4 v5.xyz
|
|
// dcl_texcoord5 v6.xyz
|
|
// dcl_texcoord6 v7.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// dcl_2d s3
|
|
// add r0.xy, c11.zxzw, v5
|
|
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, v5
|
|
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, v5
|
|
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, v5, s0
|
|
temp1 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// mov r0.x, r1.x
|
|
temp0.x = temp1.x;
|
|
// add r0, r0, -v5.z
|
|
temp0 = temp0 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v6.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v7
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.w
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// texld r1, v3, s2
|
|
temp1 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r1.xyz, r2, c0.w
|
|
temp1.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r2.x, r1.x
|
|
temp2.x = exp2(temp1.x);
|
|
// exp r2.y, r1.y
|
|
temp2.y = exp2(temp1.y);
|
|
// exp r2.z, r1.z
|
|
temp2.z = exp2(temp1.z);
|
|
// mul r0.xyz, r0, r2
|
|
temp0.xyz = temp0.xyz * temp2.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v4, s3
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_63 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_63_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_63(PS_Array_Shader_63_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord3 v2.xy
|
|
// dcl_texcoord4 v3.xyz
|
|
// dcl_texcoord5 v4.xyz
|
|
// dcl_texcoord6 v5.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// 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.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v4.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v5
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
// mov oC0.w, v0.w
|
|
out_color.w = i.color.w;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_64 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_64_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_64(PS_Array_Shader_64_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 1, 0, 0.25, 2.2
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord3 v3.xy
|
|
// dcl_texcoord4 v4.xyz
|
|
// dcl_texcoord5 v5.xyz
|
|
// dcl_texcoord6 v6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, c11.zxzw, v4
|
|
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, v4
|
|
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, v4
|
|
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, v4, s0
|
|
temp1 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// mov r0.x, r1.x
|
|
temp0.x = temp1.x;
|
|
// add r0, r0, -v4.z
|
|
temp0 = temp0 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v5.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.w
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// texld r1, v3, s2
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_65 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_65_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_65(PS_Array_Shader_65_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 1, 0, 0.25, 2.2
|
|
// def c1, 4, 0, 0, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord1 v3.xy
|
|
// dcl_texcoord3 v4.xy
|
|
// dcl_texcoord4 v5.xyz
|
|
// dcl_texcoord5 v6.xyz
|
|
// dcl_texcoord6 v7.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// dcl_2d s3
|
|
// add r0.xy, c11.zxzw, v5
|
|
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, v5
|
|
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, v5
|
|
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, v5, s0
|
|
temp1 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// mov r0.x, r1.x
|
|
temp0.x = temp1.x;
|
|
// add r0, r0, -v5.z
|
|
temp0 = temp0 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v6.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v7
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.w
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// texld r1, v3, s2
|
|
temp1 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r1.xyz, r2, c0.w
|
|
temp1.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r2.x, r1.x
|
|
temp2.x = exp2(temp1.x);
|
|
// exp r2.y, r1.y
|
|
temp2.y = exp2(temp1.y);
|
|
// exp r2.z, r1.z
|
|
temp2.z = exp2(temp1.z);
|
|
// mul r0.xyz, r0, r2
|
|
temp0.xyz = temp0.xyz * temp2.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// mul r0.xyz, r0, c1.x
|
|
temp0.xyz = temp0.xyz * float3(4, 4, 4);
|
|
// texld r1, v4, s3
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_66 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_66_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_66(PS_Array_Shader_66_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord3 v2.xy
|
|
// dcl_texcoord4 v3.xyz
|
|
// dcl_texcoord5 v4.xyz
|
|
// dcl_texcoord6 v5.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// 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.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v4.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v5
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
// mov oC0.w, v0.w
|
|
out_color.w = i.color.w;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_67 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_67_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_67(PS_Array_Shader_67_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 1, 0, 0.25, 2.2
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord3 v3.xy
|
|
// dcl_texcoord4 v4.xyz
|
|
// dcl_texcoord5 v5.xyz
|
|
// dcl_texcoord6 v6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, c11.zxzw, v4
|
|
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, v4
|
|
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, v4
|
|
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, v4, s0
|
|
temp1 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// mov r0.x, r1.x
|
|
temp0.x = temp1.x;
|
|
// add r0, r0, -v4.z
|
|
temp0 = temp0 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v5.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.w
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// texld r1, v3, s2
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_68 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_68_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_68(PS_Array_Shader_68_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2, temp3;
|
|
// def c0, 1, 0, 0.25, 2.2
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord1 v3.xy
|
|
// dcl_texcoord3 v4.xy
|
|
// dcl_texcoord4 v5.xyz
|
|
// dcl_texcoord5 v6.xyz
|
|
// dcl_texcoord6 v7.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// dcl_2d s3
|
|
// add r0.xy, c11.zxzw, v5
|
|
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, v5
|
|
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, v5
|
|
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, v5, s0
|
|
temp1 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// mov r0.x, r1.x
|
|
temp0.x = temp1.x;
|
|
// add r0, r0, -v5.z
|
|
temp0 = temp0 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v6.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v7
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// texld r1, v3, s2
|
|
temp1 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r1.xyz, r2, c0.w
|
|
temp1.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r2.x, r1.x
|
|
temp2.x = exp2(temp1.x);
|
|
// exp r2.y, r1.y
|
|
temp2.y = exp2(temp1.y);
|
|
// exp r2.z, r1.z
|
|
temp2.z = exp2(temp1.z);
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r3.x, r1.x
|
|
temp3.x = log2(temp1.x);
|
|
// log r3.y, r1.y
|
|
temp3.y = log2(temp1.y);
|
|
// log r3.z, r1.z
|
|
temp3.z = log2(temp1.z);
|
|
// mul r3.xyz, r3, c0.w
|
|
temp3.xyz = temp3.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r3.x
|
|
temp1.x = exp2(temp3.x);
|
|
// exp r1.y, r3.y
|
|
temp1.y = exp2(temp3.y);
|
|
// exp r1.z, r3.z
|
|
temp1.z = exp2(temp3.z);
|
|
// mad r2.xyz, r0, -r1, r2
|
|
temp2.xyz = temp0.xyz * -temp1.xyz + temp2.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// mad r0.xyz, r0.w, r2, r0
|
|
temp0.xyz = temp0.www * temp2.xyz + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v4, s3
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_69 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_69_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_69(PS_Array_Shader_69_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord3 v2.xy
|
|
// dcl_texcoord4 v3.xyz
|
|
// dcl_texcoord5 v4.xyz
|
|
// dcl_texcoord6 v5.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// 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.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v4.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v5
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
// mov oC0.w, v0.w
|
|
out_color.w = i.color.w;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_70 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_70_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_70(PS_Array_Shader_70_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 1, 0, 0.25, 2.2
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord3 v3.xy
|
|
// dcl_texcoord4 v4.xyz
|
|
// dcl_texcoord5 v5.xyz
|
|
// dcl_texcoord6 v6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, c11.zxzw, v4
|
|
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, v4
|
|
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, v4
|
|
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, v4, s0
|
|
temp1 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// mov r0.x, r1.x
|
|
temp0.x = temp1.x;
|
|
// add r0, r0, -v4.z
|
|
temp0 = temp0 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r0.yzw, v5.xxyz, r0.x, r1.xxyz
|
|
temp0.yzw = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r1.xyz, v6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r0.x, v1
|
|
temp1.xyz = temp1.xyz * temp0.xxx + i.color1.xyz;
|
|
// add r0.xyz, r0.yzww, r1
|
|
temp0.xyz = temp0.yzw + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// texld r1, v2, s1
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.w
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mov oC0.w, r0.w
|
|
out_color.w = temp0.w;
|
|
// texld r1, v3, s2
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_71 Pixel_3_0 Has PRES False
|
|
struct PS_Array_Shader_71_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_Array_Shader_71(PS_Array_Shader_71_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2;
|
|
float3 temp3;
|
|
// def c0, 1, 0, 0.25, 2.2
|
|
// dcl_color v0
|
|
// dcl_color1 v1.xyz
|
|
// dcl_texcoord v2.xy
|
|
// dcl_texcoord3 v3.xy
|
|
// dcl_texcoord4 v4.xyz
|
|
// dcl_texcoord5 v5.xyz
|
|
// dcl_texcoord6 v6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, c11.zxzw, v4
|
|
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, v4
|
|
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, v4
|
|
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, v4, s0
|
|
temp1 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// mov r0.x, r1.x
|
|
temp0.x = temp1.x;
|
|
// add r0, r0, -v4.z
|
|
temp0 = temp0 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.x, c0.x, r0
|
|
temp0.x = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r0.x, r0.x, c0.z
|
|
temp0.x = temp0.x * float1(0.25);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r1.xyz, v5, r0.x, r1
|
|
temp1.xyz = i.texcoord5.xyz * temp0.xxx + temp1.xyz;
|
|
// mov r2.xyz, v6
|
|
temp2.xyz = i.texcoord6.xyz;
|
|
// mad r0.xyz, r2, r0.x, v1
|
|
temp0.xyz = temp2.xyz * temp0.xxx + i.color1.xyz;
|
|
// mov r1.w, v0.w
|
|
temp1.w = i.color.w;
|
|
// texld r2, v2, s1
|
|
temp2 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// log r3.x, r2.x
|
|
temp3.x = log2(temp2.x);
|
|
// log r3.y, r2.y
|
|
temp3.y = log2(temp2.y);
|
|
// log r3.z, r2.z
|
|
temp3.z = log2(temp2.z);
|
|
// mul r3.xyz, r3, c0.w
|
|
temp3.xyz = temp3.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r2.x, r3.x
|
|
temp2.x = exp2(temp3.x);
|
|
// exp r2.y, r3.y
|
|
temp2.y = exp2(temp3.y);
|
|
// exp r2.z, r3.z
|
|
temp2.z = exp2(temp3.z);
|
|
// mul r1, r1, r2
|
|
temp1 = temp1 * temp2;
|
|
// mad r0.xyz, r0, r1.w, r1
|
|
temp0.xyz = temp0.xyz * temp1.www + temp1.xyz;
|
|
// mov oC0.w, r1.w
|
|
out_color.w = temp1.w;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// texld r1, v3, s2
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
PixelShader PS_Array[72] = {
|
|
compile ps_3_0 PS_Array_Shader_0(), // 117
|
|
compile ps_3_0 PS_Array_Shader_1(), // 118
|
|
compile ps_3_0 PS_Array_Shader_2(), // 119
|
|
compile ps_3_0 PS_Array_Shader_3(), // 120
|
|
compile ps_3_0 PS_Array_Shader_4(), // 121
|
|
compile ps_3_0 PS_Array_Shader_5(), // 122
|
|
compile ps_3_0 PS_Array_Shader_6(), // 123
|
|
compile ps_3_0 PS_Array_Shader_7(), // 124
|
|
compile ps_3_0 PS_Array_Shader_8(), // 125
|
|
compile ps_3_0 PS_Array_Shader_9(), // 126
|
|
compile ps_3_0 PS_Array_Shader_10(), // 127
|
|
compile ps_3_0 PS_Array_Shader_11(), // 128
|
|
compile ps_3_0 PS_Array_Shader_12(), // 129
|
|
compile ps_3_0 PS_Array_Shader_13(), // 130
|
|
compile ps_3_0 PS_Array_Shader_14(), // 131
|
|
compile ps_3_0 PS_Array_Shader_15(), // 132
|
|
compile ps_3_0 PS_Array_Shader_16(), // 133
|
|
compile ps_3_0 PS_Array_Shader_17(), // 134
|
|
compile ps_3_0 PS_Array_Shader_18(), // 135
|
|
compile ps_3_0 PS_Array_Shader_19(), // 136
|
|
compile ps_3_0 PS_Array_Shader_20(), // 137
|
|
compile ps_3_0 PS_Array_Shader_21(), // 138
|
|
compile ps_3_0 PS_Array_Shader_22(), // 139
|
|
compile ps_3_0 PS_Array_Shader_23(), // 140
|
|
compile ps_3_0 PS_Array_Shader_24(), // 141
|
|
compile ps_3_0 PS_Array_Shader_25(), // 142
|
|
compile ps_3_0 PS_Array_Shader_26(), // 143
|
|
compile ps_3_0 PS_Array_Shader_27(), // 144
|
|
compile ps_3_0 PS_Array_Shader_28(), // 145
|
|
compile ps_3_0 PS_Array_Shader_29(), // 146
|
|
compile ps_3_0 PS_Array_Shader_30(), // 147
|
|
compile ps_3_0 PS_Array_Shader_31(), // 148
|
|
compile ps_3_0 PS_Array_Shader_32(), // 149
|
|
compile ps_3_0 PS_Array_Shader_33(), // 150
|
|
compile ps_3_0 PS_Array_Shader_34(), // 151
|
|
compile ps_3_0 PS_Array_Shader_35(), // 152
|
|
compile ps_3_0 PS_Array_Shader_36(), // 153
|
|
compile ps_3_0 PS_Array_Shader_37(), // 154
|
|
compile ps_3_0 PS_Array_Shader_38(), // 155
|
|
compile ps_3_0 PS_Array_Shader_39(), // 156
|
|
compile ps_3_0 PS_Array_Shader_40(), // 157
|
|
compile ps_3_0 PS_Array_Shader_41(), // 158
|
|
compile ps_3_0 PS_Array_Shader_42(), // 159
|
|
compile ps_3_0 PS_Array_Shader_43(), // 160
|
|
compile ps_3_0 PS_Array_Shader_44(), // 161
|
|
compile ps_3_0 PS_Array_Shader_45(), // 162
|
|
compile ps_3_0 PS_Array_Shader_46(), // 163
|
|
compile ps_3_0 PS_Array_Shader_47(), // 164
|
|
compile ps_3_0 PS_Array_Shader_48(), // 165
|
|
compile ps_3_0 PS_Array_Shader_49(), // 166
|
|
compile ps_3_0 PS_Array_Shader_50(), // 167
|
|
compile ps_3_0 PS_Array_Shader_51(), // 168
|
|
compile ps_3_0 PS_Array_Shader_52(), // 169
|
|
compile ps_3_0 PS_Array_Shader_53(), // 170
|
|
compile ps_3_0 PS_Array_Shader_54(), // 171
|
|
compile ps_3_0 PS_Array_Shader_55(), // 172
|
|
compile ps_3_0 PS_Array_Shader_56(), // 173
|
|
compile ps_3_0 PS_Array_Shader_57(), // 174
|
|
compile ps_3_0 PS_Array_Shader_58(), // 175
|
|
compile ps_3_0 PS_Array_Shader_59(), // 176
|
|
compile ps_3_0 PS_Array_Shader_60(), // 177
|
|
compile ps_3_0 PS_Array_Shader_61(), // 178
|
|
compile ps_3_0 PS_Array_Shader_62(), // 179
|
|
compile ps_3_0 PS_Array_Shader_63(), // 180
|
|
compile ps_3_0 PS_Array_Shader_64(), // 181
|
|
compile ps_3_0 PS_Array_Shader_65(), // 182
|
|
compile ps_3_0 PS_Array_Shader_66(), // 183
|
|
compile ps_3_0 PS_Array_Shader_67(), // 184
|
|
compile ps_3_0 PS_Array_Shader_68(), // 185
|
|
compile ps_3_0 PS_Array_Shader_69(), // 186
|
|
compile ps_3_0 PS_Array_Shader_70(), // 187
|
|
compile ps_3_0 PS_Array_Shader_71(), // 188
|
|
};
|
|
// VS_M_Array_Shader_0 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_0_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_0_Output
|
|
{
|
|
float4 color1 : COLOR1;
|
|
float4 color : COLOR;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_0_Output VS_M_Array_Shader_0(VS_M_Array_Shader_0_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 4
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 2
|
|
0 - ConstOutput: 13 ConstInput 2
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// rcp c11.x, c2.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c13.x, r0.x, r1.x
|
|
expr13.x = temp0.x >= temp1.x;
|
|
// mul c14.xyz, c1.x, c0.xyz
|
|
expr14.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
}
|
|
|
|
VS_M_Array_Shader_0_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
float addr0;
|
|
float3 temp7;
|
|
// def c0, 1, 0, -2, 3
|
|
// def c2, 0.5, 0, -0.0015, 0
|
|
// defi i0, 2, 0, 0, 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));
|
|
// 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));
|
|
// mov r1.w, c0.x
|
|
temp1.w = float1(1);
|
|
// dp4 r0.x, r1, c116
|
|
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// dp3 r0.y, v1, c124
|
|
temp0.y = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz);
|
|
// dp3 r0.z, v1, c125
|
|
temp0.z = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz);
|
|
// dp3 r0.w, v1, c126
|
|
temp0.w = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz);
|
|
// add r2.xyz, -r1, c123
|
|
temp2.xyz = -temp1.xyz + EyePosition.xyz;
|
|
// dp3 r2.w, r2, r2
|
|
temp2.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r2.w, r2.w
|
|
temp2.w = 1 / sqrt(temp2.w);
|
|
// mov r3.zw, c18.x
|
|
temp3.zw = Shininess.x;
|
|
// mov r4.xyz, c0.y
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r5.xyz, c0.y
|
|
temp5.xyz = float3(0, 0, 0);
|
|
// mov r4.w, c0.x
|
|
temp4.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r5.w, r4.w, r4.w
|
|
temp5.w = temp4.w + temp4.w;
|
|
// mova a0.x, r5.w
|
|
addr0.x = temp5.w;
|
|
// mad r6.xyz, r2, r2.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp2.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.y, r0.yzww, r7
|
|
temp3.y = dot(temp0.yzw, temp7.xyz);
|
|
// dp3 r3.x, r0.yzww, c6[a0.x]
|
|
temp3.x = dot(temp0.yzw, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// lit r6, r3
|
|
temp6 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mad r5.xyz, c5[a0.x], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r4.xyz, c5[a0.x], r6.y, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.yyy + temp4.xyz;
|
|
// add r4.w, r4.w, c0.x
|
|
temp4.w = temp4.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mul r3.xyz, r5, c17
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c2.x
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c4
|
|
temp3.xyz = AmbientLightColor.xyz;
|
|
// mov r5.xyz, c15
|
|
temp5.xyz = ColorAmbient.xyz;
|
|
// mad r3.xyz, r3, r5, c14
|
|
temp3.xyz = temp3.xyz * temp5.xyz + expr14.xyz;
|
|
// mad r3.xyz, r4, c16, r3
|
|
temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz;
|
|
// mul r4.xyz, r2, r2.w
|
|
temp4.xyz = temp2.xyz * temp2.www;
|
|
// dp3 r3.w, r4, r0.yzww
|
|
temp3.w = dot(temp4.xyz, temp0.yzw);
|
|
// abs r3.w, r3.w
|
|
temp3.w = abs(temp3.w);
|
|
// mul r3.w, r3.w, c11.x
|
|
temp3.w = temp3.w * expr11.x;
|
|
// max r3.w, r3.w, c0.y
|
|
temp3.w = max(temp3.w, float1(0));
|
|
// min r3.w, r3.w, c0.x
|
|
temp3.w = min(temp3.w, float1(1));
|
|
// mul r4.x, r3.w, r3.w
|
|
temp4.x = temp3.w * temp3.w;
|
|
// mad r3.w, r3.w, c0.z, c0.w
|
|
temp3.w = temp3.w * float1(-2) + float1(3);
|
|
// mul r3.w, r4.x, r3.w
|
|
temp3.w = temp4.x * temp3.w;
|
|
// mov r4.w, v4.w
|
|
temp4.w = i.color.w;
|
|
// mul r5, r3.w, v4
|
|
temp5 = temp3.w * i.color;
|
|
// mov r4.xyz, r5
|
|
temp4.xyz = temp5.xyz;
|
|
// mov r5.xyz, v4
|
|
temp5.xyz = i.color.xyz;
|
|
// lrp r6, c13.x, r4, r5
|
|
temp6 = lerp(temp5, temp4, expr13.x);
|
|
// mul r3.xyz, r3, r6
|
|
temp3.xyz = temp3.xyz * temp6.xyz;
|
|
// mul oD0.xyz, r3, c2.x
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// dp3 r3.x, r0.yzww, c6
|
|
temp3.x = dot(temp0.yzw, DirectionalLight[0].Direction.xyz);
|
|
// mad r2.xyz, r2, r2.w, c6
|
|
temp2.xyz = temp2.xyz * temp2.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r2
|
|
temp4.xyz = normalize(temp2.xyz).xyz;
|
|
// dp3 r3.y, r0.yzww, r4
|
|
temp3.y = dot(temp0.yzw, temp4.xyz);
|
|
// mov r3.zw, c18.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r2, r3
|
|
temp2 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r3.xyz, c5
|
|
temp3.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r0.yzw, r3.xxyz, c3.xxyz
|
|
temp0.yzw = temp3.xyz * NoCloudMultiplier.xyz;
|
|
// mul r2.xzw, r2.z, r0.yyzw
|
|
temp2.xzw = temp2.zzz * temp0.yzw;
|
|
// mul r2.xzw, r2, c17.xyyz
|
|
temp2.xzw = temp2.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r2.xzww, c2.x
|
|
o.texcoord6 = temp2.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r2.x, c19.x
|
|
temp2.x = Opacity.x;
|
|
// mul r2.x, r2.x, c1.x
|
|
temp2.x = temp2.x * OpacityOverride.x;
|
|
// mul oD0.w, r6.w, r2.x
|
|
o.color.w = temp6.w * temp2.x;
|
|
// mul r0.yzw, r2.y, r0
|
|
temp0.yzw = temp2.yyy * temp0.yzw;
|
|
// mul r0.yzw, r0, c16.xxyz
|
|
temp0.yzw = temp0.yzw * ColorDiffuse.xyz;
|
|
// mul r0.yzw, r6.xxyz, r0
|
|
temp0.yzw = temp6.xyz * temp0.yzw;
|
|
// mul oT5.xyz, r0.yzww, c2.x
|
|
o.texcoord5 = temp0.yzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// add r0.yz, r1.xxyw, -v3.xxyw
|
|
temp0.yz = temp1.xy + -i.texcoord1.xy;
|
|
// mad oT1.xy, c20.x, r0.yzzw, v3
|
|
o.texcoord1 = UseWorldCords.x * temp0.yzzw + i.texcoord1;
|
|
// add r0.yz, r1.xxyw, c21.xzww
|
|
temp0.yz = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r0.yzzw, c21
|
|
o.texcoord3 = temp0.yzzw * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r0.y, r1, c113
|
|
temp0.y = 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));
|
|
// rcp r2.x, r0.x
|
|
temp2.x = 1.0f / temp0.x;
|
|
// mad oT4.xyz, r0.yzww, r2.x, c2.yyzw
|
|
o.texcoord4.xyz = temp0.yzw * temp2.xxx + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
// 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));
|
|
// mov oD1.w, c0.x
|
|
o.color1.w = float1(1);
|
|
// mov oT0.xy, v2
|
|
o.texcoord = i.texcoord;
|
|
// mov oT2.xy, c0.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_1 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_1_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_1_Output
|
|
{
|
|
float4 color1 : COLOR1;
|
|
float4 color : COLOR;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_1_Output VS_M_Array_Shader_1(VS_M_Array_Shader_1_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 4
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 2
|
|
0 - ConstOutput: 13 ConstInput 2
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// rcp c11.x, c2.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c13.x, r0.x, r1.x
|
|
expr13.x = temp0.x >= temp1.x;
|
|
// mul c14.xyz, c1.x, c0.xyz
|
|
expr14.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
}
|
|
|
|
VS_M_Array_Shader_1_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
float2 addr0;
|
|
float3 temp7;
|
|
// def c0, -2, 3, 0, 0
|
|
// def c2, 1, -1, 0, 0.5
|
|
// def c22, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_position v1
|
|
// dcl_normal v2
|
|
// dcl_texcoord v3
|
|
// dcl_texcoord1 v4
|
|
// dcl_color v5
|
|
// frc r0.x, v0.x
|
|
temp0.x = frac(i.blendindices.x);
|
|
// slt r0.y, -r0.x, r0.x
|
|
temp0.y = (-temp0.x < temp0.x) ? 1 : 0;
|
|
// add r0.x, -r0.x, v0.x
|
|
temp0.x = -temp0.x + i.blendindices.x;
|
|
// slt r0.z, v0.x, -v0.x
|
|
temp0.z = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
|
|
// mad r0.x, r0.z, r0.y, r0.x
|
|
temp0.x = temp0.z * temp0.y + temp0.x;
|
|
// add r0.x, r0.x, r0.x
|
|
temp0.x = temp0.x + temp0.x;
|
|
// mova a0.x, r0.x
|
|
addr0.x = temp0.x;
|
|
// mul r0, v1.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v1.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v1.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c2.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;
|
|
// mul r1, v2.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v2.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c2.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;
|
|
// add r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mov r3.zw, c18.x
|
|
temp3.zw = Shininess.x;
|
|
// mov r4.xyz, c2.z
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r5.xyz, c2.z
|
|
temp5.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c2.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r4.w, r2.w, r2.w
|
|
temp4.w = temp2.w + temp2.w;
|
|
// mova a0.y, r4.w
|
|
addr0.y = temp4.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.y]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.y / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.y, r1, r7
|
|
temp3.y = dot(temp1.xyz, temp7.xyz);
|
|
// dp3 r3.x, r1, c6[a0.y]
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0 + (addr0.y / 2)].Direction.xyz);
|
|
// lit r6, r3
|
|
temp6 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mad r5.xyz, c5[a0.y], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.y / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r4.xyz, c5[a0.y], r6.y, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.y / 2)].Color.xyz * temp6.yyy + temp4.xyz;
|
|
// add r2.w, r2.w, c2.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mul r3.xyz, r5, c17
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c2.w
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// dp3 r2.w, r3, r1
|
|
temp2.w = dot(temp3.xyz, temp1.xyz);
|
|
// abs r2.w, r2.w
|
|
temp2.w = abs(temp2.w);
|
|
// mul r2.w, r2.w, c11.x
|
|
temp2.w = temp2.w * expr11.x;
|
|
// max r2.w, r2.w, c2.z
|
|
temp2.w = max(temp2.w, float1(0));
|
|
// min r2.w, r2.w, c2.x
|
|
temp2.w = min(temp2.w, float1(1));
|
|
// mul r3.x, r2.w, r2.w
|
|
temp3.x = temp2.w * temp2.w;
|
|
// mad r2.w, r2.w, c0.x, c0.y
|
|
temp2.w = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r2.w, r2.w, c129[a0.x].w
|
|
temp2.w = temp2.w * WorldBones[1 + addr0.x].w;
|
|
// mov r3.xyz, c4
|
|
temp3.xyz = AmbientLightColor.xyz;
|
|
// mov r5.xyz, c15
|
|
temp5.xyz = ColorAmbient.xyz;
|
|
// mad r3.xyz, r3, r5, c14
|
|
temp3.xyz = temp3.xyz * temp5.xyz + expr14.xyz;
|
|
// mad r3.xyz, r4, c16, r3
|
|
temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz;
|
|
// mov r4.w, v5.w
|
|
temp4.w = i.color.w;
|
|
// mul r5, r2.w, v5
|
|
temp5 = temp2.w * i.color;
|
|
// mov r4.xyz, r5
|
|
temp4.xyz = temp5.xyz;
|
|
// mov r5.xyz, v5
|
|
temp5.xyz = i.color.xyz;
|
|
// lrp r6, c13.x, r4, r5
|
|
temp6 = lerp(temp5, temp4, expr13.x);
|
|
// mul r3.xyz, r3, r6
|
|
temp3.xyz = temp3.xyz * temp6.xyz;
|
|
// mul oD0.xyz, r3, c2.w
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.w, c2.x
|
|
temp0.w = float1(1);
|
|
// dp4 r2.w, r0, c116
|
|
temp2.w = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// mov r3.x, c19.x
|
|
temp3.x = Opacity.x;
|
|
// mul r3.x, r3.x, c1.x
|
|
temp3.x = temp3.x * OpacityOverride.x;
|
|
// mul oD0.w, r6.w, r3.x
|
|
o.color.w = temp6.w * temp3.x;
|
|
// dp3 r3.x, r1, c6
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// mad r2.xyz, r2, r1.w, c6
|
|
temp2.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r2
|
|
temp4.xyz = normalize(temp2.xyz).xyz;
|
|
// dp3 r3.y, r1, r4
|
|
temp3.y = dot(temp1.xyz, temp4.xyz);
|
|
// mov r3.zw, c18.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r1, r3
|
|
temp1 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r2.xyz, c5
|
|
temp2.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r2.xyz, r2, c3
|
|
temp2.xyz = temp2.xyz * NoCloudMultiplier.xyz;
|
|
// mul r1.xzw, r1.z, r2.xyyz
|
|
temp1.xzw = temp1.zzz * temp2.xyz;
|
|
// mul r1.xzw, r1, c17.xyyz
|
|
temp1.xzw = temp1.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r1.xzww, c2.w
|
|
o.texcoord6 = temp1.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r1.xyz, r1.y, r2
|
|
temp1.xyz = temp1.yyy * temp2.xyz;
|
|
// mul r1.xyz, r1, c16
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz;
|
|
// mul r1.xyz, r6, r1
|
|
temp1.xyz = temp6.xyz * temp1.xyz;
|
|
// mul oT5.xyz, r1, c2.w
|
|
o.texcoord5 = temp1 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// add r1.xy, r0, -v4
|
|
temp1.xy = temp0.xy + -i.texcoord1.xy;
|
|
// mad oT1.xy, c20.x, r1, v4
|
|
o.texcoord1 = UseWorldCords.x * temp1 + i.texcoord1;
|
|
// add r1.xy, r0, c21.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r1, c21
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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));
|
|
// rcp r1.w, r2.w
|
|
temp1.w = 1.0f / temp2.w;
|
|
// mad oT4.xyz, r1, r1.w, c22.xxyw
|
|
o.texcoord4.xyz = temp1.xyz * temp1.www + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r2.w
|
|
o.texcoord4.w = temp2.w;
|
|
// 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));
|
|
// mov oD1.w, c2.x
|
|
o.color1.w = float1(1);
|
|
// mov oT0.xy, v3
|
|
o.texcoord = i.texcoord;
|
|
// mov oT2.xy, c2.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_2 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_2_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 blendweight : BLENDWEIGHT;
|
|
float4 position : POSITION;
|
|
float4 position1 : POSITION1;
|
|
float4 normal : NORMAL;
|
|
float4 normal1 : NORMAL1;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_2_Output
|
|
{
|
|
float4 color1 : COLOR1;
|
|
float4 color : COLOR;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_2_Output VS_M_Array_Shader_2(VS_M_Array_Shader_2_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 4
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 2
|
|
0 - ConstOutput: 13 ConstInput 2
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// rcp c11.x, c2.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c13.x, r0.x, r1.x
|
|
expr13.x = temp0.x >= temp1.x;
|
|
// mul c14.xyz, c1.x, c0.xyz
|
|
expr14.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
}
|
|
|
|
VS_M_Array_Shader_2_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
float2 addr0;
|
|
float3 temp7;
|
|
// def c0, -2, 3, 0, 0
|
|
// def c2, 1, -1, 0, 0.5
|
|
// def c22, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_blendweight v1
|
|
// dcl_position v2
|
|
// dcl_position1 v3
|
|
// dcl_normal v4
|
|
// dcl_normal1 v5
|
|
// dcl_texcoord v6
|
|
// dcl_texcoord1 v7
|
|
// dcl_color v8
|
|
// frc r0.xy, v0
|
|
temp0.xy = frac(i.blendindices.xy);
|
|
// slt r0.zw, -r0.xyxy, r0.xyxy
|
|
temp0.zw = (-temp0.xy < temp0.xy) ? 1 : 0;
|
|
// add r0.xy, -r0, v0
|
|
temp0.xy = -temp0.xy + i.blendindices.xy;
|
|
// slt r1.xy, v0, -v0
|
|
temp1.xy = (i.blendindices.xy < -i.blendindices.xy) ? 1 : 0;
|
|
// mad r0.xy, r1, r0.zwzw, r0
|
|
temp0.xy = temp1.xy * temp0.zw + temp0.xy;
|
|
// add r0.xy, r0, r0
|
|
temp0.xy = temp0.xy + temp0.xy;
|
|
// mova a0.xy, r0
|
|
addr0.xy = temp0.xy;
|
|
// mul r0.x, v1.y, c129[a0.y].w
|
|
temp0.x = i.blendweight.y * WorldBones[1 + addr0.y].w;
|
|
// mad r0.x, c129[a0.x].w, v1.x, r0.x
|
|
temp0.x = WorldBones[1 + addr0.x].w * i.blendweight.x + temp0.x;
|
|
// mul r1, v2.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp1;
|
|
// mul r2, v2.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c2.xxxy, -r2
|
|
temp1 = temp1 * float4(1, 1, 1, -1) + -temp2;
|
|
// mul r0.yzw, r1.w, c128[a0.x].xxyz
|
|
temp0.yzw = temp1.www * WorldBones[0 + addr0.x].xyz;
|
|
// mad r0.yzw, c128[a0.x].w, r1.xxyz, -r0
|
|
temp0.yzw = WorldBones[0 + addr0.x].www * temp1.xyz + -temp0.yzw;
|
|
// mad r0.yzw, c128[a0.x].xyzx, r1.xzxy, r0
|
|
temp0.yzw = WorldBones[0 + addr0.x].yzx * temp1.zxy + temp0.yzw;
|
|
// mad r0.yzw, c128[a0.x].xzxy, -r1.xyzx, r0
|
|
temp0.yzw = WorldBones[0 + addr0.x].zxy * -temp1.yzx + temp0.yzw;
|
|
// add r0.yzw, r0, c129[a0.x].xxyz
|
|
temp0.yzw = temp0.yzw + WorldBones[1 + addr0.x].xyz;
|
|
// mul r1, v4.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v4.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v4.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c2.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;
|
|
// mul r2, v3.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.position1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v3.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.position1.xyzx + temp2;
|
|
// mul r3, v3.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.position1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c2.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// add r2.xyz, r2, c129[a0.y]
|
|
temp2.xyz = temp2.xyz + WorldBones[1 + addr0.y].xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r2.xyz, r0.yzww, v1.x, r2
|
|
temp2.xyz = temp0.yzw * i.blendweight.xxx + temp2.xyz;
|
|
// mul r3, v5.zxyy, c128[a0.y].yzxy
|
|
temp3 = i.normal1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r3, c128[a0.y].wwwx, v5.xyzx, r3
|
|
temp3 = WorldBones[0 + addr0.y].wwwx * i.normal1.xyzx + temp3;
|
|
// mul r4, v5.yzxz, c128[a0.y].zxyz
|
|
temp4 = i.normal1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r3, r3, c2.xxxy, -r4
|
|
temp3 = temp3 * float4(1, 1, 1, -1) + -temp4;
|
|
// mul r0.yzw, r3.w, c128[a0.y].xxyz
|
|
temp0.yzw = temp3.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r0.yzw, c128[a0.y].w, r3.xxyz, -r0
|
|
temp0.yzw = WorldBones[0 + addr0.y].www * temp3.xyz + -temp0.yzw;
|
|
// mad r0.yzw, c128[a0.y].xyzx, r3.xzxy, r0
|
|
temp0.yzw = WorldBones[0 + addr0.y].yzx * temp3.zxy + temp0.yzw;
|
|
// mad r0.yzw, c128[a0.y].xzxy, -r3.xyzx, r0
|
|
temp0.yzw = WorldBones[0 + addr0.y].zxy * -temp3.yzx + temp0.yzw;
|
|
// mul r0.yzw, r0, v1.y
|
|
temp0.yzw = temp0.yzw * i.blendweight.yyy;
|
|
// mad r0.yzw, r1.xxyz, v1.x, r0
|
|
temp0.yzw = temp1.xyz * i.blendweight.xxx + temp0.yzw;
|
|
// add r1.xyz, -r2, c123
|
|
temp1.xyz = -temp2.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r1, r1
|
|
temp1.w = dot(temp1.xyz, temp1.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mov r3.zw, c18.x
|
|
temp3.zw = Shininess.x;
|
|
// mov r4.xyz, c2.z
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r5.xyz, c2.z
|
|
temp5.xyz = float3(0, 0, 0);
|
|
// mov r4.w, c2.x
|
|
temp4.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r5.w, r4.w, r4.w
|
|
temp5.w = temp4.w + temp4.w;
|
|
// mova a0.x, r5.w
|
|
addr0.x = temp5.w;
|
|
// mad r6.xyz, r1, r1.w, c6[a0.x]
|
|
temp6.xyz = temp1.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.y, r0.yzww, r7
|
|
temp3.y = dot(temp0.yzw, temp7.xyz);
|
|
// dp3 r3.x, r0.yzww, c6[a0.x]
|
|
temp3.x = dot(temp0.yzw, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// lit r6, r3
|
|
temp6 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mad r5.xyz, c5[a0.x], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r4.xyz, c5[a0.x], r6.y, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.yyy + temp4.xyz;
|
|
// add r4.w, r4.w, c2.x
|
|
temp4.w = temp4.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mul r3.xyz, r5, c17
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c2.w
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r1, r1.w
|
|
temp3.xyz = temp1.xyz * temp1.www;
|
|
// dp3 r3.x, r3, r0.yzww
|
|
temp3.x = dot(temp3.xyz, temp0.yzw);
|
|
// abs r3.x, r3.x
|
|
temp3.x = abs(temp3.x);
|
|
// mul r3.x, r3.x, c11.x
|
|
temp3.x = temp3.x * expr11.x;
|
|
// max r3.x, r3.x, c2.z
|
|
temp3.x = max(temp3.x, float1(0));
|
|
// min r3.x, r3.x, c2.x
|
|
temp3.x = min(temp3.x, float1(1));
|
|
// mul r3.y, r3.x, r3.x
|
|
temp3.y = temp3.x * temp3.x;
|
|
// mad r3.x, r3.x, c0.x, c0.y
|
|
temp3.x = temp3.x * float1(-2) + float1(3);
|
|
// mul r3.x, r3.y, r3.x
|
|
temp3.x = temp3.y * temp3.x;
|
|
// mul r0.x, r0.x, r3.x
|
|
temp0.x = temp0.x * temp3.x;
|
|
// mov r3.xyz, c4
|
|
temp3.xyz = AmbientLightColor.xyz;
|
|
// mov r5.xyz, c15
|
|
temp5.xyz = ColorAmbient.xyz;
|
|
// mad r3.xyz, r3, r5, c14
|
|
temp3.xyz = temp3.xyz * temp5.xyz + expr14.xyz;
|
|
// mad r3.xyz, r4, c16, r3
|
|
temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz;
|
|
// mov r4.w, v8.w
|
|
temp4.w = i.color.w;
|
|
// mul r5, r0.x, v8
|
|
temp5 = temp0.x * i.color;
|
|
// mov r4.xyz, r5
|
|
temp4.xyz = temp5.xyz;
|
|
// mov r5.xyz, v8
|
|
temp5.xyz = i.color.xyz;
|
|
// lrp r6, c13.x, r4, r5
|
|
temp6 = lerp(temp5, temp4, expr13.x);
|
|
// mul r3.xyz, r3, r6
|
|
temp3.xyz = temp3.xyz * temp6.xyz;
|
|
// mul oD0.xyz, r3, c2.w
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r2.w, c2.x
|
|
temp2.w = float1(1);
|
|
// dp4 r0.x, r2, c116
|
|
temp0.x = dot(temp2, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// mov r3.x, c19.x
|
|
temp3.x = Opacity.x;
|
|
// mul r3.x, r3.x, c1.x
|
|
temp3.x = temp3.x * OpacityOverride.x;
|
|
// mul oD0.w, r6.w, r3.x
|
|
o.color.w = temp6.w * temp3.x;
|
|
// dp3 r3.x, r0.yzww, c6
|
|
temp3.x = dot(temp0.yzw, DirectionalLight[0].Direction.xyz);
|
|
// mad r1.xyz, r1, r1.w, c6
|
|
temp1.xyz = temp1.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r1
|
|
temp4.xyz = normalize(temp1.xyz).xyz;
|
|
// dp3 r3.y, r0.yzww, r4
|
|
temp3.y = dot(temp0.yzw, temp4.xyz);
|
|
// mov r3.zw, c18.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r1, r3
|
|
temp1 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r3.xyz, c5
|
|
temp3.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r0.yzw, r3.xxyz, c3.xxyz
|
|
temp0.yzw = temp3.xyz * NoCloudMultiplier.xyz;
|
|
// mul r1.xzw, r1.z, r0.yyzw
|
|
temp1.xzw = temp1.zzz * temp0.yzw;
|
|
// mul r1.xzw, r1, c17.xyyz
|
|
temp1.xzw = temp1.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r1.xzww, c2.w
|
|
o.texcoord6 = temp1.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r0.yzw, r1.y, r0
|
|
temp0.yzw = temp1.yyy * temp0.yzw;
|
|
// mul r0.yzw, r0, c16.xxyz
|
|
temp0.yzw = temp0.yzw * ColorDiffuse.xyz;
|
|
// mul r0.yzw, r6.xxyz, r0
|
|
temp0.yzw = temp6.xyz * temp0.yzw;
|
|
// mul oT5.xyz, r0.yzww, c2.w
|
|
o.texcoord5 = temp0.yzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// add r0.yz, r2.xxyw, -v7.xxyw
|
|
temp0.yz = temp2.xy + -i.texcoord1.xy;
|
|
// mad oT1.xy, c20.x, r0.yzzw, v7
|
|
o.texcoord1 = UseWorldCords.x * temp0.yzzw + i.texcoord1;
|
|
// add r0.yz, r2.xxyw, c21.xzww
|
|
temp0.yz = temp2.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r0.yzzw, c21
|
|
o.texcoord3 = temp0.yzzw * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r0.y, r2, c113
|
|
temp0.y = dot(temp2, (ShadowMapWorldToShadow._m00_m10_m20_m30));
|
|
// dp4 r0.z, r2, c114
|
|
temp0.z = dot(temp2, (ShadowMapWorldToShadow._m01_m11_m21_m31));
|
|
// dp4 r0.w, r2, c115
|
|
temp0.w = dot(temp2, (ShadowMapWorldToShadow._m02_m12_m22_m32));
|
|
// rcp r1.x, r0.x
|
|
temp1.x = 1.0f / temp0.x;
|
|
// mad oT4.xyz, r0.yzww, r1.x, c22.xxyw
|
|
o.texcoord4.xyz = temp0.yzw * temp1.xxx + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
// dp4 oPos.x, r2, c119
|
|
o.position.x = dot(temp2, (ViewProjection._m00_m10_m20_m30));
|
|
// dp4 oPos.y, r2, c120
|
|
o.position.y = dot(temp2, (ViewProjection._m01_m11_m21_m31));
|
|
// dp4 oPos.z, r2, c121
|
|
o.position.z = dot(temp2, (ViewProjection._m02_m12_m22_m32));
|
|
// dp4 oPos.w, r2, c122
|
|
o.position.w = dot(temp2, (ViewProjection._m03_m13_m23_m33));
|
|
// mov oD1.w, c2.x
|
|
o.color1.w = float1(1);
|
|
// mov oT0.xy, v6
|
|
o.texcoord = i.texcoord;
|
|
// mov oT2.xy, c2.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_3 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_3_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_3_Output
|
|
{
|
|
float4 color1 : COLOR1;
|
|
float4 color : COLOR;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_3_Output VS_M_Array_Shader_3(VS_M_Array_Shader_3_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 5
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 2
|
|
0 - ConstOutput: 13 ConstInput 3
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// rcp c11.x, c2.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c13.x, r0.x, r1.x
|
|
expr13.x = temp0.x >= temp1.x;
|
|
// mul c14.xyz, c1.x, c0.xyz
|
|
expr14.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c15.xy, c5.x, c4.zw
|
|
expr15.xy = Time.x * TexCoordTransform_0.zw;
|
|
}
|
|
|
|
VS_M_Array_Shader_3_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
float addr0;
|
|
float3 temp7;
|
|
// def c0, 1, 0, -2, 3
|
|
// def c2, 0.5, 0, -0.0015, 0
|
|
// defi i0, 2, 0, 0, 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));
|
|
// 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));
|
|
// mov r1.w, c0.x
|
|
temp1.w = float1(1);
|
|
// dp4 r0.x, r1, c116
|
|
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// dp3 r0.y, v1, c124
|
|
temp0.y = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz);
|
|
// dp3 r0.z, v1, c125
|
|
temp0.z = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz);
|
|
// dp3 r0.w, v1, c126
|
|
temp0.w = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz);
|
|
// add r2.xyz, -r1, c123
|
|
temp2.xyz = -temp1.xyz + EyePosition.xyz;
|
|
// dp3 r2.w, r2, r2
|
|
temp2.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r2.w, r2.w
|
|
temp2.w = 1 / sqrt(temp2.w);
|
|
// mov r3.zw, c19.x
|
|
temp3.zw = Shininess.x;
|
|
// mov r4.xyz, c0.y
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r5.xyz, c0.y
|
|
temp5.xyz = float3(0, 0, 0);
|
|
// mov r4.w, c0.x
|
|
temp4.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r5.w, r4.w, r4.w
|
|
temp5.w = temp4.w + temp4.w;
|
|
// mova a0.x, r5.w
|
|
addr0.x = temp5.w;
|
|
// mad r6.xyz, r2, r2.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp2.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.y, r0.yzww, r7
|
|
temp3.y = dot(temp0.yzw, temp7.xyz);
|
|
// dp3 r3.x, r0.yzww, c6[a0.x]
|
|
temp3.x = dot(temp0.yzw, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// lit r6, r3
|
|
temp6 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mad r5.xyz, c5[a0.x], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r4.xyz, c5[a0.x], r6.y, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.yyy + temp4.xyz;
|
|
// add r4.w, r4.w, c0.x
|
|
temp4.w = temp4.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mul r3.xyz, r5, c18
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c2.x
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c4
|
|
temp3.xyz = AmbientLightColor.xyz;
|
|
// mov r5.xyz, c16
|
|
temp5.xyz = ColorAmbient.xyz;
|
|
// mad r3.xyz, r3, r5, c14
|
|
temp3.xyz = temp3.xyz * temp5.xyz + expr14.xyz;
|
|
// mad r3.xyz, r4, c17, r3
|
|
temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz;
|
|
// mul r4.xyz, r2, r2.w
|
|
temp4.xyz = temp2.xyz * temp2.www;
|
|
// dp3 r3.w, r4, r0.yzww
|
|
temp3.w = dot(temp4.xyz, temp0.yzw);
|
|
// abs r3.w, r3.w
|
|
temp3.w = abs(temp3.w);
|
|
// mul r3.w, r3.w, c11.x
|
|
temp3.w = temp3.w * expr11.x;
|
|
// max r3.w, r3.w, c0.y
|
|
temp3.w = max(temp3.w, float1(0));
|
|
// min r3.w, r3.w, c0.x
|
|
temp3.w = min(temp3.w, float1(1));
|
|
// mul r4.x, r3.w, r3.w
|
|
temp4.x = temp3.w * temp3.w;
|
|
// mad r3.w, r3.w, c0.z, c0.w
|
|
temp3.w = temp3.w * float1(-2) + float1(3);
|
|
// mul r3.w, r4.x, r3.w
|
|
temp3.w = temp4.x * temp3.w;
|
|
// mov r4.w, v4.w
|
|
temp4.w = i.color.w;
|
|
// mul r5, r3.w, v4
|
|
temp5 = temp3.w * i.color;
|
|
// mov r4.xyz, r5
|
|
temp4.xyz = temp5.xyz;
|
|
// mov r5.xyz, v4
|
|
temp5.xyz = i.color.xyz;
|
|
// lrp r6, c13.x, r4, r5
|
|
temp6 = lerp(temp5, temp4, expr13.x);
|
|
// mul r3.xyz, r3, r6
|
|
temp3.xyz = temp3.xyz * temp6.xyz;
|
|
// mul oD0.xyz, r3, c2.x
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// dp3 r3.x, r0.yzww, c6
|
|
temp3.x = dot(temp0.yzw, DirectionalLight[0].Direction.xyz);
|
|
// mad r2.xyz, r2, r2.w, c6
|
|
temp2.xyz = temp2.xyz * temp2.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r2
|
|
temp4.xyz = normalize(temp2.xyz).xyz;
|
|
// dp3 r3.y, r0.yzww, r4
|
|
temp3.y = dot(temp0.yzw, temp4.xyz);
|
|
// mov r3.zw, c19.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r2, r3
|
|
temp2 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r3.xyz, c5
|
|
temp3.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r0.yzw, r3.xxyz, c3.xxyz
|
|
temp0.yzw = temp3.xyz * NoCloudMultiplier.xyz;
|
|
// mul r2.xzw, r2.z, r0.yyzw
|
|
temp2.xzw = temp2.zzz * temp0.yzw;
|
|
// mul r2.xzw, r2, c18.xyyz
|
|
temp2.xzw = temp2.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r2.xzww, c2.x
|
|
o.texcoord6 = temp2.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r2.x, c20.x
|
|
temp2.x = Opacity.x;
|
|
// mul r2.x, r2.x, c1.x
|
|
temp2.x = temp2.x * OpacityOverride.x;
|
|
// mul oD0.w, r6.w, r2.x
|
|
o.color.w = temp6.w * temp2.x;
|
|
// mul r0.yzw, r2.y, r0
|
|
temp0.yzw = temp2.yyy * temp0.yzw;
|
|
// mul r0.yzw, r0, c17.xxyz
|
|
temp0.yzw = temp0.yzw * ColorDiffuse.xyz;
|
|
// mul r0.yzw, r6.xxyz, r0
|
|
temp0.yzw = temp6.xyz * temp0.yzw;
|
|
// mul oT5.xyz, r0.yzww, c2.x
|
|
o.texcoord5 = temp0.yzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// add r0.yz, r1.xxyw, -v3.xxyw
|
|
temp0.yz = temp1.xy + -i.texcoord1.xy;
|
|
// mad oT1.xy, c21.x, r0.yzzw, v3
|
|
o.texcoord1 = UseWorldCords.x * temp0.yzzw + i.texcoord1;
|
|
// add r0.yz, r1.xxyw, c23.xzww
|
|
temp0.yz = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r0.yzzw, c23
|
|
o.texcoord3 = temp0.yzzw * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r0.y, r1, c113
|
|
temp0.y = 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));
|
|
// rcp r2.x, r0.x
|
|
temp2.x = 1.0f / temp0.x;
|
|
// mad oT4.xyz, r0.yzww, r2.x, c2.yyzw
|
|
o.texcoord4.xyz = temp0.yzw * temp2.xxx + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
// 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));
|
|
// mov r0.xy, c22
|
|
temp0.xy = TexCoordTransform_0.xy;
|
|
// mad oT0.xy, v2, r0, c15
|
|
o.texcoord = i.texcoord * temp0 + expr15;
|
|
// mov oD1.w, c0.x
|
|
o.color1.w = float1(1);
|
|
// mov oT2.xy, c0.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_4 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_4_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_4_Output
|
|
{
|
|
float4 color1 : COLOR1;
|
|
float4 color : COLOR;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_4_Output VS_M_Array_Shader_4(VS_M_Array_Shader_4_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 5
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 2
|
|
0 - ConstOutput: 13 ConstInput 3
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// rcp c11.x, c2.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c13.x, r0.x, r1.x
|
|
expr13.x = temp0.x >= temp1.x;
|
|
// mul c14.xyz, c1.x, c0.xyz
|
|
expr14.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c15.xy, c5.x, c4.zw
|
|
expr15.xy = Time.x * TexCoordTransform_0.zw;
|
|
}
|
|
|
|
VS_M_Array_Shader_4_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
float2 addr0;
|
|
float3 temp7;
|
|
// def c0, -2, 3, 0, 0
|
|
// def c2, 1, -1, 0, 0.5
|
|
// def c24, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_position v1
|
|
// dcl_normal v2
|
|
// dcl_texcoord v3
|
|
// dcl_texcoord1 v4
|
|
// dcl_color v5
|
|
// frc r0.x, v0.x
|
|
temp0.x = frac(i.blendindices.x);
|
|
// slt r0.y, -r0.x, r0.x
|
|
temp0.y = (-temp0.x < temp0.x) ? 1 : 0;
|
|
// add r0.x, -r0.x, v0.x
|
|
temp0.x = -temp0.x + i.blendindices.x;
|
|
// slt r0.z, v0.x, -v0.x
|
|
temp0.z = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
|
|
// mad r0.x, r0.z, r0.y, r0.x
|
|
temp0.x = temp0.z * temp0.y + temp0.x;
|
|
// add r0.x, r0.x, r0.x
|
|
temp0.x = temp0.x + temp0.x;
|
|
// mova a0.x, r0.x
|
|
addr0.x = temp0.x;
|
|
// mul r0, v1.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v1.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v1.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c2.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;
|
|
// mul r1, v2.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v2.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c2.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;
|
|
// add r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mov r3.zw, c19.x
|
|
temp3.zw = Shininess.x;
|
|
// mov r4.xyz, c2.z
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r5.xyz, c2.z
|
|
temp5.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c2.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r4.w, r2.w, r2.w
|
|
temp4.w = temp2.w + temp2.w;
|
|
// mova a0.y, r4.w
|
|
addr0.y = temp4.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.y]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.y / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.y, r1, r7
|
|
temp3.y = dot(temp1.xyz, temp7.xyz);
|
|
// dp3 r3.x, r1, c6[a0.y]
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0 + (addr0.y / 2)].Direction.xyz);
|
|
// lit r6, r3
|
|
temp6 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mad r5.xyz, c5[a0.y], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.y / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r4.xyz, c5[a0.y], r6.y, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.y / 2)].Color.xyz * temp6.yyy + temp4.xyz;
|
|
// add r2.w, r2.w, c2.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mul r3.xyz, r5, c18
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c2.w
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// dp3 r2.w, r3, r1
|
|
temp2.w = dot(temp3.xyz, temp1.xyz);
|
|
// abs r2.w, r2.w
|
|
temp2.w = abs(temp2.w);
|
|
// mul r2.w, r2.w, c11.x
|
|
temp2.w = temp2.w * expr11.x;
|
|
// max r2.w, r2.w, c2.z
|
|
temp2.w = max(temp2.w, float1(0));
|
|
// min r2.w, r2.w, c2.x
|
|
temp2.w = min(temp2.w, float1(1));
|
|
// mul r3.x, r2.w, r2.w
|
|
temp3.x = temp2.w * temp2.w;
|
|
// mad r2.w, r2.w, c0.x, c0.y
|
|
temp2.w = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r2.w, r2.w, c129[a0.x].w
|
|
temp2.w = temp2.w * WorldBones[1 + addr0.x].w;
|
|
// mov r3.xyz, c4
|
|
temp3.xyz = AmbientLightColor.xyz;
|
|
// mov r5.xyz, c16
|
|
temp5.xyz = ColorAmbient.xyz;
|
|
// mad r3.xyz, r3, r5, c14
|
|
temp3.xyz = temp3.xyz * temp5.xyz + expr14.xyz;
|
|
// mad r3.xyz, r4, c17, r3
|
|
temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz;
|
|
// mov r4.w, v5.w
|
|
temp4.w = i.color.w;
|
|
// mul r5, r2.w, v5
|
|
temp5 = temp2.w * i.color;
|
|
// mov r4.xyz, r5
|
|
temp4.xyz = temp5.xyz;
|
|
// mov r5.xyz, v5
|
|
temp5.xyz = i.color.xyz;
|
|
// lrp r6, c13.x, r4, r5
|
|
temp6 = lerp(temp5, temp4, expr13.x);
|
|
// mul r3.xyz, r3, r6
|
|
temp3.xyz = temp3.xyz * temp6.xyz;
|
|
// mul oD0.xyz, r3, c2.w
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.w, c2.x
|
|
temp0.w = float1(1);
|
|
// dp4 r2.w, r0, c116
|
|
temp2.w = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// mov r3.x, c20.x
|
|
temp3.x = Opacity.x;
|
|
// mul r3.x, r3.x, c1.x
|
|
temp3.x = temp3.x * OpacityOverride.x;
|
|
// mul oD0.w, r6.w, r3.x
|
|
o.color.w = temp6.w * temp3.x;
|
|
// dp3 r3.x, r1, c6
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// mad r2.xyz, r2, r1.w, c6
|
|
temp2.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r2
|
|
temp4.xyz = normalize(temp2.xyz).xyz;
|
|
// dp3 r3.y, r1, r4
|
|
temp3.y = dot(temp1.xyz, temp4.xyz);
|
|
// mov r3.zw, c19.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r1, r3
|
|
temp1 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r2.xyz, c5
|
|
temp2.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r2.xyz, r2, c3
|
|
temp2.xyz = temp2.xyz * NoCloudMultiplier.xyz;
|
|
// mul r1.xzw, r1.z, r2.xyyz
|
|
temp1.xzw = temp1.zzz * temp2.xyz;
|
|
// mul r1.xzw, r1, c18.xyyz
|
|
temp1.xzw = temp1.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r1.xzww, c2.w
|
|
o.texcoord6 = temp1.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r1.xyz, r1.y, r2
|
|
temp1.xyz = temp1.yyy * temp2.xyz;
|
|
// mul r1.xyz, r1, c17
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz;
|
|
// mul r1.xyz, r6, r1
|
|
temp1.xyz = temp6.xyz * temp1.xyz;
|
|
// mul oT5.xyz, r1, c2.w
|
|
o.texcoord5 = temp1 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// add r1.xy, r0, -v4
|
|
temp1.xy = temp0.xy + -i.texcoord1.xy;
|
|
// mad oT1.xy, c21.x, r1, v4
|
|
o.texcoord1 = UseWorldCords.x * temp1 + i.texcoord1;
|
|
// add r1.xy, r0, c23.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r1, c23
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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));
|
|
// rcp r1.w, r2.w
|
|
temp1.w = 1.0f / temp2.w;
|
|
// mad oT4.xyz, r1, r1.w, c24.xxyw
|
|
o.texcoord4.xyz = temp1.xyz * temp1.www + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r2.w
|
|
o.texcoord4.w = temp2.w;
|
|
// 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));
|
|
// mov r0.xy, c22
|
|
temp0.xy = TexCoordTransform_0.xy;
|
|
// mad oT0.xy, v3, r0, c15
|
|
o.texcoord = i.texcoord * temp0 + expr15;
|
|
// mov oD1.w, c2.x
|
|
o.color1.w = float1(1);
|
|
// mov oT2.xy, c2.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_5 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_5_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 blendweight : BLENDWEIGHT;
|
|
float4 position : POSITION;
|
|
float4 position1 : POSITION1;
|
|
float4 normal : NORMAL;
|
|
float4 normal1 : NORMAL1;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_5_Output
|
|
{
|
|
float4 color1 : COLOR1;
|
|
float4 color : COLOR;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_5_Output VS_M_Array_Shader_5(VS_M_Array_Shader_5_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 5
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 2
|
|
0 - ConstOutput: 13 ConstInput 3
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// rcp c11.x, c2.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c13.x, r0.x, r1.x
|
|
expr13.x = temp0.x >= temp1.x;
|
|
// mul c14.xyz, c1.x, c0.xyz
|
|
expr14.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c15.xy, c5.x, c4.zw
|
|
expr15.xy = Time.x * TexCoordTransform_0.zw;
|
|
}
|
|
|
|
VS_M_Array_Shader_5_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
float2 addr0;
|
|
float3 temp7;
|
|
// def c0, -2, 3, 0, 0
|
|
// def c2, 1, -1, 0, 0.5
|
|
// def c24, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_blendweight v1
|
|
// dcl_position v2
|
|
// dcl_position1 v3
|
|
// dcl_normal v4
|
|
// dcl_normal1 v5
|
|
// dcl_texcoord v6
|
|
// dcl_texcoord1 v7
|
|
// dcl_color v8
|
|
// frc r0.xy, v0
|
|
temp0.xy = frac(i.blendindices.xy);
|
|
// slt r0.zw, -r0.xyxy, r0.xyxy
|
|
temp0.zw = (-temp0.xy < temp0.xy) ? 1 : 0;
|
|
// add r0.xy, -r0, v0
|
|
temp0.xy = -temp0.xy + i.blendindices.xy;
|
|
// slt r1.xy, v0, -v0
|
|
temp1.xy = (i.blendindices.xy < -i.blendindices.xy) ? 1 : 0;
|
|
// mad r0.xy, r1, r0.zwzw, r0
|
|
temp0.xy = temp1.xy * temp0.zw + temp0.xy;
|
|
// add r0.xy, r0, r0
|
|
temp0.xy = temp0.xy + temp0.xy;
|
|
// mova a0.xy, r0
|
|
addr0.xy = temp0.xy;
|
|
// mul r0.x, v1.y, c129[a0.y].w
|
|
temp0.x = i.blendweight.y * WorldBones[1 + addr0.y].w;
|
|
// mad r0.x, c129[a0.x].w, v1.x, r0.x
|
|
temp0.x = WorldBones[1 + addr0.x].w * i.blendweight.x + temp0.x;
|
|
// mul r1, v2.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp1;
|
|
// mul r2, v2.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c2.xxxy, -r2
|
|
temp1 = temp1 * float4(1, 1, 1, -1) + -temp2;
|
|
// mul r0.yzw, r1.w, c128[a0.x].xxyz
|
|
temp0.yzw = temp1.www * WorldBones[0 + addr0.x].xyz;
|
|
// mad r0.yzw, c128[a0.x].w, r1.xxyz, -r0
|
|
temp0.yzw = WorldBones[0 + addr0.x].www * temp1.xyz + -temp0.yzw;
|
|
// mad r0.yzw, c128[a0.x].xyzx, r1.xzxy, r0
|
|
temp0.yzw = WorldBones[0 + addr0.x].yzx * temp1.zxy + temp0.yzw;
|
|
// mad r0.yzw, c128[a0.x].xzxy, -r1.xyzx, r0
|
|
temp0.yzw = WorldBones[0 + addr0.x].zxy * -temp1.yzx + temp0.yzw;
|
|
// add r0.yzw, r0, c129[a0.x].xxyz
|
|
temp0.yzw = temp0.yzw + WorldBones[1 + addr0.x].xyz;
|
|
// mul r1, v4.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v4.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v4.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c2.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;
|
|
// mul r2, v3.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.position1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v3.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.position1.xyzx + temp2;
|
|
// mul r3, v3.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.position1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c2.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// add r2.xyz, r2, c129[a0.y]
|
|
temp2.xyz = temp2.xyz + WorldBones[1 + addr0.y].xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r2.xyz, r0.yzww, v1.x, r2
|
|
temp2.xyz = temp0.yzw * i.blendweight.xxx + temp2.xyz;
|
|
// mul r3, v5.zxyy, c128[a0.y].yzxy
|
|
temp3 = i.normal1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r3, c128[a0.y].wwwx, v5.xyzx, r3
|
|
temp3 = WorldBones[0 + addr0.y].wwwx * i.normal1.xyzx + temp3;
|
|
// mul r4, v5.yzxz, c128[a0.y].zxyz
|
|
temp4 = i.normal1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r3, r3, c2.xxxy, -r4
|
|
temp3 = temp3 * float4(1, 1, 1, -1) + -temp4;
|
|
// mul r0.yzw, r3.w, c128[a0.y].xxyz
|
|
temp0.yzw = temp3.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r0.yzw, c128[a0.y].w, r3.xxyz, -r0
|
|
temp0.yzw = WorldBones[0 + addr0.y].www * temp3.xyz + -temp0.yzw;
|
|
// mad r0.yzw, c128[a0.y].xyzx, r3.xzxy, r0
|
|
temp0.yzw = WorldBones[0 + addr0.y].yzx * temp3.zxy + temp0.yzw;
|
|
// mad r0.yzw, c128[a0.y].xzxy, -r3.xyzx, r0
|
|
temp0.yzw = WorldBones[0 + addr0.y].zxy * -temp3.yzx + temp0.yzw;
|
|
// mul r0.yzw, r0, v1.y
|
|
temp0.yzw = temp0.yzw * i.blendweight.yyy;
|
|
// mad r0.yzw, r1.xxyz, v1.x, r0
|
|
temp0.yzw = temp1.xyz * i.blendweight.xxx + temp0.yzw;
|
|
// add r1.xyz, -r2, c123
|
|
temp1.xyz = -temp2.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r1, r1
|
|
temp1.w = dot(temp1.xyz, temp1.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mov r3.zw, c19.x
|
|
temp3.zw = Shininess.x;
|
|
// mov r4.xyz, c2.z
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r5.xyz, c2.z
|
|
temp5.xyz = float3(0, 0, 0);
|
|
// mov r4.w, c2.x
|
|
temp4.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r5.w, r4.w, r4.w
|
|
temp5.w = temp4.w + temp4.w;
|
|
// mova a0.x, r5.w
|
|
addr0.x = temp5.w;
|
|
// mad r6.xyz, r1, r1.w, c6[a0.x]
|
|
temp6.xyz = temp1.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.y, r0.yzww, r7
|
|
temp3.y = dot(temp0.yzw, temp7.xyz);
|
|
// dp3 r3.x, r0.yzww, c6[a0.x]
|
|
temp3.x = dot(temp0.yzw, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// lit r6, r3
|
|
temp6 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mad r5.xyz, c5[a0.x], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r4.xyz, c5[a0.x], r6.y, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.yyy + temp4.xyz;
|
|
// add r4.w, r4.w, c2.x
|
|
temp4.w = temp4.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mul r3.xyz, r5, c18
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c2.w
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r1, r1.w
|
|
temp3.xyz = temp1.xyz * temp1.www;
|
|
// dp3 r3.x, r3, r0.yzww
|
|
temp3.x = dot(temp3.xyz, temp0.yzw);
|
|
// abs r3.x, r3.x
|
|
temp3.x = abs(temp3.x);
|
|
// mul r3.x, r3.x, c11.x
|
|
temp3.x = temp3.x * expr11.x;
|
|
// max r3.x, r3.x, c2.z
|
|
temp3.x = max(temp3.x, float1(0));
|
|
// min r3.x, r3.x, c2.x
|
|
temp3.x = min(temp3.x, float1(1));
|
|
// mul r3.y, r3.x, r3.x
|
|
temp3.y = temp3.x * temp3.x;
|
|
// mad r3.x, r3.x, c0.x, c0.y
|
|
temp3.x = temp3.x * float1(-2) + float1(3);
|
|
// mul r3.x, r3.y, r3.x
|
|
temp3.x = temp3.y * temp3.x;
|
|
// mul r0.x, r0.x, r3.x
|
|
temp0.x = temp0.x * temp3.x;
|
|
// mov r3.xyz, c4
|
|
temp3.xyz = AmbientLightColor.xyz;
|
|
// mov r5.xyz, c16
|
|
temp5.xyz = ColorAmbient.xyz;
|
|
// mad r3.xyz, r3, r5, c14
|
|
temp3.xyz = temp3.xyz * temp5.xyz + expr14.xyz;
|
|
// mad r3.xyz, r4, c17, r3
|
|
temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz;
|
|
// mov r4.w, v8.w
|
|
temp4.w = i.color.w;
|
|
// mul r5, r0.x, v8
|
|
temp5 = temp0.x * i.color;
|
|
// mov r4.xyz, r5
|
|
temp4.xyz = temp5.xyz;
|
|
// mov r5.xyz, v8
|
|
temp5.xyz = i.color.xyz;
|
|
// lrp r6, c13.x, r4, r5
|
|
temp6 = lerp(temp5, temp4, expr13.x);
|
|
// mul r3.xyz, r3, r6
|
|
temp3.xyz = temp3.xyz * temp6.xyz;
|
|
// mul oD0.xyz, r3, c2.w
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r2.w, c2.x
|
|
temp2.w = float1(1);
|
|
// dp4 r0.x, r2, c116
|
|
temp0.x = dot(temp2, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// mov r3.x, c20.x
|
|
temp3.x = Opacity.x;
|
|
// mul r3.x, r3.x, c1.x
|
|
temp3.x = temp3.x * OpacityOverride.x;
|
|
// mul oD0.w, r6.w, r3.x
|
|
o.color.w = temp6.w * temp3.x;
|
|
// dp3 r3.x, r0.yzww, c6
|
|
temp3.x = dot(temp0.yzw, DirectionalLight[0].Direction.xyz);
|
|
// mad r1.xyz, r1, r1.w, c6
|
|
temp1.xyz = temp1.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r1
|
|
temp4.xyz = normalize(temp1.xyz).xyz;
|
|
// dp3 r3.y, r0.yzww, r4
|
|
temp3.y = dot(temp0.yzw, temp4.xyz);
|
|
// mov r3.zw, c19.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r1, r3
|
|
temp1 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r3.xyz, c5
|
|
temp3.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r0.yzw, r3.xxyz, c3.xxyz
|
|
temp0.yzw = temp3.xyz * NoCloudMultiplier.xyz;
|
|
// mul r1.xzw, r1.z, r0.yyzw
|
|
temp1.xzw = temp1.zzz * temp0.yzw;
|
|
// mul r1.xzw, r1, c18.xyyz
|
|
temp1.xzw = temp1.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r1.xzww, c2.w
|
|
o.texcoord6 = temp1.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r0.yzw, r1.y, r0
|
|
temp0.yzw = temp1.yyy * temp0.yzw;
|
|
// mul r0.yzw, r0, c17.xxyz
|
|
temp0.yzw = temp0.yzw * ColorDiffuse.xyz;
|
|
// mul r0.yzw, r6.xxyz, r0
|
|
temp0.yzw = temp6.xyz * temp0.yzw;
|
|
// mul oT5.xyz, r0.yzww, c2.w
|
|
o.texcoord5 = temp0.yzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// add r0.yz, r2.xxyw, -v7.xxyw
|
|
temp0.yz = temp2.xy + -i.texcoord1.xy;
|
|
// mad oT1.xy, c21.x, r0.yzzw, v7
|
|
o.texcoord1 = UseWorldCords.x * temp0.yzzw + i.texcoord1;
|
|
// add r0.yz, r2.xxyw, c23.xzww
|
|
temp0.yz = temp2.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r0.yzzw, c23
|
|
o.texcoord3 = temp0.yzzw * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r0.y, r2, c113
|
|
temp0.y = dot(temp2, (ShadowMapWorldToShadow._m00_m10_m20_m30));
|
|
// dp4 r0.z, r2, c114
|
|
temp0.z = dot(temp2, (ShadowMapWorldToShadow._m01_m11_m21_m31));
|
|
// dp4 r0.w, r2, c115
|
|
temp0.w = dot(temp2, (ShadowMapWorldToShadow._m02_m12_m22_m32));
|
|
// rcp r1.x, r0.x
|
|
temp1.x = 1.0f / temp0.x;
|
|
// mad oT4.xyz, r0.yzww, r1.x, c24.xxyw
|
|
o.texcoord4.xyz = temp0.yzw * temp1.xxx + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
// dp4 oPos.x, r2, c119
|
|
o.position.x = dot(temp2, (ViewProjection._m00_m10_m20_m30));
|
|
// dp4 oPos.y, r2, c120
|
|
o.position.y = dot(temp2, (ViewProjection._m01_m11_m21_m31));
|
|
// dp4 oPos.z, r2, c121
|
|
o.position.z = dot(temp2, (ViewProjection._m02_m12_m22_m32));
|
|
// dp4 oPos.w, r2, c122
|
|
o.position.w = dot(temp2, (ViewProjection._m03_m13_m23_m33));
|
|
// mov r0.xy, c22
|
|
temp0.xy = TexCoordTransform_0.xy;
|
|
// mad oT0.xy, v6, r0, c15
|
|
o.texcoord = i.texcoord * temp0 + expr15;
|
|
// mov oD1.w, c2.x
|
|
o.color1.w = float1(1);
|
|
// mov oT2.xy, c2.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_6 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_6_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_6_Output
|
|
{
|
|
float4 color1 : COLOR1;
|
|
float4 color : COLOR;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_6_Output VS_M_Array_Shader_6(VS_M_Array_Shader_6_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 10
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 3
|
|
0 - ConstOutput: 13 ConstInput 2
|
|
1 - ConstOutput: 20 ConstInput 1
|
|
2 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
float4 expr20;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float4 temp2;
|
|
// Expression_2_1
|
|
// rcp c11.x, c2.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c13.x, r0.x, r1.x
|
|
expr13.x = temp0.x >= temp1.x;
|
|
// mul c14.xyz, c1.x, c0.xyz
|
|
expr14.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul r0.x, c4.x, c5.x
|
|
temp0.x = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x * Time.x;
|
|
// add r1.x, r0.x, c4.w
|
|
temp1.x = temp0.x + TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.w;
|
|
// rcp r0.x, c4.z
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z);
|
|
// mul r2.x, r1.x, r0.x
|
|
temp2.x = temp1.x * temp0.x;
|
|
// neg r0.x, r2.x
|
|
temp0.x = -temp2.x;
|
|
// ge r1.x, r2.x, r0.x
|
|
temp1.x = temp2.x >= temp0.x;
|
|
// max r1.y, r2.x, r0.x
|
|
temp1.y = max(temp2.x, temp0.x);
|
|
// frc r0.x, r1.y
|
|
temp0.x = frac(temp1.y);
|
|
// add r1.y, r0.x, r0.x
|
|
temp1.y = temp0.x + temp0.x;
|
|
// neg r1.z, r0.x
|
|
temp1.z = -temp0.x;
|
|
// mul r0.x, r1.x, r1.y
|
|
temp0.x = temp1.x * temp1.y;
|
|
// add r2.x, r1.z, r0.x
|
|
temp2.x = temp1.z + temp0.x;
|
|
// mul r0.x, r2.x, c4.z
|
|
temp0.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// lt r0.y, c4.x, (0)
|
|
temp0.y = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x < (0);
|
|
// mul r1.x, r0.y, c4.z
|
|
temp1.x = temp0.y * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// add r2.x, r0.x, r1.x
|
|
temp2.x = temp0.x + temp1.x;
|
|
// rcp r0.x, c4.y
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y);
|
|
// mul r1.y, r2.x, r0.x
|
|
temp1.y = temp2.x * temp0.x;
|
|
// neg r0.y, r1.y
|
|
temp0.y = -temp1.y;
|
|
// ge r2.x, r1.y, r0.y
|
|
temp2.x = temp1.y >= temp0.y;
|
|
// max r2.y, r1.y, r0.y
|
|
temp2.y = max(temp1.y, temp0.y);
|
|
// frc r0.y, r2.y
|
|
temp0.y = frac(temp2.y);
|
|
// add r1.z, r0.y, r0.y
|
|
temp1.z = temp0.y + temp0.y;
|
|
// neg r1.w, r0.y
|
|
temp1.w = -temp0.y;
|
|
// mul r0.y, r2.x, r1.z
|
|
temp0.y = temp2.x * temp1.z;
|
|
// add r2.x, r1.w, r0.y
|
|
temp2.x = temp1.w + temp0.y;
|
|
// mul r1.x, r2.x, c4.y
|
|
temp1.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y;
|
|
// frc r0.yz, r1.xy
|
|
temp0.yz = frac(temp1.xy);
|
|
// neg r1.zw, r0.yz
|
|
temp1.zw = -temp0.yz;
|
|
// add r0.yz, r1.xy, r1.zw
|
|
temp0.yz = temp1.xy + temp1.zw;
|
|
// mul c20.xy, r0.x, r0.yz
|
|
expr20.xy = temp0.x * temp0.yz;
|
|
}
|
|
|
|
VS_M_Array_Shader_6_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
float addr0;
|
|
float3 temp7;
|
|
// def c0, 1, 0, -2, 3
|
|
// def c2, 0.5, 0, -0.0015, 0
|
|
// defi i0, 2, 0, 0, 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));
|
|
// 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));
|
|
// mov r1.w, c0.x
|
|
temp1.w = float1(1);
|
|
// dp4 r0.x, r1, c116
|
|
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// dp3 r0.y, v1, c124
|
|
temp0.y = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz);
|
|
// dp3 r0.z, v1, c125
|
|
temp0.z = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz);
|
|
// dp3 r0.w, v1, c126
|
|
temp0.w = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz);
|
|
// add r2.xyz, -r1, c123
|
|
temp2.xyz = -temp1.xyz + EyePosition.xyz;
|
|
// dp3 r2.w, r2, r2
|
|
temp2.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r2.w, r2.w
|
|
temp2.w = 1 / sqrt(temp2.w);
|
|
// mov r3.zw, c24.x
|
|
temp3.zw = Shininess.x;
|
|
// mov r4.xyz, c0.y
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r5.xyz, c0.y
|
|
temp5.xyz = float3(0, 0, 0);
|
|
// mov r4.w, c0.x
|
|
temp4.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r5.w, r4.w, r4.w
|
|
temp5.w = temp4.w + temp4.w;
|
|
// mova a0.x, r5.w
|
|
addr0.x = temp5.w;
|
|
// mad r6.xyz, r2, r2.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp2.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.y, r0.yzww, r7
|
|
temp3.y = dot(temp0.yzw, temp7.xyz);
|
|
// dp3 r3.x, r0.yzww, c6[a0.x]
|
|
temp3.x = dot(temp0.yzw, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// lit r6, r3
|
|
temp6 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mad r5.xyz, c5[a0.x], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r4.xyz, c5[a0.x], r6.y, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.yyy + temp4.xyz;
|
|
// add r4.w, r4.w, c0.x
|
|
temp4.w = temp4.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mul r3.xyz, r5, c23
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c2.x
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c4
|
|
temp3.xyz = AmbientLightColor.xyz;
|
|
// mov r5.xyz, c21
|
|
temp5.xyz = ColorAmbient.xyz;
|
|
// mad r3.xyz, r3, r5, c14
|
|
temp3.xyz = temp3.xyz * temp5.xyz + expr14.xyz;
|
|
// mad r3.xyz, r4, c22, r3
|
|
temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz;
|
|
// mul r4.xyz, r2, r2.w
|
|
temp4.xyz = temp2.xyz * temp2.www;
|
|
// dp3 r3.w, r4, r0.yzww
|
|
temp3.w = dot(temp4.xyz, temp0.yzw);
|
|
// abs r3.w, r3.w
|
|
temp3.w = abs(temp3.w);
|
|
// mul r3.w, r3.w, c11.x
|
|
temp3.w = temp3.w * expr11.x;
|
|
// max r3.w, r3.w, c0.y
|
|
temp3.w = max(temp3.w, float1(0));
|
|
// min r3.w, r3.w, c0.x
|
|
temp3.w = min(temp3.w, float1(1));
|
|
// mul r4.x, r3.w, r3.w
|
|
temp4.x = temp3.w * temp3.w;
|
|
// mad r3.w, r3.w, c0.z, c0.w
|
|
temp3.w = temp3.w * float1(-2) + float1(3);
|
|
// mul r3.w, r4.x, r3.w
|
|
temp3.w = temp4.x * temp3.w;
|
|
// mov r4.w, v4.w
|
|
temp4.w = i.color.w;
|
|
// mul r5, r3.w, v4
|
|
temp5 = temp3.w * i.color;
|
|
// mov r4.xyz, r5
|
|
temp4.xyz = temp5.xyz;
|
|
// mov r5.xyz, v4
|
|
temp5.xyz = i.color.xyz;
|
|
// lrp r6, c13.x, r4, r5
|
|
temp6 = lerp(temp5, temp4, expr13.x);
|
|
// mul r3.xyz, r3, r6
|
|
temp3.xyz = temp3.xyz * temp6.xyz;
|
|
// mul oD0.xyz, r3, c2.x
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// dp3 r3.x, r0.yzww, c6
|
|
temp3.x = dot(temp0.yzw, DirectionalLight[0].Direction.xyz);
|
|
// mad r2.xyz, r2, r2.w, c6
|
|
temp2.xyz = temp2.xyz * temp2.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r2
|
|
temp4.xyz = normalize(temp2.xyz).xyz;
|
|
// dp3 r3.y, r0.yzww, r4
|
|
temp3.y = dot(temp0.yzw, temp4.xyz);
|
|
// mov r3.zw, c24.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r2, r3
|
|
temp2 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r3.xyz, c5
|
|
temp3.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r0.yzw, r3.xxyz, c3.xxyz
|
|
temp0.yzw = temp3.xyz * NoCloudMultiplier.xyz;
|
|
// mul r2.xzw, r2.z, r0.yyzw
|
|
temp2.xzw = temp2.zzz * temp0.yzw;
|
|
// mul r2.xzw, r2, c23.xyyz
|
|
temp2.xzw = temp2.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r2.xzww, c2.x
|
|
o.texcoord6 = temp2.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r2.x, c25.x
|
|
temp2.x = Opacity.x;
|
|
// mul r2.x, r2.x, c1.x
|
|
temp2.x = temp2.x * OpacityOverride.x;
|
|
// mul oD0.w, r6.w, r2.x
|
|
o.color.w = temp6.w * temp2.x;
|
|
// mul r0.yzw, r2.y, r0
|
|
temp0.yzw = temp2.yyy * temp0.yzw;
|
|
// mul r0.yzw, r0, c22.xxyz
|
|
temp0.yzw = temp0.yzw * ColorDiffuse.xyz;
|
|
// mul r0.yzw, r6.xxyz, r0
|
|
temp0.yzw = temp6.xyz * temp0.yzw;
|
|
// mul oT5.xyz, r0.yzww, c2.x
|
|
o.texcoord5 = temp0.yzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// add r0.yz, r1.xxyw, -v3.xxyw
|
|
temp0.yz = temp1.xy + -i.texcoord1.xy;
|
|
// mad oT1.xy, c26.x, r0.yzzw, v3
|
|
o.texcoord1 = UseWorldCords.x * temp0.yzzw + i.texcoord1;
|
|
// add r0.yz, r1.xxyw, c27.xzww
|
|
temp0.yz = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r0.yzzw, c27
|
|
o.texcoord3 = temp0.yzzw * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r0.y, r1, c113
|
|
temp0.y = 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));
|
|
// rcp r2.x, r0.x
|
|
temp2.x = 1.0f / temp0.x;
|
|
// mad oT4.xyz, r0.yzww, r2.x, c2.yyzw
|
|
o.texcoord4.xyz = temp0.yzw * temp2.xxx + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
// 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 oT0.xy, v2, c20
|
|
o.texcoord = i.texcoord + expr20;
|
|
// mov oD1.w, c0.x
|
|
o.color1.w = float1(1);
|
|
// mov oT2.xy, c0.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_7 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_7_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_7_Output
|
|
{
|
|
float4 color1 : COLOR1;
|
|
float4 color : COLOR;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_7_Output VS_M_Array_Shader_7(VS_M_Array_Shader_7_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 10
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 3
|
|
0 - ConstOutput: 13 ConstInput 2
|
|
1 - ConstOutput: 20 ConstInput 1
|
|
2 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
float4 expr20;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float4 temp2;
|
|
// Expression_2_1
|
|
// rcp c11.x, c2.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c13.x, r0.x, r1.x
|
|
expr13.x = temp0.x >= temp1.x;
|
|
// mul c14.xyz, c1.x, c0.xyz
|
|
expr14.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul r0.x, c4.x, c5.x
|
|
temp0.x = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x * Time.x;
|
|
// add r1.x, r0.x, c4.w
|
|
temp1.x = temp0.x + TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.w;
|
|
// rcp r0.x, c4.z
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z);
|
|
// mul r2.x, r1.x, r0.x
|
|
temp2.x = temp1.x * temp0.x;
|
|
// neg r0.x, r2.x
|
|
temp0.x = -temp2.x;
|
|
// ge r1.x, r2.x, r0.x
|
|
temp1.x = temp2.x >= temp0.x;
|
|
// max r1.y, r2.x, r0.x
|
|
temp1.y = max(temp2.x, temp0.x);
|
|
// frc r0.x, r1.y
|
|
temp0.x = frac(temp1.y);
|
|
// add r1.y, r0.x, r0.x
|
|
temp1.y = temp0.x + temp0.x;
|
|
// neg r1.z, r0.x
|
|
temp1.z = -temp0.x;
|
|
// mul r0.x, r1.x, r1.y
|
|
temp0.x = temp1.x * temp1.y;
|
|
// add r2.x, r1.z, r0.x
|
|
temp2.x = temp1.z + temp0.x;
|
|
// mul r0.x, r2.x, c4.z
|
|
temp0.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// lt r0.y, c4.x, (0)
|
|
temp0.y = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x < (0);
|
|
// mul r1.x, r0.y, c4.z
|
|
temp1.x = temp0.y * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// add r2.x, r0.x, r1.x
|
|
temp2.x = temp0.x + temp1.x;
|
|
// rcp r0.x, c4.y
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y);
|
|
// mul r1.y, r2.x, r0.x
|
|
temp1.y = temp2.x * temp0.x;
|
|
// neg r0.y, r1.y
|
|
temp0.y = -temp1.y;
|
|
// ge r2.x, r1.y, r0.y
|
|
temp2.x = temp1.y >= temp0.y;
|
|
// max r2.y, r1.y, r0.y
|
|
temp2.y = max(temp1.y, temp0.y);
|
|
// frc r0.y, r2.y
|
|
temp0.y = frac(temp2.y);
|
|
// add r1.z, r0.y, r0.y
|
|
temp1.z = temp0.y + temp0.y;
|
|
// neg r1.w, r0.y
|
|
temp1.w = -temp0.y;
|
|
// mul r0.y, r2.x, r1.z
|
|
temp0.y = temp2.x * temp1.z;
|
|
// add r2.x, r1.w, r0.y
|
|
temp2.x = temp1.w + temp0.y;
|
|
// mul r1.x, r2.x, c4.y
|
|
temp1.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y;
|
|
// frc r0.yz, r1.xy
|
|
temp0.yz = frac(temp1.xy);
|
|
// neg r1.zw, r0.yz
|
|
temp1.zw = -temp0.yz;
|
|
// add r0.yz, r1.xy, r1.zw
|
|
temp0.yz = temp1.xy + temp1.zw;
|
|
// mul c20.xy, r0.x, r0.yz
|
|
expr20.xy = temp0.x * temp0.yz;
|
|
}
|
|
|
|
VS_M_Array_Shader_7_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
float2 addr0;
|
|
float3 temp7;
|
|
// def c0, -2, 3, 0, 0
|
|
// def c2, 1, -1, 0, 0.5
|
|
// def c28, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_position v1
|
|
// dcl_normal v2
|
|
// dcl_texcoord v3
|
|
// dcl_texcoord1 v4
|
|
// dcl_color v5
|
|
// frc r0.x, v0.x
|
|
temp0.x = frac(i.blendindices.x);
|
|
// slt r0.y, -r0.x, r0.x
|
|
temp0.y = (-temp0.x < temp0.x) ? 1 : 0;
|
|
// add r0.x, -r0.x, v0.x
|
|
temp0.x = -temp0.x + i.blendindices.x;
|
|
// slt r0.z, v0.x, -v0.x
|
|
temp0.z = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
|
|
// mad r0.x, r0.z, r0.y, r0.x
|
|
temp0.x = temp0.z * temp0.y + temp0.x;
|
|
// add r0.x, r0.x, r0.x
|
|
temp0.x = temp0.x + temp0.x;
|
|
// mova a0.x, r0.x
|
|
addr0.x = temp0.x;
|
|
// mul r0, v1.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v1.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v1.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c2.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;
|
|
// mul r1, v2.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v2.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c2.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;
|
|
// add r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mov r3.zw, c24.x
|
|
temp3.zw = Shininess.x;
|
|
// mov r4.xyz, c2.z
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r5.xyz, c2.z
|
|
temp5.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c2.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r4.w, r2.w, r2.w
|
|
temp4.w = temp2.w + temp2.w;
|
|
// mova a0.y, r4.w
|
|
addr0.y = temp4.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.y]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.y / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.y, r1, r7
|
|
temp3.y = dot(temp1.xyz, temp7.xyz);
|
|
// dp3 r3.x, r1, c6[a0.y]
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0 + (addr0.y / 2)].Direction.xyz);
|
|
// lit r6, r3
|
|
temp6 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mad r5.xyz, c5[a0.y], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.y / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r4.xyz, c5[a0.y], r6.y, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.y / 2)].Color.xyz * temp6.yyy + temp4.xyz;
|
|
// add r2.w, r2.w, c2.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mul r3.xyz, r5, c23
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c2.w
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// dp3 r2.w, r3, r1
|
|
temp2.w = dot(temp3.xyz, temp1.xyz);
|
|
// abs r2.w, r2.w
|
|
temp2.w = abs(temp2.w);
|
|
// mul r2.w, r2.w, c11.x
|
|
temp2.w = temp2.w * expr11.x;
|
|
// max r2.w, r2.w, c2.z
|
|
temp2.w = max(temp2.w, float1(0));
|
|
// min r2.w, r2.w, c2.x
|
|
temp2.w = min(temp2.w, float1(1));
|
|
// mul r3.x, r2.w, r2.w
|
|
temp3.x = temp2.w * temp2.w;
|
|
// mad r2.w, r2.w, c0.x, c0.y
|
|
temp2.w = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r2.w, r2.w, c129[a0.x].w
|
|
temp2.w = temp2.w * WorldBones[1 + addr0.x].w;
|
|
// mov r3.xyz, c4
|
|
temp3.xyz = AmbientLightColor.xyz;
|
|
// mov r5.xyz, c21
|
|
temp5.xyz = ColorAmbient.xyz;
|
|
// mad r3.xyz, r3, r5, c14
|
|
temp3.xyz = temp3.xyz * temp5.xyz + expr14.xyz;
|
|
// mad r3.xyz, r4, c22, r3
|
|
temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz;
|
|
// mov r4.w, v5.w
|
|
temp4.w = i.color.w;
|
|
// mul r5, r2.w, v5
|
|
temp5 = temp2.w * i.color;
|
|
// mov r4.xyz, r5
|
|
temp4.xyz = temp5.xyz;
|
|
// mov r5.xyz, v5
|
|
temp5.xyz = i.color.xyz;
|
|
// lrp r6, c13.x, r4, r5
|
|
temp6 = lerp(temp5, temp4, expr13.x);
|
|
// mul r3.xyz, r3, r6
|
|
temp3.xyz = temp3.xyz * temp6.xyz;
|
|
// mul oD0.xyz, r3, c2.w
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.w, c2.x
|
|
temp0.w = float1(1);
|
|
// dp4 r2.w, r0, c116
|
|
temp2.w = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// mov r3.x, c25.x
|
|
temp3.x = Opacity.x;
|
|
// mul r3.x, r3.x, c1.x
|
|
temp3.x = temp3.x * OpacityOverride.x;
|
|
// mul oD0.w, r6.w, r3.x
|
|
o.color.w = temp6.w * temp3.x;
|
|
// dp3 r3.x, r1, c6
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// mad r2.xyz, r2, r1.w, c6
|
|
temp2.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r2
|
|
temp4.xyz = normalize(temp2.xyz).xyz;
|
|
// dp3 r3.y, r1, r4
|
|
temp3.y = dot(temp1.xyz, temp4.xyz);
|
|
// mov r3.zw, c24.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r1, r3
|
|
temp1 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r2.xyz, c5
|
|
temp2.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r2.xyz, r2, c3
|
|
temp2.xyz = temp2.xyz * NoCloudMultiplier.xyz;
|
|
// mul r1.xzw, r1.z, r2.xyyz
|
|
temp1.xzw = temp1.zzz * temp2.xyz;
|
|
// mul r1.xzw, r1, c23.xyyz
|
|
temp1.xzw = temp1.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r1.xzww, c2.w
|
|
o.texcoord6 = temp1.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r1.xyz, r1.y, r2
|
|
temp1.xyz = temp1.yyy * temp2.xyz;
|
|
// mul r1.xyz, r1, c22
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz;
|
|
// mul r1.xyz, r6, r1
|
|
temp1.xyz = temp6.xyz * temp1.xyz;
|
|
// mul oT5.xyz, r1, c2.w
|
|
o.texcoord5 = temp1 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// add r1.xy, r0, -v4
|
|
temp1.xy = temp0.xy + -i.texcoord1.xy;
|
|
// mad oT1.xy, c26.x, r1, v4
|
|
o.texcoord1 = UseWorldCords.x * temp1 + i.texcoord1;
|
|
// add r1.xy, r0, c27.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r1, c27
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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));
|
|
// rcp r1.w, r2.w
|
|
temp1.w = 1.0f / temp2.w;
|
|
// mad oT4.xyz, r1, r1.w, c28.xxyw
|
|
o.texcoord4.xyz = temp1.xyz * temp1.www + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r2.w
|
|
o.texcoord4.w = temp2.w;
|
|
// 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 oT0.xy, v3, c20
|
|
o.texcoord = i.texcoord + expr20;
|
|
// mov oD1.w, c2.x
|
|
o.color1.w = float1(1);
|
|
// mov oT2.xy, c2.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_8 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_8_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 blendweight : BLENDWEIGHT;
|
|
float4 position : POSITION;
|
|
float4 position1 : POSITION1;
|
|
float4 normal : NORMAL;
|
|
float4 normal1 : NORMAL1;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_8_Output
|
|
{
|
|
float4 color1 : COLOR1;
|
|
float4 color : COLOR;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_8_Output VS_M_Array_Shader_8(VS_M_Array_Shader_8_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 10
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 3
|
|
0 - ConstOutput: 13 ConstInput 2
|
|
1 - ConstOutput: 20 ConstInput 1
|
|
2 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
float4 expr20;
|
|
{
|
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float4 temp0;
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float4 temp1;
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float4 temp2;
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// Expression_2_1
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// rcp c11.x, c2.x
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expr11.x = 1.0f / (EdgeFadeOut.x);
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// add r0.x, c3.x, (-2)
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temp0.x = BlendMode.x + (-2);
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// mul r1.x, r0.x, r0.x
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temp1.x = temp0.x * temp0.x;
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// neg r0.x, r1.x
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temp0.x = -temp1.x;
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// ge c13.x, r0.x, r1.x
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expr13.x = temp0.x >= temp1.x;
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// mul c14.xyz, c1.x, c0.xyz
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expr14.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
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// mul r0.x, c4.x, c5.x
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temp0.x = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x * Time.x;
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// add r1.x, r0.x, c4.w
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temp1.x = temp0.x + TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.w;
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// rcp r0.x, c4.z
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temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z);
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// mul r2.x, r1.x, r0.x
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temp2.x = temp1.x * temp0.x;
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// neg r0.x, r2.x
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temp0.x = -temp2.x;
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// ge r1.x, r2.x, r0.x
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temp1.x = temp2.x >= temp0.x;
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// max r1.y, r2.x, r0.x
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temp1.y = max(temp2.x, temp0.x);
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// frc r0.x, r1.y
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temp0.x = frac(temp1.y);
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// add r1.y, r0.x, r0.x
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temp1.y = temp0.x + temp0.x;
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// neg r1.z, r0.x
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temp1.z = -temp0.x;
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// mul r0.x, r1.x, r1.y
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temp0.x = temp1.x * temp1.y;
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// add r2.x, r1.z, r0.x
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temp2.x = temp1.z + temp0.x;
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// mul r0.x, r2.x, c4.z
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temp0.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
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// lt r0.y, c4.x, (0)
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temp0.y = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x < (0);
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// mul r1.x, r0.y, c4.z
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temp1.x = temp0.y * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
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// add r2.x, r0.x, r1.x
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temp2.x = temp0.x + temp1.x;
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// rcp r0.x, c4.y
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temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y);
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// mul r1.y, r2.x, r0.x
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temp1.y = temp2.x * temp0.x;
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// neg r0.y, r1.y
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temp0.y = -temp1.y;
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// ge r2.x, r1.y, r0.y
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temp2.x = temp1.y >= temp0.y;
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// max r2.y, r1.y, r0.y
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temp2.y = max(temp1.y, temp0.y);
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// frc r0.y, r2.y
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temp0.y = frac(temp2.y);
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// add r1.z, r0.y, r0.y
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temp1.z = temp0.y + temp0.y;
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// neg r1.w, r0.y
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temp1.w = -temp0.y;
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// mul r0.y, r2.x, r1.z
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temp0.y = temp2.x * temp1.z;
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// add r2.x, r1.w, r0.y
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temp2.x = temp1.w + temp0.y;
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// mul r1.x, r2.x, c4.y
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temp1.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y;
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// frc r0.yz, r1.xy
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temp0.yz = frac(temp1.xy);
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// neg r1.zw, r0.yz
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temp1.zw = -temp0.yz;
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// add r0.yz, r1.xy, r1.zw
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temp0.yz = temp1.xy + temp1.zw;
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// mul c20.xy, r0.x, r0.yz
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expr20.xy = temp0.x * temp0.yz;
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}
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VS_M_Array_Shader_8_Output o;
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float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
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float2 addr0;
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float3 temp7;
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// def c0, -2, 3, 0, 0
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// def c2, 1, -1, 0, 0.5
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// def c28, 0, -0.0015, 0, 0
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// defi i0, 2, 0, 0, 0
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// dcl_blendindices v0
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// dcl_blendweight v1
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// dcl_position v2
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// dcl_position1 v3
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// dcl_normal v4
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// dcl_normal1 v5
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// dcl_texcoord v6
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// dcl_texcoord1 v7
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// dcl_color v8
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// frc r0.xy, v0
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temp0.xy = frac(i.blendindices.xy);
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// slt r0.zw, -r0.xyxy, r0.xyxy
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temp0.zw = (-temp0.xy < temp0.xy) ? 1 : 0;
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// add r0.xy, -r0, v0
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temp0.xy = -temp0.xy + i.blendindices.xy;
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// slt r1.xy, v0, -v0
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temp1.xy = (i.blendindices.xy < -i.blendindices.xy) ? 1 : 0;
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// mad r0.xy, r1, r0.zwzw, r0
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temp0.xy = temp1.xy * temp0.zw + temp0.xy;
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// add r0.xy, r0, r0
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temp0.xy = temp0.xy + temp0.xy;
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// mova a0.xy, r0
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addr0.xy = temp0.xy;
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// mul r0.x, v1.y, c129[a0.y].w
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temp0.x = i.blendweight.y * WorldBones[1 + addr0.y].w;
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// mad r0.x, c129[a0.x].w, v1.x, r0.x
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temp0.x = WorldBones[1 + addr0.x].w * i.blendweight.x + temp0.x;
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// mul r1, v2.zxyy, c128[a0.x].yzxy
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temp1 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
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// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
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temp1 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp1;
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// mul r2, v2.yzxz, c128[a0.x].zxyz
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temp2 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
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// mad r1, r1, c2.xxxy, -r2
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temp1 = temp1 * float4(1, 1, 1, -1) + -temp2;
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// mul r0.yzw, r1.w, c128[a0.x].xxyz
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temp0.yzw = temp1.www * WorldBones[0 + addr0.x].xyz;
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// mad r0.yzw, c128[a0.x].w, r1.xxyz, -r0
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temp0.yzw = WorldBones[0 + addr0.x].www * temp1.xyz + -temp0.yzw;
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// mad r0.yzw, c128[a0.x].xyzx, r1.xzxy, r0
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temp0.yzw = WorldBones[0 + addr0.x].yzx * temp1.zxy + temp0.yzw;
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// mad r0.yzw, c128[a0.x].xzxy, -r1.xyzx, r0
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temp0.yzw = WorldBones[0 + addr0.x].zxy * -temp1.yzx + temp0.yzw;
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// add r0.yzw, r0, c129[a0.x].xxyz
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temp0.yzw = temp0.yzw + WorldBones[1 + addr0.x].xyz;
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// mul r1, v4.zxyy, c128[a0.x].yzxy
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temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
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// mad r1, c128[a0.x].wwwx, v4.xyzx, r1
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temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
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// mul r2, v4.yzxz, c128[a0.x].zxyz
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temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
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// mad r1, r1, c2.xxxy, -r2
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temp1 = temp1 * float4(1, 1, 1, -1) + -temp2;
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// mul r2.xyz, r1.w, c128[a0.x]
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temp2.xyz = temp1.www * WorldBones[0 + addr0.x].xyz;
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// mad r2.xyz, c128[a0.x].w, r1, -r2
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temp2.xyz = WorldBones[0 + addr0.x].www * temp1.xyz + -temp2.xyz;
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// mad r2.xyz, c128[a0.x].yzxw, r1.zxyw, r2
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temp2.xyz = WorldBones[0 + addr0.x].yzx * temp1.zxy + temp2.xyz;
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// mad r1.xyz, c128[a0.x].zxyw, -r1.yzxw, r2
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temp1.xyz = WorldBones[0 + addr0.x].zxy * -temp1.yzx + temp2.xyz;
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// mul r2, v3.zxyy, c128[a0.y].yzxy
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temp2 = i.position1.zxyy * WorldBones[0 + addr0.y].yzxy;
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// mad r2, c128[a0.y].wwwx, v3.xyzx, r2
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temp2 = WorldBones[0 + addr0.y].wwwx * i.position1.xyzx + temp2;
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// mul r3, v3.yzxz, c128[a0.y].zxyz
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temp3 = i.position1.yzxz * WorldBones[0 + addr0.y].zxyz;
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// mad r2, r2, c2.xxxy, -r3
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temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
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// mul r3.xyz, r2.w, c128[a0.y]
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temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
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// mad r3.xyz, c128[a0.y].w, r2, -r3
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temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
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// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
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temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
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// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
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temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
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// add r2.xyz, r2, c129[a0.y]
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temp2.xyz = temp2.xyz + WorldBones[1 + addr0.y].xyz;
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// mul r2.xyz, r2, v1.y
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temp2.xyz = temp2.xyz * i.blendweight.yyy;
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// mad r2.xyz, r0.yzww, v1.x, r2
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temp2.xyz = temp0.yzw * i.blendweight.xxx + temp2.xyz;
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// mul r3, v5.zxyy, c128[a0.y].yzxy
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temp3 = i.normal1.zxyy * WorldBones[0 + addr0.y].yzxy;
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// mad r3, c128[a0.y].wwwx, v5.xyzx, r3
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temp3 = WorldBones[0 + addr0.y].wwwx * i.normal1.xyzx + temp3;
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// mul r4, v5.yzxz, c128[a0.y].zxyz
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temp4 = i.normal1.yzxz * WorldBones[0 + addr0.y].zxyz;
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// mad r3, r3, c2.xxxy, -r4
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temp3 = temp3 * float4(1, 1, 1, -1) + -temp4;
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// mul r0.yzw, r3.w, c128[a0.y].xxyz
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temp0.yzw = temp3.www * WorldBones[0 + addr0.y].xyz;
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// mad r0.yzw, c128[a0.y].w, r3.xxyz, -r0
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temp0.yzw = WorldBones[0 + addr0.y].www * temp3.xyz + -temp0.yzw;
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// mad r0.yzw, c128[a0.y].xyzx, r3.xzxy, r0
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temp0.yzw = WorldBones[0 + addr0.y].yzx * temp3.zxy + temp0.yzw;
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// mad r0.yzw, c128[a0.y].xzxy, -r3.xyzx, r0
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temp0.yzw = WorldBones[0 + addr0.y].zxy * -temp3.yzx + temp0.yzw;
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// mul r0.yzw, r0, v1.y
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temp0.yzw = temp0.yzw * i.blendweight.yyy;
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// mad r0.yzw, r1.xxyz, v1.x, r0
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temp0.yzw = temp1.xyz * i.blendweight.xxx + temp0.yzw;
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// add r1.xyz, -r2, c123
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temp1.xyz = -temp2.xyz + EyePosition.xyz;
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// dp3 r1.w, r1, r1
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temp1.w = dot(temp1.xyz, temp1.xyz);
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// rsq r1.w, r1.w
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temp1.w = 1 / sqrt(temp1.w);
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// mov r3.zw, c24.x
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temp3.zw = Shininess.x;
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// mov r4.xyz, c2.z
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temp4.xyz = float3(0, 0, 0);
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// mov r5.xyz, c2.z
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temp5.xyz = float3(0, 0, 0);
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// mov r4.w, c2.x
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temp4.w = float1(1);
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// rep i0
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for (int it0 = 0; it0 < int1(2); ++it0) {
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// add r5.w, r4.w, r4.w
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temp5.w = temp4.w + temp4.w;
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// mova a0.x, r5.w
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addr0.x = temp5.w;
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// mad r6.xyz, r1, r1.w, c6[a0.x]
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temp6.xyz = temp1.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
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// nrm r7.xyz, r6
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temp7.xyz = normalize(temp6.xyz).xyz;
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// dp3 r3.y, r0.yzww, r7
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temp3.y = dot(temp0.yzw, temp7.xyz);
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// dp3 r3.x, r0.yzww, c6[a0.x]
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temp3.x = dot(temp0.yzw, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
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// lit r6, r3
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temp6 = lit(temp3.x, temp3.y, temp3.w);
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// mad r5.xyz, c5[a0.x], r6.z, r5
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temp5.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.zzz + temp5.xyz;
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// mad r4.xyz, c5[a0.x], r6.y, r4
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temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.yyy + temp4.xyz;
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// add r4.w, r4.w, c2.x
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temp4.w = temp4.w + float1(1);
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// endrep
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}
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// mul r3.xyz, r5, c23
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temp3.xyz = temp5.xyz * ColorSpecular.xyz;
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// mul oD1.xyz, r3, c2.w
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o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
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// mul r3.xyz, r1, r1.w
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temp3.xyz = temp1.xyz * temp1.www;
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// dp3 r3.x, r3, r0.yzww
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temp3.x = dot(temp3.xyz, temp0.yzw);
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// abs r3.x, r3.x
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temp3.x = abs(temp3.x);
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// mul r3.x, r3.x, c11.x
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temp3.x = temp3.x * expr11.x;
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// max r3.x, r3.x, c2.z
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temp3.x = max(temp3.x, float1(0));
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// min r3.x, r3.x, c2.x
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temp3.x = min(temp3.x, float1(1));
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// mul r3.y, r3.x, r3.x
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temp3.y = temp3.x * temp3.x;
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// mad r3.x, r3.x, c0.x, c0.y
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temp3.x = temp3.x * float1(-2) + float1(3);
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// mul r3.x, r3.y, r3.x
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temp3.x = temp3.y * temp3.x;
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// mul r0.x, r0.x, r3.x
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temp0.x = temp0.x * temp3.x;
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// mov r3.xyz, c4
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temp3.xyz = AmbientLightColor.xyz;
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// mov r5.xyz, c21
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temp5.xyz = ColorAmbient.xyz;
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// mad r3.xyz, r3, r5, c14
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temp3.xyz = temp3.xyz * temp5.xyz + expr14.xyz;
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// mad r3.xyz, r4, c22, r3
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temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz;
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// mov r4.w, v8.w
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temp4.w = i.color.w;
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// mul r5, r0.x, v8
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temp5 = temp0.x * i.color;
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// mov r4.xyz, r5
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temp4.xyz = temp5.xyz;
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// mov r5.xyz, v8
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temp5.xyz = i.color.xyz;
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// lrp r6, c13.x, r4, r5
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temp6 = lerp(temp5, temp4, expr13.x);
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// mul r3.xyz, r3, r6
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temp3.xyz = temp3.xyz * temp6.xyz;
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// mul oD0.xyz, r3, c2.w
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o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
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// mov r2.w, c2.x
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temp2.w = float1(1);
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// dp4 r0.x, r2, c116
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temp0.x = dot(temp2, (ShadowMapWorldToShadow._m03_m13_m23_m33));
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// mov r3.x, c25.x
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temp3.x = Opacity.x;
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// mul r3.x, r3.x, c1.x
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temp3.x = temp3.x * OpacityOverride.x;
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// mul oD0.w, r6.w, r3.x
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o.color.w = temp6.w * temp3.x;
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// dp3 r3.x, r0.yzww, c6
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temp3.x = dot(temp0.yzw, DirectionalLight[0].Direction.xyz);
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// mad r1.xyz, r1, r1.w, c6
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temp1.xyz = temp1.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
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// nrm r4.xyz, r1
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temp4.xyz = normalize(temp1.xyz).xyz;
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// dp3 r3.y, r0.yzww, r4
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temp3.y = dot(temp0.yzw, temp4.xyz);
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// mov r3.zw, c24.x
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temp3.zw = Shininess.x;
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// lit r1, r3
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temp1 = lit(temp3.x, temp3.y, temp3.w);
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// mov r3.xyz, c5
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temp3.xyz = DirectionalLight[0].Color.xyz;
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// mul r0.yzw, r3.xxyz, c3.xxyz
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temp0.yzw = temp3.xyz * NoCloudMultiplier.xyz;
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// mul r1.xzw, r1.z, r0.yyzw
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temp1.xzw = temp1.zzz * temp0.yzw;
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// mul r1.xzw, r1, c23.xyyz
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temp1.xzw = temp1.xzw * ColorSpecular.xyz;
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// mul oT6.xyz, r1.xzww, c2.w
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o.texcoord6 = temp1.xzww * float4(0.5, 0.5, 0.5, 0.5);
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// mul r0.yzw, r1.y, r0
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temp0.yzw = temp1.yyy * temp0.yzw;
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// mul r0.yzw, r0, c22.xxyz
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temp0.yzw = temp0.yzw * ColorDiffuse.xyz;
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// mul r0.yzw, r6.xxyz, r0
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temp0.yzw = temp6.xyz * temp0.yzw;
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// mul oT5.xyz, r0.yzww, c2.w
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o.texcoord5 = temp0.yzww * float4(0.5, 0.5, 0.5, 0.5);
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// add r0.yz, r2.xxyw, -v7.xxyw
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temp0.yz = temp2.xy + -i.texcoord1.xy;
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// mad oT1.xy, c26.x, r0.yzzw, v7
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o.texcoord1 = UseWorldCords.x * temp0.yzzw + i.texcoord1;
|
|
// add r0.yz, r2.xxyw, c27.xzww
|
|
temp0.yz = temp2.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r0.yzzw, c27
|
|
o.texcoord3 = temp0.yzzw * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r0.y, r2, c113
|
|
temp0.y = dot(temp2, (ShadowMapWorldToShadow._m00_m10_m20_m30));
|
|
// dp4 r0.z, r2, c114
|
|
temp0.z = dot(temp2, (ShadowMapWorldToShadow._m01_m11_m21_m31));
|
|
// dp4 r0.w, r2, c115
|
|
temp0.w = dot(temp2, (ShadowMapWorldToShadow._m02_m12_m22_m32));
|
|
// rcp r1.x, r0.x
|
|
temp1.x = 1.0f / temp0.x;
|
|
// mad oT4.xyz, r0.yzww, r1.x, c28.xxyw
|
|
o.texcoord4.xyz = temp0.yzw * temp1.xxx + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
// dp4 oPos.x, r2, c119
|
|
o.position.x = dot(temp2, (ViewProjection._m00_m10_m20_m30));
|
|
// dp4 oPos.y, r2, c120
|
|
o.position.y = dot(temp2, (ViewProjection._m01_m11_m21_m31));
|
|
// dp4 oPos.z, r2, c121
|
|
o.position.z = dot(temp2, (ViewProjection._m02_m12_m22_m32));
|
|
// dp4 oPos.w, r2, c122
|
|
o.position.w = dot(temp2, (ViewProjection._m03_m13_m23_m33));
|
|
// add oT0.xy, v6, c20
|
|
o.texcoord = i.texcoord + expr20;
|
|
// mov oD1.w, c2.x
|
|
o.color1.w = float1(1);
|
|
// mov oT2.xy, c2.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_9 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_9_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_9_Output
|
|
{
|
|
float4 color1 : COLOR1;
|
|
float4 color : COLOR;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_9_Output VS_M_Array_Shader_9(VS_M_Array_Shader_9_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 5
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 2
|
|
0 - ConstOutput: 13 ConstInput 3
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// rcp c11.x, c2.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c13.x, r0.x, r1.x
|
|
expr13.x = temp0.x >= temp1.x;
|
|
// mul c14.xyz, c1.x, c0.xyz
|
|
expr14.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c15.xy, c5.x, c4.zw
|
|
expr15.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_M_Array_Shader_9_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
float addr0;
|
|
float3 temp7;
|
|
// def c0, 1, 0, -2, 3
|
|
// def c2, 0.5, 0, -0.0015, 0
|
|
// defi i0, 2, 0, 0, 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));
|
|
// 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));
|
|
// mov r1.w, c0.x
|
|
temp1.w = float1(1);
|
|
// dp4 r0.x, r1, c116
|
|
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// dp3 r0.y, v1, c124
|
|
temp0.y = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz);
|
|
// dp3 r0.z, v1, c125
|
|
temp0.z = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz);
|
|
// dp3 r0.w, v1, c126
|
|
temp0.w = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz);
|
|
// add r2.xyz, -r1, c123
|
|
temp2.xyz = -temp1.xyz + EyePosition.xyz;
|
|
// dp3 r2.w, r2, r2
|
|
temp2.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r2.w, r2.w
|
|
temp2.w = 1 / sqrt(temp2.w);
|
|
// mov r3.zw, c19.x
|
|
temp3.zw = Shininess.x;
|
|
// mov r4.xyz, c0.y
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r5.xyz, c0.y
|
|
temp5.xyz = float3(0, 0, 0);
|
|
// mov r4.w, c0.x
|
|
temp4.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r5.w, r4.w, r4.w
|
|
temp5.w = temp4.w + temp4.w;
|
|
// mova a0.x, r5.w
|
|
addr0.x = temp5.w;
|
|
// mad r6.xyz, r2, r2.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp2.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.y, r0.yzww, r7
|
|
temp3.y = dot(temp0.yzw, temp7.xyz);
|
|
// dp3 r3.x, r0.yzww, c6[a0.x]
|
|
temp3.x = dot(temp0.yzw, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// lit r6, r3
|
|
temp6 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mad r5.xyz, c5[a0.x], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r4.xyz, c5[a0.x], r6.y, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.yyy + temp4.xyz;
|
|
// add r4.w, r4.w, c0.x
|
|
temp4.w = temp4.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mul r3.xyz, r5, c18
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c2.x
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c4
|
|
temp3.xyz = AmbientLightColor.xyz;
|
|
// mov r5.xyz, c16
|
|
temp5.xyz = ColorAmbient.xyz;
|
|
// mad r3.xyz, r3, r5, c14
|
|
temp3.xyz = temp3.xyz * temp5.xyz + expr14.xyz;
|
|
// mad r3.xyz, r4, c17, r3
|
|
temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz;
|
|
// mul r4.xyz, r2, r2.w
|
|
temp4.xyz = temp2.xyz * temp2.www;
|
|
// dp3 r3.w, r4, r0.yzww
|
|
temp3.w = dot(temp4.xyz, temp0.yzw);
|
|
// abs r3.w, r3.w
|
|
temp3.w = abs(temp3.w);
|
|
// mul r3.w, r3.w, c11.x
|
|
temp3.w = temp3.w * expr11.x;
|
|
// max r3.w, r3.w, c0.y
|
|
temp3.w = max(temp3.w, float1(0));
|
|
// min r3.w, r3.w, c0.x
|
|
temp3.w = min(temp3.w, float1(1));
|
|
// mul r4.x, r3.w, r3.w
|
|
temp4.x = temp3.w * temp3.w;
|
|
// mad r3.w, r3.w, c0.z, c0.w
|
|
temp3.w = temp3.w * float1(-2) + float1(3);
|
|
// mul r3.w, r4.x, r3.w
|
|
temp3.w = temp4.x * temp3.w;
|
|
// mov r4.w, v4.w
|
|
temp4.w = i.color.w;
|
|
// mul r5, r3.w, v4
|
|
temp5 = temp3.w * i.color;
|
|
// mov r4.xyz, r5
|
|
temp4.xyz = temp5.xyz;
|
|
// mov r5.xyz, v4
|
|
temp5.xyz = i.color.xyz;
|
|
// lrp r6, c13.x, r4, r5
|
|
temp6 = lerp(temp5, temp4, expr13.x);
|
|
// mul r3.xyz, r3, r6
|
|
temp3.xyz = temp3.xyz * temp6.xyz;
|
|
// mul oD0.xyz, r3, c2.x
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// dp3 r3.x, r0.yzww, c6
|
|
temp3.x = dot(temp0.yzw, DirectionalLight[0].Direction.xyz);
|
|
// mad r2.xyz, r2, r2.w, c6
|
|
temp2.xyz = temp2.xyz * temp2.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r2
|
|
temp4.xyz = normalize(temp2.xyz).xyz;
|
|
// dp3 r3.y, r0.yzww, r4
|
|
temp3.y = dot(temp0.yzw, temp4.xyz);
|
|
// mov r3.zw, c19.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r2, r3
|
|
temp2 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r3.xyz, c5
|
|
temp3.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r0.yzw, r3.xxyz, c3.xxyz
|
|
temp0.yzw = temp3.xyz * NoCloudMultiplier.xyz;
|
|
// mul r2.xzw, r2.z, r0.yyzw
|
|
temp2.xzw = temp2.zzz * temp0.yzw;
|
|
// mul r2.xzw, r2, c18.xyyz
|
|
temp2.xzw = temp2.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r2.xzww, c2.x
|
|
o.texcoord6 = temp2.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r2.x, c20.x
|
|
temp2.x = Opacity.x;
|
|
// mul r2.x, r2.x, c1.x
|
|
temp2.x = temp2.x * OpacityOverride.x;
|
|
// mul oD0.w, r6.w, r2.x
|
|
o.color.w = temp6.w * temp2.x;
|
|
// mul r0.yzw, r2.y, r0
|
|
temp0.yzw = temp2.yyy * temp0.yzw;
|
|
// mul r0.yzw, r0, c17.xxyz
|
|
temp0.yzw = temp0.yzw * ColorDiffuse.xyz;
|
|
// mul r0.yzw, r6.xxyz, r0
|
|
temp0.yzw = temp6.xyz * temp0.yzw;
|
|
// mul oT5.xyz, r0.yzww, c2.x
|
|
o.texcoord5 = temp0.yzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// lrp r0.yz, c21.x, r1.xxyw, v3.xxyw
|
|
temp0.yz = lerp(i.texcoord1.xy, temp1.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c22
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad oT1.xy, r0.yzzw, r2, c15
|
|
o.texcoord1 = temp0.yzzw * temp2 + expr15;
|
|
// add r0.yz, r1.xxyw, c23.xzww
|
|
temp0.yz = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r0.yzzw, c23
|
|
o.texcoord3 = temp0.yzzw * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r0.y, r1, c113
|
|
temp0.y = 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));
|
|
// rcp r2.x, r0.x
|
|
temp2.x = 1.0f / temp0.x;
|
|
// mad oT4.xyz, r0.yzww, r2.x, c2.yyzw
|
|
o.texcoord4.xyz = temp0.yzw * temp2.xxx + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
// 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));
|
|
// mov oD1.w, c0.x
|
|
o.color1.w = float1(1);
|
|
// mov oT0.xy, v2
|
|
o.texcoord = i.texcoord;
|
|
// mov oT2.xy, c0.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_10 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_10_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_10_Output
|
|
{
|
|
float4 color1 : COLOR1;
|
|
float4 color : COLOR;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_10_Output VS_M_Array_Shader_10(VS_M_Array_Shader_10_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 5
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 2
|
|
0 - ConstOutput: 13 ConstInput 3
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// rcp c11.x, c2.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c13.x, r0.x, r1.x
|
|
expr13.x = temp0.x >= temp1.x;
|
|
// mul c14.xyz, c1.x, c0.xyz
|
|
expr14.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c15.xy, c5.x, c4.zw
|
|
expr15.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_M_Array_Shader_10_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
float2 addr0;
|
|
float3 temp7;
|
|
// def c0, -2, 3, 0, 0
|
|
// def c2, 1, -1, 0, 0.5
|
|
// def c24, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_position v1
|
|
// dcl_normal v2
|
|
// dcl_texcoord v3
|
|
// dcl_texcoord1 v4
|
|
// dcl_color v5
|
|
// frc r0.x, v0.x
|
|
temp0.x = frac(i.blendindices.x);
|
|
// slt r0.y, -r0.x, r0.x
|
|
temp0.y = (-temp0.x < temp0.x) ? 1 : 0;
|
|
// add r0.x, -r0.x, v0.x
|
|
temp0.x = -temp0.x + i.blendindices.x;
|
|
// slt r0.z, v0.x, -v0.x
|
|
temp0.z = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
|
|
// mad r0.x, r0.z, r0.y, r0.x
|
|
temp0.x = temp0.z * temp0.y + temp0.x;
|
|
// add r0.x, r0.x, r0.x
|
|
temp0.x = temp0.x + temp0.x;
|
|
// mova a0.x, r0.x
|
|
addr0.x = temp0.x;
|
|
// mul r0, v1.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v1.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v1.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c2.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;
|
|
// mul r1, v2.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v2.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c2.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;
|
|
// add r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mov r3.zw, c19.x
|
|
temp3.zw = Shininess.x;
|
|
// mov r4.xyz, c2.z
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r5.xyz, c2.z
|
|
temp5.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c2.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r4.w, r2.w, r2.w
|
|
temp4.w = temp2.w + temp2.w;
|
|
// mova a0.y, r4.w
|
|
addr0.y = temp4.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.y]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.y / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.y, r1, r7
|
|
temp3.y = dot(temp1.xyz, temp7.xyz);
|
|
// dp3 r3.x, r1, c6[a0.y]
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0 + (addr0.y / 2)].Direction.xyz);
|
|
// lit r6, r3
|
|
temp6 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mad r5.xyz, c5[a0.y], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.y / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r4.xyz, c5[a0.y], r6.y, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.y / 2)].Color.xyz * temp6.yyy + temp4.xyz;
|
|
// add r2.w, r2.w, c2.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mul r3.xyz, r5, c18
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c2.w
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// dp3 r2.w, r3, r1
|
|
temp2.w = dot(temp3.xyz, temp1.xyz);
|
|
// abs r2.w, r2.w
|
|
temp2.w = abs(temp2.w);
|
|
// mul r2.w, r2.w, c11.x
|
|
temp2.w = temp2.w * expr11.x;
|
|
// max r2.w, r2.w, c2.z
|
|
temp2.w = max(temp2.w, float1(0));
|
|
// min r2.w, r2.w, c2.x
|
|
temp2.w = min(temp2.w, float1(1));
|
|
// mul r3.x, r2.w, r2.w
|
|
temp3.x = temp2.w * temp2.w;
|
|
// mad r2.w, r2.w, c0.x, c0.y
|
|
temp2.w = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r2.w, r2.w, c129[a0.x].w
|
|
temp2.w = temp2.w * WorldBones[1 + addr0.x].w;
|
|
// mov r3.xyz, c4
|
|
temp3.xyz = AmbientLightColor.xyz;
|
|
// mov r5.xyz, c16
|
|
temp5.xyz = ColorAmbient.xyz;
|
|
// mad r3.xyz, r3, r5, c14
|
|
temp3.xyz = temp3.xyz * temp5.xyz + expr14.xyz;
|
|
// mad r3.xyz, r4, c17, r3
|
|
temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz;
|
|
// mov r4.w, v5.w
|
|
temp4.w = i.color.w;
|
|
// mul r5, r2.w, v5
|
|
temp5 = temp2.w * i.color;
|
|
// mov r4.xyz, r5
|
|
temp4.xyz = temp5.xyz;
|
|
// mov r5.xyz, v5
|
|
temp5.xyz = i.color.xyz;
|
|
// lrp r6, c13.x, r4, r5
|
|
temp6 = lerp(temp5, temp4, expr13.x);
|
|
// mul r3.xyz, r3, r6
|
|
temp3.xyz = temp3.xyz * temp6.xyz;
|
|
// mul oD0.xyz, r3, c2.w
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.w, c2.x
|
|
temp0.w = float1(1);
|
|
// dp4 r2.w, r0, c116
|
|
temp2.w = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// mov r3.x, c20.x
|
|
temp3.x = Opacity.x;
|
|
// mul r3.x, r3.x, c1.x
|
|
temp3.x = temp3.x * OpacityOverride.x;
|
|
// mul oD0.w, r6.w, r3.x
|
|
o.color.w = temp6.w * temp3.x;
|
|
// dp3 r3.x, r1, c6
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// mad r2.xyz, r2, r1.w, c6
|
|
temp2.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r2
|
|
temp4.xyz = normalize(temp2.xyz).xyz;
|
|
// dp3 r3.y, r1, r4
|
|
temp3.y = dot(temp1.xyz, temp4.xyz);
|
|
// mov r3.zw, c19.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r1, r3
|
|
temp1 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r2.xyz, c5
|
|
temp2.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r2.xyz, r2, c3
|
|
temp2.xyz = temp2.xyz * NoCloudMultiplier.xyz;
|
|
// mul r1.xzw, r1.z, r2.xyyz
|
|
temp1.xzw = temp1.zzz * temp2.xyz;
|
|
// mul r1.xzw, r1, c18.xyyz
|
|
temp1.xzw = temp1.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r1.xzww, c2.w
|
|
o.texcoord6 = temp1.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r1.xyz, r1.y, r2
|
|
temp1.xyz = temp1.yyy * temp2.xyz;
|
|
// mul r1.xyz, r1, c17
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz;
|
|
// mul r1.xyz, r6, r1
|
|
temp1.xyz = temp6.xyz * temp1.xyz;
|
|
// mul oT5.xyz, r1, c2.w
|
|
o.texcoord5 = temp1 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// lrp r1.xy, c21.x, r0, v4
|
|
temp1.xy = lerp(i.texcoord1.xy, temp0.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c22
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad oT1.xy, r1, r2, c15
|
|
o.texcoord1 = temp1 * temp2 + expr15;
|
|
// add r1.xy, r0, c23.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r1, c23
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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));
|
|
// rcp r1.w, r2.w
|
|
temp1.w = 1.0f / temp2.w;
|
|
// mad oT4.xyz, r1, r1.w, c24.xxyw
|
|
o.texcoord4.xyz = temp1.xyz * temp1.www + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r2.w
|
|
o.texcoord4.w = temp2.w;
|
|
// 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));
|
|
// mov oD1.w, c2.x
|
|
o.color1.w = float1(1);
|
|
// mov oT0.xy, v3
|
|
o.texcoord = i.texcoord;
|
|
// mov oT2.xy, c2.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_11 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_11_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 blendweight : BLENDWEIGHT;
|
|
float4 position : POSITION;
|
|
float4 position1 : POSITION1;
|
|
float4 normal : NORMAL;
|
|
float4 normal1 : NORMAL1;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_11_Output
|
|
{
|
|
float4 color1 : COLOR1;
|
|
float4 color : COLOR;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_11_Output VS_M_Array_Shader_11(VS_M_Array_Shader_11_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 5
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 2
|
|
0 - ConstOutput: 13 ConstInput 3
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// rcp c11.x, c2.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c13.x, r0.x, r1.x
|
|
expr13.x = temp0.x >= temp1.x;
|
|
// mul c14.xyz, c1.x, c0.xyz
|
|
expr14.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c15.xy, c5.x, c4.zw
|
|
expr15.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_M_Array_Shader_11_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
float2 addr0;
|
|
float3 temp7;
|
|
// def c0, -2, 3, 0, 0
|
|
// def c2, 1, -1, 0, 0.5
|
|
// def c24, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_blendweight v1
|
|
// dcl_position v2
|
|
// dcl_position1 v3
|
|
// dcl_normal v4
|
|
// dcl_normal1 v5
|
|
// dcl_texcoord v6
|
|
// dcl_texcoord1 v7
|
|
// dcl_color v8
|
|
// frc r0.xy, v0
|
|
temp0.xy = frac(i.blendindices.xy);
|
|
// slt r0.zw, -r0.xyxy, r0.xyxy
|
|
temp0.zw = (-temp0.xy < temp0.xy) ? 1 : 0;
|
|
// add r0.xy, -r0, v0
|
|
temp0.xy = -temp0.xy + i.blendindices.xy;
|
|
// slt r1.xy, v0, -v0
|
|
temp1.xy = (i.blendindices.xy < -i.blendindices.xy) ? 1 : 0;
|
|
// mad r0.xy, r1, r0.zwzw, r0
|
|
temp0.xy = temp1.xy * temp0.zw + temp0.xy;
|
|
// add r0.xy, r0, r0
|
|
temp0.xy = temp0.xy + temp0.xy;
|
|
// mova a0.xy, r0
|
|
addr0.xy = temp0.xy;
|
|
// mul r0.x, v1.y, c129[a0.y].w
|
|
temp0.x = i.blendweight.y * WorldBones[1 + addr0.y].w;
|
|
// mad r0.x, c129[a0.x].w, v1.x, r0.x
|
|
temp0.x = WorldBones[1 + addr0.x].w * i.blendweight.x + temp0.x;
|
|
// mul r1, v2.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp1;
|
|
// mul r2, v2.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c2.xxxy, -r2
|
|
temp1 = temp1 * float4(1, 1, 1, -1) + -temp2;
|
|
// mul r0.yzw, r1.w, c128[a0.x].xxyz
|
|
temp0.yzw = temp1.www * WorldBones[0 + addr0.x].xyz;
|
|
// mad r0.yzw, c128[a0.x].w, r1.xxyz, -r0
|
|
temp0.yzw = WorldBones[0 + addr0.x].www * temp1.xyz + -temp0.yzw;
|
|
// mad r0.yzw, c128[a0.x].xyzx, r1.xzxy, r0
|
|
temp0.yzw = WorldBones[0 + addr0.x].yzx * temp1.zxy + temp0.yzw;
|
|
// mad r0.yzw, c128[a0.x].xzxy, -r1.xyzx, r0
|
|
temp0.yzw = WorldBones[0 + addr0.x].zxy * -temp1.yzx + temp0.yzw;
|
|
// add r0.yzw, r0, c129[a0.x].xxyz
|
|
temp0.yzw = temp0.yzw + WorldBones[1 + addr0.x].xyz;
|
|
// mul r1, v4.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v4.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v4.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c2.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;
|
|
// mul r2, v3.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.position1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v3.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.position1.xyzx + temp2;
|
|
// mul r3, v3.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.position1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c2.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// add r2.xyz, r2, c129[a0.y]
|
|
temp2.xyz = temp2.xyz + WorldBones[1 + addr0.y].xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r2.xyz, r0.yzww, v1.x, r2
|
|
temp2.xyz = temp0.yzw * i.blendweight.xxx + temp2.xyz;
|
|
// mul r3, v5.zxyy, c128[a0.y].yzxy
|
|
temp3 = i.normal1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r3, c128[a0.y].wwwx, v5.xyzx, r3
|
|
temp3 = WorldBones[0 + addr0.y].wwwx * i.normal1.xyzx + temp3;
|
|
// mul r4, v5.yzxz, c128[a0.y].zxyz
|
|
temp4 = i.normal1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r3, r3, c2.xxxy, -r4
|
|
temp3 = temp3 * float4(1, 1, 1, -1) + -temp4;
|
|
// mul r0.yzw, r3.w, c128[a0.y].xxyz
|
|
temp0.yzw = temp3.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r0.yzw, c128[a0.y].w, r3.xxyz, -r0
|
|
temp0.yzw = WorldBones[0 + addr0.y].www * temp3.xyz + -temp0.yzw;
|
|
// mad r0.yzw, c128[a0.y].xyzx, r3.xzxy, r0
|
|
temp0.yzw = WorldBones[0 + addr0.y].yzx * temp3.zxy + temp0.yzw;
|
|
// mad r0.yzw, c128[a0.y].xzxy, -r3.xyzx, r0
|
|
temp0.yzw = WorldBones[0 + addr0.y].zxy * -temp3.yzx + temp0.yzw;
|
|
// mul r0.yzw, r0, v1.y
|
|
temp0.yzw = temp0.yzw * i.blendweight.yyy;
|
|
// mad r0.yzw, r1.xxyz, v1.x, r0
|
|
temp0.yzw = temp1.xyz * i.blendweight.xxx + temp0.yzw;
|
|
// add r1.xyz, -r2, c123
|
|
temp1.xyz = -temp2.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r1, r1
|
|
temp1.w = dot(temp1.xyz, temp1.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mov r3.zw, c19.x
|
|
temp3.zw = Shininess.x;
|
|
// mov r4.xyz, c2.z
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r5.xyz, c2.z
|
|
temp5.xyz = float3(0, 0, 0);
|
|
// mov r4.w, c2.x
|
|
temp4.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r5.w, r4.w, r4.w
|
|
temp5.w = temp4.w + temp4.w;
|
|
// mova a0.x, r5.w
|
|
addr0.x = temp5.w;
|
|
// mad r6.xyz, r1, r1.w, c6[a0.x]
|
|
temp6.xyz = temp1.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.y, r0.yzww, r7
|
|
temp3.y = dot(temp0.yzw, temp7.xyz);
|
|
// dp3 r3.x, r0.yzww, c6[a0.x]
|
|
temp3.x = dot(temp0.yzw, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// lit r6, r3
|
|
temp6 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mad r5.xyz, c5[a0.x], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r4.xyz, c5[a0.x], r6.y, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.yyy + temp4.xyz;
|
|
// add r4.w, r4.w, c2.x
|
|
temp4.w = temp4.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mul r3.xyz, r5, c18
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c2.w
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r1, r1.w
|
|
temp3.xyz = temp1.xyz * temp1.www;
|
|
// dp3 r3.x, r3, r0.yzww
|
|
temp3.x = dot(temp3.xyz, temp0.yzw);
|
|
// abs r3.x, r3.x
|
|
temp3.x = abs(temp3.x);
|
|
// mul r3.x, r3.x, c11.x
|
|
temp3.x = temp3.x * expr11.x;
|
|
// max r3.x, r3.x, c2.z
|
|
temp3.x = max(temp3.x, float1(0));
|
|
// min r3.x, r3.x, c2.x
|
|
temp3.x = min(temp3.x, float1(1));
|
|
// mul r3.y, r3.x, r3.x
|
|
temp3.y = temp3.x * temp3.x;
|
|
// mad r3.x, r3.x, c0.x, c0.y
|
|
temp3.x = temp3.x * float1(-2) + float1(3);
|
|
// mul r3.x, r3.y, r3.x
|
|
temp3.x = temp3.y * temp3.x;
|
|
// mul r0.x, r0.x, r3.x
|
|
temp0.x = temp0.x * temp3.x;
|
|
// mov r3.xyz, c4
|
|
temp3.xyz = AmbientLightColor.xyz;
|
|
// mov r5.xyz, c16
|
|
temp5.xyz = ColorAmbient.xyz;
|
|
// mad r3.xyz, r3, r5, c14
|
|
temp3.xyz = temp3.xyz * temp5.xyz + expr14.xyz;
|
|
// mad r3.xyz, r4, c17, r3
|
|
temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz;
|
|
// mov r4.w, v8.w
|
|
temp4.w = i.color.w;
|
|
// mul r5, r0.x, v8
|
|
temp5 = temp0.x * i.color;
|
|
// mov r4.xyz, r5
|
|
temp4.xyz = temp5.xyz;
|
|
// mov r5.xyz, v8
|
|
temp5.xyz = i.color.xyz;
|
|
// lrp r6, c13.x, r4, r5
|
|
temp6 = lerp(temp5, temp4, expr13.x);
|
|
// mul r3.xyz, r3, r6
|
|
temp3.xyz = temp3.xyz * temp6.xyz;
|
|
// mul oD0.xyz, r3, c2.w
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r2.w, c2.x
|
|
temp2.w = float1(1);
|
|
// dp4 r0.x, r2, c116
|
|
temp0.x = dot(temp2, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// mov r3.x, c20.x
|
|
temp3.x = Opacity.x;
|
|
// mul r3.x, r3.x, c1.x
|
|
temp3.x = temp3.x * OpacityOverride.x;
|
|
// mul oD0.w, r6.w, r3.x
|
|
o.color.w = temp6.w * temp3.x;
|
|
// dp3 r3.x, r0.yzww, c6
|
|
temp3.x = dot(temp0.yzw, DirectionalLight[0].Direction.xyz);
|
|
// mad r1.xyz, r1, r1.w, c6
|
|
temp1.xyz = temp1.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r1
|
|
temp4.xyz = normalize(temp1.xyz).xyz;
|
|
// dp3 r3.y, r0.yzww, r4
|
|
temp3.y = dot(temp0.yzw, temp4.xyz);
|
|
// mov r3.zw, c19.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r1, r3
|
|
temp1 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r3.xyz, c5
|
|
temp3.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r0.yzw, r3.xxyz, c3.xxyz
|
|
temp0.yzw = temp3.xyz * NoCloudMultiplier.xyz;
|
|
// mul r1.xzw, r1.z, r0.yyzw
|
|
temp1.xzw = temp1.zzz * temp0.yzw;
|
|
// mul r1.xzw, r1, c18.xyyz
|
|
temp1.xzw = temp1.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r1.xzww, c2.w
|
|
o.texcoord6 = temp1.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r0.yzw, r1.y, r0
|
|
temp0.yzw = temp1.yyy * temp0.yzw;
|
|
// mul r0.yzw, r0, c17.xxyz
|
|
temp0.yzw = temp0.yzw * ColorDiffuse.xyz;
|
|
// mul r0.yzw, r6.xxyz, r0
|
|
temp0.yzw = temp6.xyz * temp0.yzw;
|
|
// mul oT5.xyz, r0.yzww, c2.w
|
|
o.texcoord5 = temp0.yzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// lrp r0.yz, c21.x, r2.xxyw, v7.xxyw
|
|
temp0.yz = lerp(i.texcoord1.xy, temp2.xy, UseWorldCords.xx);
|
|
// mov r1.xy, c22
|
|
temp1.xy = TexCoordTransform_1.xy;
|
|
// mad oT1.xy, r0.yzzw, r1, c15
|
|
o.texcoord1 = temp0.yzzw * temp1 + expr15;
|
|
// add r0.yz, r2.xxyw, c23.xzww
|
|
temp0.yz = temp2.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r0.yzzw, c23
|
|
o.texcoord3 = temp0.yzzw * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r0.y, r2, c113
|
|
temp0.y = dot(temp2, (ShadowMapWorldToShadow._m00_m10_m20_m30));
|
|
// dp4 r0.z, r2, c114
|
|
temp0.z = dot(temp2, (ShadowMapWorldToShadow._m01_m11_m21_m31));
|
|
// dp4 r0.w, r2, c115
|
|
temp0.w = dot(temp2, (ShadowMapWorldToShadow._m02_m12_m22_m32));
|
|
// rcp r1.x, r0.x
|
|
temp1.x = 1.0f / temp0.x;
|
|
// mad oT4.xyz, r0.yzww, r1.x, c24.xxyw
|
|
o.texcoord4.xyz = temp0.yzw * temp1.xxx + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
// dp4 oPos.x, r2, c119
|
|
o.position.x = dot(temp2, (ViewProjection._m00_m10_m20_m30));
|
|
// dp4 oPos.y, r2, c120
|
|
o.position.y = dot(temp2, (ViewProjection._m01_m11_m21_m31));
|
|
// dp4 oPos.z, r2, c121
|
|
o.position.z = dot(temp2, (ViewProjection._m02_m12_m22_m32));
|
|
// dp4 oPos.w, r2, c122
|
|
o.position.w = dot(temp2, (ViewProjection._m03_m13_m23_m33));
|
|
// mov oD1.w, c2.x
|
|
o.color1.w = float1(1);
|
|
// mov oT0.xy, v6
|
|
o.texcoord = i.texcoord;
|
|
// mov oT2.xy, c2.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_12 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_12_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_12_Output
|
|
{
|
|
float4 color1 : COLOR1;
|
|
float4 color : COLOR;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_12_Output VS_M_Array_Shader_12(VS_M_Array_Shader_12_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 6
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 2
|
|
0 - ConstOutput: 13 ConstInput 4
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// rcp c11.x, c2.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c13.x, r0.x, r1.x
|
|
expr13.x = temp0.x >= temp1.x;
|
|
// mul c14.xyz, c1.x, c0.xyz
|
|
expr14.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c15.xy, c6.x, c4.zw
|
|
expr15.xy = Time.x * TexCoordTransform_0.zw;
|
|
// mul c16.xy, c6.x, c5.zw
|
|
expr16.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_M_Array_Shader_12_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
float addr0;
|
|
float3 temp7;
|
|
// def c0, 1, 0, -2, 3
|
|
// def c2, 0.5, 0, -0.0015, 0
|
|
// defi i0, 2, 0, 0, 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));
|
|
// 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));
|
|
// mov r1.w, c0.x
|
|
temp1.w = float1(1);
|
|
// dp4 r0.x, r1, c116
|
|
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// dp3 r0.y, v1, c124
|
|
temp0.y = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz);
|
|
// dp3 r0.z, v1, c125
|
|
temp0.z = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz);
|
|
// dp3 r0.w, v1, c126
|
|
temp0.w = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz);
|
|
// add r2.xyz, -r1, c123
|
|
temp2.xyz = -temp1.xyz + EyePosition.xyz;
|
|
// dp3 r2.w, r2, r2
|
|
temp2.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r2.w, r2.w
|
|
temp2.w = 1 / sqrt(temp2.w);
|
|
// mov r3.zw, c20.x
|
|
temp3.zw = Shininess.x;
|
|
// mov r4.xyz, c0.y
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r5.xyz, c0.y
|
|
temp5.xyz = float3(0, 0, 0);
|
|
// mov r4.w, c0.x
|
|
temp4.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r5.w, r4.w, r4.w
|
|
temp5.w = temp4.w + temp4.w;
|
|
// mova a0.x, r5.w
|
|
addr0.x = temp5.w;
|
|
// mad r6.xyz, r2, r2.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp2.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.y, r0.yzww, r7
|
|
temp3.y = dot(temp0.yzw, temp7.xyz);
|
|
// dp3 r3.x, r0.yzww, c6[a0.x]
|
|
temp3.x = dot(temp0.yzw, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// lit r6, r3
|
|
temp6 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mad r5.xyz, c5[a0.x], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r4.xyz, c5[a0.x], r6.y, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.yyy + temp4.xyz;
|
|
// add r4.w, r4.w, c0.x
|
|
temp4.w = temp4.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mul r3.xyz, r5, c19
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c2.x
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c4
|
|
temp3.xyz = AmbientLightColor.xyz;
|
|
// mov r5.xyz, c17
|
|
temp5.xyz = ColorAmbient.xyz;
|
|
// mad r3.xyz, r3, r5, c14
|
|
temp3.xyz = temp3.xyz * temp5.xyz + expr14.xyz;
|
|
// mad r3.xyz, r4, c18, r3
|
|
temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz;
|
|
// mul r4.xyz, r2, r2.w
|
|
temp4.xyz = temp2.xyz * temp2.www;
|
|
// dp3 r3.w, r4, r0.yzww
|
|
temp3.w = dot(temp4.xyz, temp0.yzw);
|
|
// abs r3.w, r3.w
|
|
temp3.w = abs(temp3.w);
|
|
// mul r3.w, r3.w, c11.x
|
|
temp3.w = temp3.w * expr11.x;
|
|
// max r3.w, r3.w, c0.y
|
|
temp3.w = max(temp3.w, float1(0));
|
|
// min r3.w, r3.w, c0.x
|
|
temp3.w = min(temp3.w, float1(1));
|
|
// mul r4.x, r3.w, r3.w
|
|
temp4.x = temp3.w * temp3.w;
|
|
// mad r3.w, r3.w, c0.z, c0.w
|
|
temp3.w = temp3.w * float1(-2) + float1(3);
|
|
// mul r3.w, r4.x, r3.w
|
|
temp3.w = temp4.x * temp3.w;
|
|
// mov r4.w, v4.w
|
|
temp4.w = i.color.w;
|
|
// mul r5, r3.w, v4
|
|
temp5 = temp3.w * i.color;
|
|
// mov r4.xyz, r5
|
|
temp4.xyz = temp5.xyz;
|
|
// mov r5.xyz, v4
|
|
temp5.xyz = i.color.xyz;
|
|
// lrp r6, c13.x, r4, r5
|
|
temp6 = lerp(temp5, temp4, expr13.x);
|
|
// mul r3.xyz, r3, r6
|
|
temp3.xyz = temp3.xyz * temp6.xyz;
|
|
// mul oD0.xyz, r3, c2.x
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// dp3 r3.x, r0.yzww, c6
|
|
temp3.x = dot(temp0.yzw, DirectionalLight[0].Direction.xyz);
|
|
// mad r2.xyz, r2, r2.w, c6
|
|
temp2.xyz = temp2.xyz * temp2.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r2
|
|
temp4.xyz = normalize(temp2.xyz).xyz;
|
|
// dp3 r3.y, r0.yzww, r4
|
|
temp3.y = dot(temp0.yzw, temp4.xyz);
|
|
// mov r3.zw, c20.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r2, r3
|
|
temp2 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r3.xyz, c5
|
|
temp3.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r0.yzw, r3.xxyz, c3.xxyz
|
|
temp0.yzw = temp3.xyz * NoCloudMultiplier.xyz;
|
|
// mul r2.xzw, r2.z, r0.yyzw
|
|
temp2.xzw = temp2.zzz * temp0.yzw;
|
|
// mul r2.xzw, r2, c19.xyyz
|
|
temp2.xzw = temp2.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r2.xzww, c2.x
|
|
o.texcoord6 = temp2.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r2.x, c21.x
|
|
temp2.x = Opacity.x;
|
|
// mul r2.x, r2.x, c1.x
|
|
temp2.x = temp2.x * OpacityOverride.x;
|
|
// mul oD0.w, r6.w, r2.x
|
|
o.color.w = temp6.w * temp2.x;
|
|
// mul r0.yzw, r2.y, r0
|
|
temp0.yzw = temp2.yyy * temp0.yzw;
|
|
// mul r0.yzw, r0, c18.xxyz
|
|
temp0.yzw = temp0.yzw * ColorDiffuse.xyz;
|
|
// mul r0.yzw, r6.xxyz, r0
|
|
temp0.yzw = temp6.xyz * temp0.yzw;
|
|
// mul oT5.xyz, r0.yzww, c2.x
|
|
o.texcoord5 = temp0.yzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// lrp r0.yz, c22.x, r1.xxyw, v3.xxyw
|
|
temp0.yz = lerp(i.texcoord1.xy, temp1.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c24
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad oT1.xy, r0.yzzw, r2, c16
|
|
o.texcoord1 = temp0.yzzw * temp2 + expr16;
|
|
// add r0.yz, r1.xxyw, c25.xzww
|
|
temp0.yz = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r0.yzzw, c25
|
|
o.texcoord3 = temp0.yzzw * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r0.y, r1, c113
|
|
temp0.y = 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));
|
|
// rcp r2.x, r0.x
|
|
temp2.x = 1.0f / temp0.x;
|
|
// mad oT4.xyz, r0.yzww, r2.x, c2.yyzw
|
|
o.texcoord4.xyz = temp0.yzw * temp2.xxx + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
// 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));
|
|
// mov r0.xy, c23
|
|
temp0.xy = TexCoordTransform_0.xy;
|
|
// mad oT0.xy, v2, r0, c15
|
|
o.texcoord = i.texcoord * temp0 + expr15;
|
|
// mov oD1.w, c0.x
|
|
o.color1.w = float1(1);
|
|
// mov oT2.xy, c0.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_13 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_13_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_13_Output
|
|
{
|
|
float4 color1 : COLOR1;
|
|
float4 color : COLOR;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_13_Output VS_M_Array_Shader_13(VS_M_Array_Shader_13_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 6
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 2
|
|
0 - ConstOutput: 13 ConstInput 4
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// rcp c11.x, c2.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c13.x, r0.x, r1.x
|
|
expr13.x = temp0.x >= temp1.x;
|
|
// mul c14.xyz, c1.x, c0.xyz
|
|
expr14.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c15.xy, c6.x, c4.zw
|
|
expr15.xy = Time.x * TexCoordTransform_0.zw;
|
|
// mul c16.xy, c6.x, c5.zw
|
|
expr16.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_M_Array_Shader_13_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
float2 addr0;
|
|
float3 temp7;
|
|
// def c0, -2, 3, 0, 0
|
|
// def c2, 1, -1, 0, 0.5
|
|
// def c26, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_position v1
|
|
// dcl_normal v2
|
|
// dcl_texcoord v3
|
|
// dcl_texcoord1 v4
|
|
// dcl_color v5
|
|
// frc r0.x, v0.x
|
|
temp0.x = frac(i.blendindices.x);
|
|
// slt r0.y, -r0.x, r0.x
|
|
temp0.y = (-temp0.x < temp0.x) ? 1 : 0;
|
|
// add r0.x, -r0.x, v0.x
|
|
temp0.x = -temp0.x + i.blendindices.x;
|
|
// slt r0.z, v0.x, -v0.x
|
|
temp0.z = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
|
|
// mad r0.x, r0.z, r0.y, r0.x
|
|
temp0.x = temp0.z * temp0.y + temp0.x;
|
|
// add r0.x, r0.x, r0.x
|
|
temp0.x = temp0.x + temp0.x;
|
|
// mova a0.x, r0.x
|
|
addr0.x = temp0.x;
|
|
// mul r0, v1.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v1.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v1.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c2.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;
|
|
// mul r1, v2.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v2.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c2.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;
|
|
// add r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mov r3.zw, c20.x
|
|
temp3.zw = Shininess.x;
|
|
// mov r4.xyz, c2.z
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r5.xyz, c2.z
|
|
temp5.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c2.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r4.w, r2.w, r2.w
|
|
temp4.w = temp2.w + temp2.w;
|
|
// mova a0.y, r4.w
|
|
addr0.y = temp4.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.y]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.y / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.y, r1, r7
|
|
temp3.y = dot(temp1.xyz, temp7.xyz);
|
|
// dp3 r3.x, r1, c6[a0.y]
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0 + (addr0.y / 2)].Direction.xyz);
|
|
// lit r6, r3
|
|
temp6 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mad r5.xyz, c5[a0.y], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.y / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r4.xyz, c5[a0.y], r6.y, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.y / 2)].Color.xyz * temp6.yyy + temp4.xyz;
|
|
// add r2.w, r2.w, c2.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mul r3.xyz, r5, c19
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c2.w
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// dp3 r2.w, r3, r1
|
|
temp2.w = dot(temp3.xyz, temp1.xyz);
|
|
// abs r2.w, r2.w
|
|
temp2.w = abs(temp2.w);
|
|
// mul r2.w, r2.w, c11.x
|
|
temp2.w = temp2.w * expr11.x;
|
|
// max r2.w, r2.w, c2.z
|
|
temp2.w = max(temp2.w, float1(0));
|
|
// min r2.w, r2.w, c2.x
|
|
temp2.w = min(temp2.w, float1(1));
|
|
// mul r3.x, r2.w, r2.w
|
|
temp3.x = temp2.w * temp2.w;
|
|
// mad r2.w, r2.w, c0.x, c0.y
|
|
temp2.w = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r2.w, r2.w, c129[a0.x].w
|
|
temp2.w = temp2.w * WorldBones[1 + addr0.x].w;
|
|
// mov r3.xyz, c4
|
|
temp3.xyz = AmbientLightColor.xyz;
|
|
// mov r5.xyz, c17
|
|
temp5.xyz = ColorAmbient.xyz;
|
|
// mad r3.xyz, r3, r5, c14
|
|
temp3.xyz = temp3.xyz * temp5.xyz + expr14.xyz;
|
|
// mad r3.xyz, r4, c18, r3
|
|
temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz;
|
|
// mov r4.w, v5.w
|
|
temp4.w = i.color.w;
|
|
// mul r5, r2.w, v5
|
|
temp5 = temp2.w * i.color;
|
|
// mov r4.xyz, r5
|
|
temp4.xyz = temp5.xyz;
|
|
// mov r5.xyz, v5
|
|
temp5.xyz = i.color.xyz;
|
|
// lrp r6, c13.x, r4, r5
|
|
temp6 = lerp(temp5, temp4, expr13.x);
|
|
// mul r3.xyz, r3, r6
|
|
temp3.xyz = temp3.xyz * temp6.xyz;
|
|
// mul oD0.xyz, r3, c2.w
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.w, c2.x
|
|
temp0.w = float1(1);
|
|
// dp4 r2.w, r0, c116
|
|
temp2.w = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// mov r3.x, c21.x
|
|
temp3.x = Opacity.x;
|
|
// mul r3.x, r3.x, c1.x
|
|
temp3.x = temp3.x * OpacityOverride.x;
|
|
// mul oD0.w, r6.w, r3.x
|
|
o.color.w = temp6.w * temp3.x;
|
|
// dp3 r3.x, r1, c6
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// mad r2.xyz, r2, r1.w, c6
|
|
temp2.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r2
|
|
temp4.xyz = normalize(temp2.xyz).xyz;
|
|
// dp3 r3.y, r1, r4
|
|
temp3.y = dot(temp1.xyz, temp4.xyz);
|
|
// mov r3.zw, c20.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r1, r3
|
|
temp1 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r2.xyz, c5
|
|
temp2.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r2.xyz, r2, c3
|
|
temp2.xyz = temp2.xyz * NoCloudMultiplier.xyz;
|
|
// mul r1.xzw, r1.z, r2.xyyz
|
|
temp1.xzw = temp1.zzz * temp2.xyz;
|
|
// mul r1.xzw, r1, c19.xyyz
|
|
temp1.xzw = temp1.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r1.xzww, c2.w
|
|
o.texcoord6 = temp1.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r1.xyz, r1.y, r2
|
|
temp1.xyz = temp1.yyy * temp2.xyz;
|
|
// mul r1.xyz, r1, c18
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz;
|
|
// mul r1.xyz, r6, r1
|
|
temp1.xyz = temp6.xyz * temp1.xyz;
|
|
// mul oT5.xyz, r1, c2.w
|
|
o.texcoord5 = temp1 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// lrp r1.xy, c22.x, r0, v4
|
|
temp1.xy = lerp(i.texcoord1.xy, temp0.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c24
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad oT1.xy, r1, r2, c16
|
|
o.texcoord1 = temp1 * temp2 + expr16;
|
|
// add r1.xy, r0, c25.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r1, c25
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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));
|
|
// rcp r1.w, r2.w
|
|
temp1.w = 1.0f / temp2.w;
|
|
// mad oT4.xyz, r1, r1.w, c26.xxyw
|
|
o.texcoord4.xyz = temp1.xyz * temp1.www + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r2.w
|
|
o.texcoord4.w = temp2.w;
|
|
// 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));
|
|
// mov r0.xy, c23
|
|
temp0.xy = TexCoordTransform_0.xy;
|
|
// mad oT0.xy, v3, r0, c15
|
|
o.texcoord = i.texcoord * temp0 + expr15;
|
|
// mov oD1.w, c2.x
|
|
o.color1.w = float1(1);
|
|
// mov oT2.xy, c2.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_14 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_14_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 blendweight : BLENDWEIGHT;
|
|
float4 position : POSITION;
|
|
float4 position1 : POSITION1;
|
|
float4 normal : NORMAL;
|
|
float4 normal1 : NORMAL1;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_14_Output
|
|
{
|
|
float4 color1 : COLOR1;
|
|
float4 color : COLOR;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_14_Output VS_M_Array_Shader_14(VS_M_Array_Shader_14_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 6
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 2
|
|
0 - ConstOutput: 13 ConstInput 4
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// rcp c11.x, c2.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c13.x, r0.x, r1.x
|
|
expr13.x = temp0.x >= temp1.x;
|
|
// mul c14.xyz, c1.x, c0.xyz
|
|
expr14.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c15.xy, c6.x, c4.zw
|
|
expr15.xy = Time.x * TexCoordTransform_0.zw;
|
|
// mul c16.xy, c6.x, c5.zw
|
|
expr16.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_M_Array_Shader_14_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
float2 addr0;
|
|
float3 temp7;
|
|
// def c0, -2, 3, 0, 0
|
|
// def c2, 1, -1, 0, 0.5
|
|
// def c26, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_blendweight v1
|
|
// dcl_position v2
|
|
// dcl_position1 v3
|
|
// dcl_normal v4
|
|
// dcl_normal1 v5
|
|
// dcl_texcoord v6
|
|
// dcl_texcoord1 v7
|
|
// dcl_color v8
|
|
// frc r0.xy, v0
|
|
temp0.xy = frac(i.blendindices.xy);
|
|
// slt r0.zw, -r0.xyxy, r0.xyxy
|
|
temp0.zw = (-temp0.xy < temp0.xy) ? 1 : 0;
|
|
// add r0.xy, -r0, v0
|
|
temp0.xy = -temp0.xy + i.blendindices.xy;
|
|
// slt r1.xy, v0, -v0
|
|
temp1.xy = (i.blendindices.xy < -i.blendindices.xy) ? 1 : 0;
|
|
// mad r0.xy, r1, r0.zwzw, r0
|
|
temp0.xy = temp1.xy * temp0.zw + temp0.xy;
|
|
// add r0.xy, r0, r0
|
|
temp0.xy = temp0.xy + temp0.xy;
|
|
// mova a0.xy, r0
|
|
addr0.xy = temp0.xy;
|
|
// mul r0.x, v1.y, c129[a0.y].w
|
|
temp0.x = i.blendweight.y * WorldBones[1 + addr0.y].w;
|
|
// mad r0.x, c129[a0.x].w, v1.x, r0.x
|
|
temp0.x = WorldBones[1 + addr0.x].w * i.blendweight.x + temp0.x;
|
|
// mul r1, v2.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp1;
|
|
// mul r2, v2.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c2.xxxy, -r2
|
|
temp1 = temp1 * float4(1, 1, 1, -1) + -temp2;
|
|
// mul r0.yzw, r1.w, c128[a0.x].xxyz
|
|
temp0.yzw = temp1.www * WorldBones[0 + addr0.x].xyz;
|
|
// mad r0.yzw, c128[a0.x].w, r1.xxyz, -r0
|
|
temp0.yzw = WorldBones[0 + addr0.x].www * temp1.xyz + -temp0.yzw;
|
|
// mad r0.yzw, c128[a0.x].xyzx, r1.xzxy, r0
|
|
temp0.yzw = WorldBones[0 + addr0.x].yzx * temp1.zxy + temp0.yzw;
|
|
// mad r0.yzw, c128[a0.x].xzxy, -r1.xyzx, r0
|
|
temp0.yzw = WorldBones[0 + addr0.x].zxy * -temp1.yzx + temp0.yzw;
|
|
// add r0.yzw, r0, c129[a0.x].xxyz
|
|
temp0.yzw = temp0.yzw + WorldBones[1 + addr0.x].xyz;
|
|
// mul r1, v4.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v4.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v4.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c2.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;
|
|
// mul r2, v3.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.position1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v3.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.position1.xyzx + temp2;
|
|
// mul r3, v3.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.position1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c2.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// add r2.xyz, r2, c129[a0.y]
|
|
temp2.xyz = temp2.xyz + WorldBones[1 + addr0.y].xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r2.xyz, r0.yzww, v1.x, r2
|
|
temp2.xyz = temp0.yzw * i.blendweight.xxx + temp2.xyz;
|
|
// mul r3, v5.zxyy, c128[a0.y].yzxy
|
|
temp3 = i.normal1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r3, c128[a0.y].wwwx, v5.xyzx, r3
|
|
temp3 = WorldBones[0 + addr0.y].wwwx * i.normal1.xyzx + temp3;
|
|
// mul r4, v5.yzxz, c128[a0.y].zxyz
|
|
temp4 = i.normal1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r3, r3, c2.xxxy, -r4
|
|
temp3 = temp3 * float4(1, 1, 1, -1) + -temp4;
|
|
// mul r0.yzw, r3.w, c128[a0.y].xxyz
|
|
temp0.yzw = temp3.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r0.yzw, c128[a0.y].w, r3.xxyz, -r0
|
|
temp0.yzw = WorldBones[0 + addr0.y].www * temp3.xyz + -temp0.yzw;
|
|
// mad r0.yzw, c128[a0.y].xyzx, r3.xzxy, r0
|
|
temp0.yzw = WorldBones[0 + addr0.y].yzx * temp3.zxy + temp0.yzw;
|
|
// mad r0.yzw, c128[a0.y].xzxy, -r3.xyzx, r0
|
|
temp0.yzw = WorldBones[0 + addr0.y].zxy * -temp3.yzx + temp0.yzw;
|
|
// mul r0.yzw, r0, v1.y
|
|
temp0.yzw = temp0.yzw * i.blendweight.yyy;
|
|
// mad r0.yzw, r1.xxyz, v1.x, r0
|
|
temp0.yzw = temp1.xyz * i.blendweight.xxx + temp0.yzw;
|
|
// add r1.xyz, -r2, c123
|
|
temp1.xyz = -temp2.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r1, r1
|
|
temp1.w = dot(temp1.xyz, temp1.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mov r3.zw, c20.x
|
|
temp3.zw = Shininess.x;
|
|
// mov r4.xyz, c2.z
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r5.xyz, c2.z
|
|
temp5.xyz = float3(0, 0, 0);
|
|
// mov r4.w, c2.x
|
|
temp4.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r5.w, r4.w, r4.w
|
|
temp5.w = temp4.w + temp4.w;
|
|
// mova a0.x, r5.w
|
|
addr0.x = temp5.w;
|
|
// mad r6.xyz, r1, r1.w, c6[a0.x]
|
|
temp6.xyz = temp1.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.y, r0.yzww, r7
|
|
temp3.y = dot(temp0.yzw, temp7.xyz);
|
|
// dp3 r3.x, r0.yzww, c6[a0.x]
|
|
temp3.x = dot(temp0.yzw, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// lit r6, r3
|
|
temp6 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mad r5.xyz, c5[a0.x], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r4.xyz, c5[a0.x], r6.y, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.yyy + temp4.xyz;
|
|
// add r4.w, r4.w, c2.x
|
|
temp4.w = temp4.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mul r3.xyz, r5, c19
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c2.w
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r1, r1.w
|
|
temp3.xyz = temp1.xyz * temp1.www;
|
|
// dp3 r3.x, r3, r0.yzww
|
|
temp3.x = dot(temp3.xyz, temp0.yzw);
|
|
// abs r3.x, r3.x
|
|
temp3.x = abs(temp3.x);
|
|
// mul r3.x, r3.x, c11.x
|
|
temp3.x = temp3.x * expr11.x;
|
|
// max r3.x, r3.x, c2.z
|
|
temp3.x = max(temp3.x, float1(0));
|
|
// min r3.x, r3.x, c2.x
|
|
temp3.x = min(temp3.x, float1(1));
|
|
// mul r3.y, r3.x, r3.x
|
|
temp3.y = temp3.x * temp3.x;
|
|
// mad r3.x, r3.x, c0.x, c0.y
|
|
temp3.x = temp3.x * float1(-2) + float1(3);
|
|
// mul r3.x, r3.y, r3.x
|
|
temp3.x = temp3.y * temp3.x;
|
|
// mul r0.x, r0.x, r3.x
|
|
temp0.x = temp0.x * temp3.x;
|
|
// mov r3.xyz, c4
|
|
temp3.xyz = AmbientLightColor.xyz;
|
|
// mov r5.xyz, c17
|
|
temp5.xyz = ColorAmbient.xyz;
|
|
// mad r3.xyz, r3, r5, c14
|
|
temp3.xyz = temp3.xyz * temp5.xyz + expr14.xyz;
|
|
// mad r3.xyz, r4, c18, r3
|
|
temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz;
|
|
// mov r4.w, v8.w
|
|
temp4.w = i.color.w;
|
|
// mul r5, r0.x, v8
|
|
temp5 = temp0.x * i.color;
|
|
// mov r4.xyz, r5
|
|
temp4.xyz = temp5.xyz;
|
|
// mov r5.xyz, v8
|
|
temp5.xyz = i.color.xyz;
|
|
// lrp r6, c13.x, r4, r5
|
|
temp6 = lerp(temp5, temp4, expr13.x);
|
|
// mul r3.xyz, r3, r6
|
|
temp3.xyz = temp3.xyz * temp6.xyz;
|
|
// mul oD0.xyz, r3, c2.w
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r2.w, c2.x
|
|
temp2.w = float1(1);
|
|
// dp4 r0.x, r2, c116
|
|
temp0.x = dot(temp2, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// mov r3.x, c21.x
|
|
temp3.x = Opacity.x;
|
|
// mul r3.x, r3.x, c1.x
|
|
temp3.x = temp3.x * OpacityOverride.x;
|
|
// mul oD0.w, r6.w, r3.x
|
|
o.color.w = temp6.w * temp3.x;
|
|
// dp3 r3.x, r0.yzww, c6
|
|
temp3.x = dot(temp0.yzw, DirectionalLight[0].Direction.xyz);
|
|
// mad r1.xyz, r1, r1.w, c6
|
|
temp1.xyz = temp1.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r1
|
|
temp4.xyz = normalize(temp1.xyz).xyz;
|
|
// dp3 r3.y, r0.yzww, r4
|
|
temp3.y = dot(temp0.yzw, temp4.xyz);
|
|
// mov r3.zw, c20.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r1, r3
|
|
temp1 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r3.xyz, c5
|
|
temp3.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r0.yzw, r3.xxyz, c3.xxyz
|
|
temp0.yzw = temp3.xyz * NoCloudMultiplier.xyz;
|
|
// mul r1.xzw, r1.z, r0.yyzw
|
|
temp1.xzw = temp1.zzz * temp0.yzw;
|
|
// mul r1.xzw, r1, c19.xyyz
|
|
temp1.xzw = temp1.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r1.xzww, c2.w
|
|
o.texcoord6 = temp1.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r0.yzw, r1.y, r0
|
|
temp0.yzw = temp1.yyy * temp0.yzw;
|
|
// mul r0.yzw, r0, c18.xxyz
|
|
temp0.yzw = temp0.yzw * ColorDiffuse.xyz;
|
|
// mul r0.yzw, r6.xxyz, r0
|
|
temp0.yzw = temp6.xyz * temp0.yzw;
|
|
// mul oT5.xyz, r0.yzww, c2.w
|
|
o.texcoord5 = temp0.yzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// lrp r0.yz, c22.x, r2.xxyw, v7.xxyw
|
|
temp0.yz = lerp(i.texcoord1.xy, temp2.xy, UseWorldCords.xx);
|
|
// mov r1.xy, c24
|
|
temp1.xy = TexCoordTransform_1.xy;
|
|
// mad oT1.xy, r0.yzzw, r1, c16
|
|
o.texcoord1 = temp0.yzzw * temp1 + expr16;
|
|
// add r0.yz, r2.xxyw, c25.xzww
|
|
temp0.yz = temp2.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r0.yzzw, c25
|
|
o.texcoord3 = temp0.yzzw * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r0.y, r2, c113
|
|
temp0.y = dot(temp2, (ShadowMapWorldToShadow._m00_m10_m20_m30));
|
|
// dp4 r0.z, r2, c114
|
|
temp0.z = dot(temp2, (ShadowMapWorldToShadow._m01_m11_m21_m31));
|
|
// dp4 r0.w, r2, c115
|
|
temp0.w = dot(temp2, (ShadowMapWorldToShadow._m02_m12_m22_m32));
|
|
// rcp r1.x, r0.x
|
|
temp1.x = 1.0f / temp0.x;
|
|
// mad oT4.xyz, r0.yzww, r1.x, c26.xxyw
|
|
o.texcoord4.xyz = temp0.yzw * temp1.xxx + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
// dp4 oPos.x, r2, c119
|
|
o.position.x = dot(temp2, (ViewProjection._m00_m10_m20_m30));
|
|
// dp4 oPos.y, r2, c120
|
|
o.position.y = dot(temp2, (ViewProjection._m01_m11_m21_m31));
|
|
// dp4 oPos.z, r2, c121
|
|
o.position.z = dot(temp2, (ViewProjection._m02_m12_m22_m32));
|
|
// dp4 oPos.w, r2, c122
|
|
o.position.w = dot(temp2, (ViewProjection._m03_m13_m23_m33));
|
|
// mov r0.xy, c23
|
|
temp0.xy = TexCoordTransform_0.xy;
|
|
// mad oT0.xy, v6, r0, c15
|
|
o.texcoord = i.texcoord * temp0 + expr15;
|
|
// mov oD1.w, c2.x
|
|
o.color1.w = float1(1);
|
|
// mov oT2.xy, c2.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_15 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_15_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_15_Output
|
|
{
|
|
float4 color1 : COLOR1;
|
|
float4 color : COLOR;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_15_Output VS_M_Array_Shader_15(VS_M_Array_Shader_15_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 11
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 3
|
|
0 - ConstOutput: 13 ConstInput 2
|
|
1 - ConstOutput: 20 ConstInput 2
|
|
2 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
float4 expr20;
|
|
float4 expr21;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float4 temp2;
|
|
// Expression_2_1
|
|
// rcp c11.x, c2.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c13.x, r0.x, r1.x
|
|
expr13.x = temp0.x >= temp1.x;
|
|
// mul c14.xyz, c1.x, c0.xyz
|
|
expr14.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul r0.x, c4.x, c6.x
|
|
temp0.x = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x * Time.x;
|
|
// add r1.x, r0.x, c4.w
|
|
temp1.x = temp0.x + TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.w;
|
|
// rcp r0.x, c4.z
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z);
|
|
// mul r2.x, r1.x, r0.x
|
|
temp2.x = temp1.x * temp0.x;
|
|
// neg r0.x, r2.x
|
|
temp0.x = -temp2.x;
|
|
// ge r1.x, r2.x, r0.x
|
|
temp1.x = temp2.x >= temp0.x;
|
|
// max r1.y, r2.x, r0.x
|
|
temp1.y = max(temp2.x, temp0.x);
|
|
// frc r0.x, r1.y
|
|
temp0.x = frac(temp1.y);
|
|
// add r1.y, r0.x, r0.x
|
|
temp1.y = temp0.x + temp0.x;
|
|
// neg r1.z, r0.x
|
|
temp1.z = -temp0.x;
|
|
// mul r0.x, r1.x, r1.y
|
|
temp0.x = temp1.x * temp1.y;
|
|
// add r2.x, r1.z, r0.x
|
|
temp2.x = temp1.z + temp0.x;
|
|
// mul r0.x, r2.x, c4.z
|
|
temp0.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// lt r0.y, c4.x, (0)
|
|
temp0.y = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x < (0);
|
|
// mul r1.x, r0.y, c4.z
|
|
temp1.x = temp0.y * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// add r2.x, r0.x, r1.x
|
|
temp2.x = temp0.x + temp1.x;
|
|
// rcp r0.x, c4.y
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y);
|
|
// mul r1.y, r2.x, r0.x
|
|
temp1.y = temp2.x * temp0.x;
|
|
// neg r0.y, r1.y
|
|
temp0.y = -temp1.y;
|
|
// ge r2.x, r1.y, r0.y
|
|
temp2.x = temp1.y >= temp0.y;
|
|
// max r2.y, r1.y, r0.y
|
|
temp2.y = max(temp1.y, temp0.y);
|
|
// frc r0.y, r2.y
|
|
temp0.y = frac(temp2.y);
|
|
// add r1.z, r0.y, r0.y
|
|
temp1.z = temp0.y + temp0.y;
|
|
// neg r1.w, r0.y
|
|
temp1.w = -temp0.y;
|
|
// mul r0.y, r2.x, r1.z
|
|
temp0.y = temp2.x * temp1.z;
|
|
// add r2.x, r1.w, r0.y
|
|
temp2.x = temp1.w + temp0.y;
|
|
// mul r1.x, r2.x, c4.y
|
|
temp1.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y;
|
|
// frc r0.yz, r1.xy
|
|
temp0.yz = frac(temp1.xy);
|
|
// neg r1.zw, r0.yz
|
|
temp1.zw = -temp0.yz;
|
|
// add r0.yz, r1.xy, r1.zw
|
|
temp0.yz = temp1.xy + temp1.zw;
|
|
// mul c20.xy, r0.x, r0.yz
|
|
expr20.xy = temp0.x * temp0.yz;
|
|
// mul c21.xy, c6.x, c5.zw
|
|
expr21.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_M_Array_Shader_15_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
float addr0;
|
|
float3 temp7;
|
|
// def c0, 1, 0, -2, 3
|
|
// def c2, 0.5, 0, -0.0015, 0
|
|
// defi i0, 2, 0, 0, 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));
|
|
// 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));
|
|
// mov r1.w, c0.x
|
|
temp1.w = float1(1);
|
|
// dp4 r0.x, r1, c116
|
|
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// dp3 r0.y, v1, c124
|
|
temp0.y = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz);
|
|
// dp3 r0.z, v1, c125
|
|
temp0.z = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz);
|
|
// dp3 r0.w, v1, c126
|
|
temp0.w = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz);
|
|
// add r2.xyz, -r1, c123
|
|
temp2.xyz = -temp1.xyz + EyePosition.xyz;
|
|
// dp3 r2.w, r2, r2
|
|
temp2.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r2.w, r2.w
|
|
temp2.w = 1 / sqrt(temp2.w);
|
|
// mov r3.zw, c25.x
|
|
temp3.zw = Shininess.x;
|
|
// mov r4.xyz, c0.y
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r5.xyz, c0.y
|
|
temp5.xyz = float3(0, 0, 0);
|
|
// mov r4.w, c0.x
|
|
temp4.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r5.w, r4.w, r4.w
|
|
temp5.w = temp4.w + temp4.w;
|
|
// mova a0.x, r5.w
|
|
addr0.x = temp5.w;
|
|
// mad r6.xyz, r2, r2.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp2.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.y, r0.yzww, r7
|
|
temp3.y = dot(temp0.yzw, temp7.xyz);
|
|
// dp3 r3.x, r0.yzww, c6[a0.x]
|
|
temp3.x = dot(temp0.yzw, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// lit r6, r3
|
|
temp6 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mad r5.xyz, c5[a0.x], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r4.xyz, c5[a0.x], r6.y, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.yyy + temp4.xyz;
|
|
// add r4.w, r4.w, c0.x
|
|
temp4.w = temp4.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mul r3.xyz, r5, c24
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c2.x
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r3.xyz, c4
|
|
temp3.xyz = AmbientLightColor.xyz;
|
|
// mov r5.xyz, c22
|
|
temp5.xyz = ColorAmbient.xyz;
|
|
// mad r3.xyz, r3, r5, c14
|
|
temp3.xyz = temp3.xyz * temp5.xyz + expr14.xyz;
|
|
// mad r3.xyz, r4, c23, r3
|
|
temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz;
|
|
// mul r4.xyz, r2, r2.w
|
|
temp4.xyz = temp2.xyz * temp2.www;
|
|
// dp3 r3.w, r4, r0.yzww
|
|
temp3.w = dot(temp4.xyz, temp0.yzw);
|
|
// abs r3.w, r3.w
|
|
temp3.w = abs(temp3.w);
|
|
// mul r3.w, r3.w, c11.x
|
|
temp3.w = temp3.w * expr11.x;
|
|
// max r3.w, r3.w, c0.y
|
|
temp3.w = max(temp3.w, float1(0));
|
|
// min r3.w, r3.w, c0.x
|
|
temp3.w = min(temp3.w, float1(1));
|
|
// mul r4.x, r3.w, r3.w
|
|
temp4.x = temp3.w * temp3.w;
|
|
// mad r3.w, r3.w, c0.z, c0.w
|
|
temp3.w = temp3.w * float1(-2) + float1(3);
|
|
// mul r3.w, r4.x, r3.w
|
|
temp3.w = temp4.x * temp3.w;
|
|
// mov r4.w, v4.w
|
|
temp4.w = i.color.w;
|
|
// mul r5, r3.w, v4
|
|
temp5 = temp3.w * i.color;
|
|
// mov r4.xyz, r5
|
|
temp4.xyz = temp5.xyz;
|
|
// mov r5.xyz, v4
|
|
temp5.xyz = i.color.xyz;
|
|
// lrp r6, c13.x, r4, r5
|
|
temp6 = lerp(temp5, temp4, expr13.x);
|
|
// mul r3.xyz, r3, r6
|
|
temp3.xyz = temp3.xyz * temp6.xyz;
|
|
// mul oD0.xyz, r3, c2.x
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// dp3 r3.x, r0.yzww, c6
|
|
temp3.x = dot(temp0.yzw, DirectionalLight[0].Direction.xyz);
|
|
// mad r2.xyz, r2, r2.w, c6
|
|
temp2.xyz = temp2.xyz * temp2.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r2
|
|
temp4.xyz = normalize(temp2.xyz).xyz;
|
|
// dp3 r3.y, r0.yzww, r4
|
|
temp3.y = dot(temp0.yzw, temp4.xyz);
|
|
// mov r3.zw, c25.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r2, r3
|
|
temp2 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r3.xyz, c5
|
|
temp3.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r0.yzw, r3.xxyz, c3.xxyz
|
|
temp0.yzw = temp3.xyz * NoCloudMultiplier.xyz;
|
|
// mul r2.xzw, r2.z, r0.yyzw
|
|
temp2.xzw = temp2.zzz * temp0.yzw;
|
|
// mul r2.xzw, r2, c24.xyyz
|
|
temp2.xzw = temp2.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r2.xzww, c2.x
|
|
o.texcoord6 = temp2.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r2.x, c26.x
|
|
temp2.x = Opacity.x;
|
|
// mul r2.x, r2.x, c1.x
|
|
temp2.x = temp2.x * OpacityOverride.x;
|
|
// mul oD0.w, r6.w, r2.x
|
|
o.color.w = temp6.w * temp2.x;
|
|
// mul r0.yzw, r2.y, r0
|
|
temp0.yzw = temp2.yyy * temp0.yzw;
|
|
// mul r0.yzw, r0, c23.xxyz
|
|
temp0.yzw = temp0.yzw * ColorDiffuse.xyz;
|
|
// mul r0.yzw, r6.xxyz, r0
|
|
temp0.yzw = temp6.xyz * temp0.yzw;
|
|
// mul oT5.xyz, r0.yzww, c2.x
|
|
o.texcoord5 = temp0.yzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// lrp r0.yz, c27.x, r1.xxyw, v3.xxyw
|
|
temp0.yz = lerp(i.texcoord1.xy, temp1.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c28
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad oT1.xy, r0.yzzw, r2, c21
|
|
o.texcoord1 = temp0.yzzw * temp2 + expr21;
|
|
// add r0.yz, r1.xxyw, c29.xzww
|
|
temp0.yz = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r0.yzzw, c29
|
|
o.texcoord3 = temp0.yzzw * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r0.y, r1, c113
|
|
temp0.y = 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));
|
|
// rcp r2.x, r0.x
|
|
temp2.x = 1.0f / temp0.x;
|
|
// mad oT4.xyz, r0.yzww, r2.x, c2.yyzw
|
|
o.texcoord4.xyz = temp0.yzw * temp2.xxx + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
// 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 oT0.xy, v2, c20
|
|
o.texcoord = i.texcoord + expr20;
|
|
// mov oD1.w, c0.x
|
|
o.color1.w = float1(1);
|
|
// mov oT2.xy, c0.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_16 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_16_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_16_Output
|
|
{
|
|
float4 color1 : COLOR1;
|
|
float4 color : COLOR;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_16_Output VS_M_Array_Shader_16(VS_M_Array_Shader_16_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 11
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 3
|
|
0 - ConstOutput: 13 ConstInput 2
|
|
1 - ConstOutput: 20 ConstInput 2
|
|
2 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
float4 expr20;
|
|
float4 expr21;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float4 temp2;
|
|
// Expression_2_1
|
|
// rcp c11.x, c2.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c13.x, r0.x, r1.x
|
|
expr13.x = temp0.x >= temp1.x;
|
|
// mul c14.xyz, c1.x, c0.xyz
|
|
expr14.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul r0.x, c4.x, c6.x
|
|
temp0.x = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x * Time.x;
|
|
// add r1.x, r0.x, c4.w
|
|
temp1.x = temp0.x + TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.w;
|
|
// rcp r0.x, c4.z
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z);
|
|
// mul r2.x, r1.x, r0.x
|
|
temp2.x = temp1.x * temp0.x;
|
|
// neg r0.x, r2.x
|
|
temp0.x = -temp2.x;
|
|
// ge r1.x, r2.x, r0.x
|
|
temp1.x = temp2.x >= temp0.x;
|
|
// max r1.y, r2.x, r0.x
|
|
temp1.y = max(temp2.x, temp0.x);
|
|
// frc r0.x, r1.y
|
|
temp0.x = frac(temp1.y);
|
|
// add r1.y, r0.x, r0.x
|
|
temp1.y = temp0.x + temp0.x;
|
|
// neg r1.z, r0.x
|
|
temp1.z = -temp0.x;
|
|
// mul r0.x, r1.x, r1.y
|
|
temp0.x = temp1.x * temp1.y;
|
|
// add r2.x, r1.z, r0.x
|
|
temp2.x = temp1.z + temp0.x;
|
|
// mul r0.x, r2.x, c4.z
|
|
temp0.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// lt r0.y, c4.x, (0)
|
|
temp0.y = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x < (0);
|
|
// mul r1.x, r0.y, c4.z
|
|
temp1.x = temp0.y * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// add r2.x, r0.x, r1.x
|
|
temp2.x = temp0.x + temp1.x;
|
|
// rcp r0.x, c4.y
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y);
|
|
// mul r1.y, r2.x, r0.x
|
|
temp1.y = temp2.x * temp0.x;
|
|
// neg r0.y, r1.y
|
|
temp0.y = -temp1.y;
|
|
// ge r2.x, r1.y, r0.y
|
|
temp2.x = temp1.y >= temp0.y;
|
|
// max r2.y, r1.y, r0.y
|
|
temp2.y = max(temp1.y, temp0.y);
|
|
// frc r0.y, r2.y
|
|
temp0.y = frac(temp2.y);
|
|
// add r1.z, r0.y, r0.y
|
|
temp1.z = temp0.y + temp0.y;
|
|
// neg r1.w, r0.y
|
|
temp1.w = -temp0.y;
|
|
// mul r0.y, r2.x, r1.z
|
|
temp0.y = temp2.x * temp1.z;
|
|
// add r2.x, r1.w, r0.y
|
|
temp2.x = temp1.w + temp0.y;
|
|
// mul r1.x, r2.x, c4.y
|
|
temp1.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y;
|
|
// frc r0.yz, r1.xy
|
|
temp0.yz = frac(temp1.xy);
|
|
// neg r1.zw, r0.yz
|
|
temp1.zw = -temp0.yz;
|
|
// add r0.yz, r1.xy, r1.zw
|
|
temp0.yz = temp1.xy + temp1.zw;
|
|
// mul c20.xy, r0.x, r0.yz
|
|
expr20.xy = temp0.x * temp0.yz;
|
|
// mul c21.xy, c6.x, c5.zw
|
|
expr21.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_M_Array_Shader_16_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
float2 addr0;
|
|
float3 temp7;
|
|
// def c0, -2, 3, 0, 0
|
|
// def c2, 1, -1, 0, 0.5
|
|
// def c30, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_position v1
|
|
// dcl_normal v2
|
|
// dcl_texcoord v3
|
|
// dcl_texcoord1 v4
|
|
// dcl_color v5
|
|
// frc r0.x, v0.x
|
|
temp0.x = frac(i.blendindices.x);
|
|
// slt r0.y, -r0.x, r0.x
|
|
temp0.y = (-temp0.x < temp0.x) ? 1 : 0;
|
|
// add r0.x, -r0.x, v0.x
|
|
temp0.x = -temp0.x + i.blendindices.x;
|
|
// slt r0.z, v0.x, -v0.x
|
|
temp0.z = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
|
|
// mad r0.x, r0.z, r0.y, r0.x
|
|
temp0.x = temp0.z * temp0.y + temp0.x;
|
|
// add r0.x, r0.x, r0.x
|
|
temp0.x = temp0.x + temp0.x;
|
|
// mova a0.x, r0.x
|
|
addr0.x = temp0.x;
|
|
// mul r0, v1.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v1.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v1.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c2.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;
|
|
// mul r1, v2.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v2.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c2.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;
|
|
// add r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mov r3.zw, c25.x
|
|
temp3.zw = Shininess.x;
|
|
// mov r4.xyz, c2.z
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r5.xyz, c2.z
|
|
temp5.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c2.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r4.w, r2.w, r2.w
|
|
temp4.w = temp2.w + temp2.w;
|
|
// mova a0.y, r4.w
|
|
addr0.y = temp4.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.y]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.y / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.y, r1, r7
|
|
temp3.y = dot(temp1.xyz, temp7.xyz);
|
|
// dp3 r3.x, r1, c6[a0.y]
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0 + (addr0.y / 2)].Direction.xyz);
|
|
// lit r6, r3
|
|
temp6 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mad r5.xyz, c5[a0.y], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.y / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r4.xyz, c5[a0.y], r6.y, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.y / 2)].Color.xyz * temp6.yyy + temp4.xyz;
|
|
// add r2.w, r2.w, c2.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mul r3.xyz, r5, c24
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c2.w
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// dp3 r2.w, r3, r1
|
|
temp2.w = dot(temp3.xyz, temp1.xyz);
|
|
// abs r2.w, r2.w
|
|
temp2.w = abs(temp2.w);
|
|
// mul r2.w, r2.w, c11.x
|
|
temp2.w = temp2.w * expr11.x;
|
|
// max r2.w, r2.w, c2.z
|
|
temp2.w = max(temp2.w, float1(0));
|
|
// min r2.w, r2.w, c2.x
|
|
temp2.w = min(temp2.w, float1(1));
|
|
// mul r3.x, r2.w, r2.w
|
|
temp3.x = temp2.w * temp2.w;
|
|
// mad r2.w, r2.w, c0.x, c0.y
|
|
temp2.w = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r2.w, r2.w, c129[a0.x].w
|
|
temp2.w = temp2.w * WorldBones[1 + addr0.x].w;
|
|
// mov r3.xyz, c4
|
|
temp3.xyz = AmbientLightColor.xyz;
|
|
// mov r5.xyz, c22
|
|
temp5.xyz = ColorAmbient.xyz;
|
|
// mad r3.xyz, r3, r5, c14
|
|
temp3.xyz = temp3.xyz * temp5.xyz + expr14.xyz;
|
|
// mad r3.xyz, r4, c23, r3
|
|
temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz;
|
|
// mov r4.w, v5.w
|
|
temp4.w = i.color.w;
|
|
// mul r5, r2.w, v5
|
|
temp5 = temp2.w * i.color;
|
|
// mov r4.xyz, r5
|
|
temp4.xyz = temp5.xyz;
|
|
// mov r5.xyz, v5
|
|
temp5.xyz = i.color.xyz;
|
|
// lrp r6, c13.x, r4, r5
|
|
temp6 = lerp(temp5, temp4, expr13.x);
|
|
// mul r3.xyz, r3, r6
|
|
temp3.xyz = temp3.xyz * temp6.xyz;
|
|
// mul oD0.xyz, r3, c2.w
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.w, c2.x
|
|
temp0.w = float1(1);
|
|
// dp4 r2.w, r0, c116
|
|
temp2.w = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// mov r3.x, c26.x
|
|
temp3.x = Opacity.x;
|
|
// mul r3.x, r3.x, c1.x
|
|
temp3.x = temp3.x * OpacityOverride.x;
|
|
// mul oD0.w, r6.w, r3.x
|
|
o.color.w = temp6.w * temp3.x;
|
|
// dp3 r3.x, r1, c6
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// mad r2.xyz, r2, r1.w, c6
|
|
temp2.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r2
|
|
temp4.xyz = normalize(temp2.xyz).xyz;
|
|
// dp3 r3.y, r1, r4
|
|
temp3.y = dot(temp1.xyz, temp4.xyz);
|
|
// mov r3.zw, c25.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r1, r3
|
|
temp1 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r2.xyz, c5
|
|
temp2.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r2.xyz, r2, c3
|
|
temp2.xyz = temp2.xyz * NoCloudMultiplier.xyz;
|
|
// mul r1.xzw, r1.z, r2.xyyz
|
|
temp1.xzw = temp1.zzz * temp2.xyz;
|
|
// mul r1.xzw, r1, c24.xyyz
|
|
temp1.xzw = temp1.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r1.xzww, c2.w
|
|
o.texcoord6 = temp1.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r1.xyz, r1.y, r2
|
|
temp1.xyz = temp1.yyy * temp2.xyz;
|
|
// mul r1.xyz, r1, c23
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz;
|
|
// mul r1.xyz, r6, r1
|
|
temp1.xyz = temp6.xyz * temp1.xyz;
|
|
// mul oT5.xyz, r1, c2.w
|
|
o.texcoord5 = temp1 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// lrp r1.xy, c27.x, r0, v4
|
|
temp1.xy = lerp(i.texcoord1.xy, temp0.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c28
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad oT1.xy, r1, r2, c21
|
|
o.texcoord1 = temp1 * temp2 + expr21;
|
|
// add r1.xy, r0, c29.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r1, c29
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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));
|
|
// rcp r1.w, r2.w
|
|
temp1.w = 1.0f / temp2.w;
|
|
// mad oT4.xyz, r1, r1.w, c30.xxyw
|
|
o.texcoord4.xyz = temp1.xyz * temp1.www + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r2.w
|
|
o.texcoord4.w = temp2.w;
|
|
// 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 oT0.xy, v3, c20
|
|
o.texcoord = i.texcoord + expr20;
|
|
// mov oD1.w, c2.x
|
|
o.color1.w = float1(1);
|
|
// mov oT2.xy, c2.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_17 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_17_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 blendweight : BLENDWEIGHT;
|
|
float4 position : POSITION;
|
|
float4 position1 : POSITION1;
|
|
float4 normal : NORMAL;
|
|
float4 normal1 : NORMAL1;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_17_Output
|
|
{
|
|
float4 color1 : COLOR1;
|
|
float4 color : COLOR;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_17_Output VS_M_Array_Shader_17(VS_M_Array_Shader_17_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 11
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 1
|
|
Mappings: 3
|
|
0 - ConstOutput: 13 ConstInput 2
|
|
1 - ConstOutput: 20 ConstInput 2
|
|
2 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
float4 expr20;
|
|
float4 expr21;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float4 temp2;
|
|
// Expression_2_1
|
|
// rcp c11.x, c2.x
|
|
expr11.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c13.x, r0.x, r1.x
|
|
expr13.x = temp0.x >= temp1.x;
|
|
// mul c14.xyz, c1.x, c0.xyz
|
|
expr14.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul r0.x, c4.x, c6.x
|
|
temp0.x = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x * Time.x;
|
|
// add r1.x, r0.x, c4.w
|
|
temp1.x = temp0.x + TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.w;
|
|
// rcp r0.x, c4.z
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z);
|
|
// mul r2.x, r1.x, r0.x
|
|
temp2.x = temp1.x * temp0.x;
|
|
// neg r0.x, r2.x
|
|
temp0.x = -temp2.x;
|
|
// ge r1.x, r2.x, r0.x
|
|
temp1.x = temp2.x >= temp0.x;
|
|
// max r1.y, r2.x, r0.x
|
|
temp1.y = max(temp2.x, temp0.x);
|
|
// frc r0.x, r1.y
|
|
temp0.x = frac(temp1.y);
|
|
// add r1.y, r0.x, r0.x
|
|
temp1.y = temp0.x + temp0.x;
|
|
// neg r1.z, r0.x
|
|
temp1.z = -temp0.x;
|
|
// mul r0.x, r1.x, r1.y
|
|
temp0.x = temp1.x * temp1.y;
|
|
// add r2.x, r1.z, r0.x
|
|
temp2.x = temp1.z + temp0.x;
|
|
// mul r0.x, r2.x, c4.z
|
|
temp0.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// lt r0.y, c4.x, (0)
|
|
temp0.y = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x < (0);
|
|
// mul r1.x, r0.y, c4.z
|
|
temp1.x = temp0.y * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// add r2.x, r0.x, r1.x
|
|
temp2.x = temp0.x + temp1.x;
|
|
// rcp r0.x, c4.y
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y);
|
|
// mul r1.y, r2.x, r0.x
|
|
temp1.y = temp2.x * temp0.x;
|
|
// neg r0.y, r1.y
|
|
temp0.y = -temp1.y;
|
|
// ge r2.x, r1.y, r0.y
|
|
temp2.x = temp1.y >= temp0.y;
|
|
// max r2.y, r1.y, r0.y
|
|
temp2.y = max(temp1.y, temp0.y);
|
|
// frc r0.y, r2.y
|
|
temp0.y = frac(temp2.y);
|
|
// add r1.z, r0.y, r0.y
|
|
temp1.z = temp0.y + temp0.y;
|
|
// neg r1.w, r0.y
|
|
temp1.w = -temp0.y;
|
|
// mul r0.y, r2.x, r1.z
|
|
temp0.y = temp2.x * temp1.z;
|
|
// add r2.x, r1.w, r0.y
|
|
temp2.x = temp1.w + temp0.y;
|
|
// mul r1.x, r2.x, c4.y
|
|
temp1.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y;
|
|
// frc r0.yz, r1.xy
|
|
temp0.yz = frac(temp1.xy);
|
|
// neg r1.zw, r0.yz
|
|
temp1.zw = -temp0.yz;
|
|
// add r0.yz, r1.xy, r1.zw
|
|
temp0.yz = temp1.xy + temp1.zw;
|
|
// mul c20.xy, r0.x, r0.yz
|
|
expr20.xy = temp0.x * temp0.yz;
|
|
// mul c21.xy, c6.x, c5.zw
|
|
expr21.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_M_Array_Shader_17_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
float2 addr0;
|
|
float3 temp7;
|
|
// def c0, -2, 3, 0, 0
|
|
// def c2, 1, -1, 0, 0.5
|
|
// def c30, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_blendweight v1
|
|
// dcl_position v2
|
|
// dcl_position1 v3
|
|
// dcl_normal v4
|
|
// dcl_normal1 v5
|
|
// dcl_texcoord v6
|
|
// dcl_texcoord1 v7
|
|
// dcl_color v8
|
|
// frc r0.xy, v0
|
|
temp0.xy = frac(i.blendindices.xy);
|
|
// slt r0.zw, -r0.xyxy, r0.xyxy
|
|
temp0.zw = (-temp0.xy < temp0.xy) ? 1 : 0;
|
|
// add r0.xy, -r0, v0
|
|
temp0.xy = -temp0.xy + i.blendindices.xy;
|
|
// slt r1.xy, v0, -v0
|
|
temp1.xy = (i.blendindices.xy < -i.blendindices.xy) ? 1 : 0;
|
|
// mad r0.xy, r1, r0.zwzw, r0
|
|
temp0.xy = temp1.xy * temp0.zw + temp0.xy;
|
|
// add r0.xy, r0, r0
|
|
temp0.xy = temp0.xy + temp0.xy;
|
|
// mova a0.xy, r0
|
|
addr0.xy = temp0.xy;
|
|
// mul r0.x, v1.y, c129[a0.y].w
|
|
temp0.x = i.blendweight.y * WorldBones[1 + addr0.y].w;
|
|
// mad r0.x, c129[a0.x].w, v1.x, r0.x
|
|
temp0.x = WorldBones[1 + addr0.x].w * i.blendweight.x + temp0.x;
|
|
// mul r1, v2.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp1;
|
|
// mul r2, v2.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c2.xxxy, -r2
|
|
temp1 = temp1 * float4(1, 1, 1, -1) + -temp2;
|
|
// mul r0.yzw, r1.w, c128[a0.x].xxyz
|
|
temp0.yzw = temp1.www * WorldBones[0 + addr0.x].xyz;
|
|
// mad r0.yzw, c128[a0.x].w, r1.xxyz, -r0
|
|
temp0.yzw = WorldBones[0 + addr0.x].www * temp1.xyz + -temp0.yzw;
|
|
// mad r0.yzw, c128[a0.x].xyzx, r1.xzxy, r0
|
|
temp0.yzw = WorldBones[0 + addr0.x].yzx * temp1.zxy + temp0.yzw;
|
|
// mad r0.yzw, c128[a0.x].xzxy, -r1.xyzx, r0
|
|
temp0.yzw = WorldBones[0 + addr0.x].zxy * -temp1.yzx + temp0.yzw;
|
|
// add r0.yzw, r0, c129[a0.x].xxyz
|
|
temp0.yzw = temp0.yzw + WorldBones[1 + addr0.x].xyz;
|
|
// mul r1, v4.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v4.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v4.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c2.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;
|
|
// mul r2, v3.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.position1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v3.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.position1.xyzx + temp2;
|
|
// mul r3, v3.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.position1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c2.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// add r2.xyz, r2, c129[a0.y]
|
|
temp2.xyz = temp2.xyz + WorldBones[1 + addr0.y].xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r2.xyz, r0.yzww, v1.x, r2
|
|
temp2.xyz = temp0.yzw * i.blendweight.xxx + temp2.xyz;
|
|
// mul r3, v5.zxyy, c128[a0.y].yzxy
|
|
temp3 = i.normal1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r3, c128[a0.y].wwwx, v5.xyzx, r3
|
|
temp3 = WorldBones[0 + addr0.y].wwwx * i.normal1.xyzx + temp3;
|
|
// mul r4, v5.yzxz, c128[a0.y].zxyz
|
|
temp4 = i.normal1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r3, r3, c2.xxxy, -r4
|
|
temp3 = temp3 * float4(1, 1, 1, -1) + -temp4;
|
|
// mul r0.yzw, r3.w, c128[a0.y].xxyz
|
|
temp0.yzw = temp3.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r0.yzw, c128[a0.y].w, r3.xxyz, -r0
|
|
temp0.yzw = WorldBones[0 + addr0.y].www * temp3.xyz + -temp0.yzw;
|
|
// mad r0.yzw, c128[a0.y].xyzx, r3.xzxy, r0
|
|
temp0.yzw = WorldBones[0 + addr0.y].yzx * temp3.zxy + temp0.yzw;
|
|
// mad r0.yzw, c128[a0.y].xzxy, -r3.xyzx, r0
|
|
temp0.yzw = WorldBones[0 + addr0.y].zxy * -temp3.yzx + temp0.yzw;
|
|
// mul r0.yzw, r0, v1.y
|
|
temp0.yzw = temp0.yzw * i.blendweight.yyy;
|
|
// mad r0.yzw, r1.xxyz, v1.x, r0
|
|
temp0.yzw = temp1.xyz * i.blendweight.xxx + temp0.yzw;
|
|
// add r1.xyz, -r2, c123
|
|
temp1.xyz = -temp2.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r1, r1
|
|
temp1.w = dot(temp1.xyz, temp1.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mov r3.zw, c25.x
|
|
temp3.zw = Shininess.x;
|
|
// mov r4.xyz, c2.z
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r5.xyz, c2.z
|
|
temp5.xyz = float3(0, 0, 0);
|
|
// mov r4.w, c2.x
|
|
temp4.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r5.w, r4.w, r4.w
|
|
temp5.w = temp4.w + temp4.w;
|
|
// mova a0.x, r5.w
|
|
addr0.x = temp5.w;
|
|
// mad r6.xyz, r1, r1.w, c6[a0.x]
|
|
temp6.xyz = temp1.xyz * temp1.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.y, r0.yzww, r7
|
|
temp3.y = dot(temp0.yzw, temp7.xyz);
|
|
// dp3 r3.x, r0.yzww, c6[a0.x]
|
|
temp3.x = dot(temp0.yzw, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// lit r6, r3
|
|
temp6 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mad r5.xyz, c5[a0.x], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r4.xyz, c5[a0.x], r6.y, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.yyy + temp4.xyz;
|
|
// add r4.w, r4.w, c2.x
|
|
temp4.w = temp4.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mul r3.xyz, r5, c24
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c2.w
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r1, r1.w
|
|
temp3.xyz = temp1.xyz * temp1.www;
|
|
// dp3 r3.x, r3, r0.yzww
|
|
temp3.x = dot(temp3.xyz, temp0.yzw);
|
|
// abs r3.x, r3.x
|
|
temp3.x = abs(temp3.x);
|
|
// mul r3.x, r3.x, c11.x
|
|
temp3.x = temp3.x * expr11.x;
|
|
// max r3.x, r3.x, c2.z
|
|
temp3.x = max(temp3.x, float1(0));
|
|
// min r3.x, r3.x, c2.x
|
|
temp3.x = min(temp3.x, float1(1));
|
|
// mul r3.y, r3.x, r3.x
|
|
temp3.y = temp3.x * temp3.x;
|
|
// mad r3.x, r3.x, c0.x, c0.y
|
|
temp3.x = temp3.x * float1(-2) + float1(3);
|
|
// mul r3.x, r3.y, r3.x
|
|
temp3.x = temp3.y * temp3.x;
|
|
// mul r0.x, r0.x, r3.x
|
|
temp0.x = temp0.x * temp3.x;
|
|
// mov r3.xyz, c4
|
|
temp3.xyz = AmbientLightColor.xyz;
|
|
// mov r5.xyz, c22
|
|
temp5.xyz = ColorAmbient.xyz;
|
|
// mad r3.xyz, r3, r5, c14
|
|
temp3.xyz = temp3.xyz * temp5.xyz + expr14.xyz;
|
|
// mad r3.xyz, r4, c23, r3
|
|
temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz;
|
|
// mov r4.w, v8.w
|
|
temp4.w = i.color.w;
|
|
// mul r5, r0.x, v8
|
|
temp5 = temp0.x * i.color;
|
|
// mov r4.xyz, r5
|
|
temp4.xyz = temp5.xyz;
|
|
// mov r5.xyz, v8
|
|
temp5.xyz = i.color.xyz;
|
|
// lrp r6, c13.x, r4, r5
|
|
temp6 = lerp(temp5, temp4, expr13.x);
|
|
// mul r3.xyz, r3, r6
|
|
temp3.xyz = temp3.xyz * temp6.xyz;
|
|
// mul oD0.xyz, r3, c2.w
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r2.w, c2.x
|
|
temp2.w = float1(1);
|
|
// dp4 r0.x, r2, c116
|
|
temp0.x = dot(temp2, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// mov r3.x, c26.x
|
|
temp3.x = Opacity.x;
|
|
// mul r3.x, r3.x, c1.x
|
|
temp3.x = temp3.x * OpacityOverride.x;
|
|
// mul oD0.w, r6.w, r3.x
|
|
o.color.w = temp6.w * temp3.x;
|
|
// dp3 r3.x, r0.yzww, c6
|
|
temp3.x = dot(temp0.yzw, DirectionalLight[0].Direction.xyz);
|
|
// mad r1.xyz, r1, r1.w, c6
|
|
temp1.xyz = temp1.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r1
|
|
temp4.xyz = normalize(temp1.xyz).xyz;
|
|
// dp3 r3.y, r0.yzww, r4
|
|
temp3.y = dot(temp0.yzw, temp4.xyz);
|
|
// mov r3.zw, c25.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r1, r3
|
|
temp1 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r3.xyz, c5
|
|
temp3.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r0.yzw, r3.xxyz, c3.xxyz
|
|
temp0.yzw = temp3.xyz * NoCloudMultiplier.xyz;
|
|
// mul r1.xzw, r1.z, r0.yyzw
|
|
temp1.xzw = temp1.zzz * temp0.yzw;
|
|
// mul r1.xzw, r1, c24.xyyz
|
|
temp1.xzw = temp1.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r1.xzww, c2.w
|
|
o.texcoord6 = temp1.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r0.yzw, r1.y, r0
|
|
temp0.yzw = temp1.yyy * temp0.yzw;
|
|
// mul r0.yzw, r0, c23.xxyz
|
|
temp0.yzw = temp0.yzw * ColorDiffuse.xyz;
|
|
// mul r0.yzw, r6.xxyz, r0
|
|
temp0.yzw = temp6.xyz * temp0.yzw;
|
|
// mul oT5.xyz, r0.yzww, c2.w
|
|
o.texcoord5 = temp0.yzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// lrp r0.yz, c27.x, r2.xxyw, v7.xxyw
|
|
temp0.yz = lerp(i.texcoord1.xy, temp2.xy, UseWorldCords.xx);
|
|
// mov r1.xy, c28
|
|
temp1.xy = TexCoordTransform_1.xy;
|
|
// mad oT1.xy, r0.yzzw, r1, c21
|
|
o.texcoord1 = temp0.yzzw * temp1 + expr21;
|
|
// add r0.yz, r2.xxyw, c29.xzww
|
|
temp0.yz = temp2.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r0.yzzw, c29
|
|
o.texcoord3 = temp0.yzzw * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r0.y, r2, c113
|
|
temp0.y = dot(temp2, (ShadowMapWorldToShadow._m00_m10_m20_m30));
|
|
// dp4 r0.z, r2, c114
|
|
temp0.z = dot(temp2, (ShadowMapWorldToShadow._m01_m11_m21_m31));
|
|
// dp4 r0.w, r2, c115
|
|
temp0.w = dot(temp2, (ShadowMapWorldToShadow._m02_m12_m22_m32));
|
|
// rcp r1.x, r0.x
|
|
temp1.x = 1.0f / temp0.x;
|
|
// mad oT4.xyz, r0.yzww, r1.x, c30.xxyw
|
|
o.texcoord4.xyz = temp0.yzw * temp1.xxx + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
// dp4 oPos.x, r2, c119
|
|
o.position.x = dot(temp2, (ViewProjection._m00_m10_m20_m30));
|
|
// dp4 oPos.y, r2, c120
|
|
o.position.y = dot(temp2, (ViewProjection._m01_m11_m21_m31));
|
|
// dp4 oPos.z, r2, c121
|
|
o.position.z = dot(temp2, (ViewProjection._m02_m12_m22_m32));
|
|
// dp4 oPos.w, r2, c122
|
|
o.position.w = dot(temp2, (ViewProjection._m03_m13_m23_m33));
|
|
// add oT0.xy, v6, c20
|
|
o.texcoord = i.texcoord + expr20;
|
|
// mov oD1.w, c2.x
|
|
o.color1.w = float1(1);
|
|
// mov oT2.xy, c2.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_18 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_18_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_18_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_18_Output VS_M_Array_Shader_18(VS_M_Array_Shader_18_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 5
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 2
|
|
0 - ConstOutput: 14 ConstInput 2
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// mul r0.x, c4.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c2.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c14.x, r0.x, r1.x
|
|
expr14.x = temp0.x >= temp1.x;
|
|
// mul c15.xyz, c1.x, c0.xyz
|
|
expr15.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
}
|
|
|
|
VS_M_Array_Shader_18_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6, temp7;
|
|
float addr0;
|
|
float3 temp8;
|
|
// def c2, -2, 3, 0, 0
|
|
// def c24, 1, 0, 0.25, 0.5
|
|
// def c25, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_normal v1
|
|
// dcl_texcoord v2
|
|
// dcl_texcoord1 v3
|
|
// dcl_color v4
|
|
// mad r0, v0.xyzx, c24.xxxy, c24.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));
|
|
// 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));
|
|
// mov r1.w, c24.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 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));
|
|
// dp4 r0.x, r1, c116
|
|
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// dp3 r0.y, v1, c124
|
|
temp0.y = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz);
|
|
// dp3 r0.z, v1, c125
|
|
temp0.z = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz);
|
|
// dp3 r0.w, v1, c126
|
|
temp0.w = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz);
|
|
// add r2.xyz, -r1, c123
|
|
temp2.xyz = -temp1.xyz + EyePosition.xyz;
|
|
// dp3 r2.w, r2, r2
|
|
temp2.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r2.w, r2.w
|
|
temp2.w = 1 / sqrt(temp2.w);
|
|
// mul r3.xyz, r2, r2.w
|
|
temp3.xyz = temp2.xyz * temp2.www;
|
|
// dp3 r3.x, r3, r0.yzww
|
|
temp3.x = dot(temp3.xyz, temp0.yzw);
|
|
// mov r4.zw, c19.x
|
|
temp4.zw = Shininess.x;
|
|
// mov r3.yzw, c24.y
|
|
temp3.yzw = float3(0, 0, 0);
|
|
// mov r5, c24.yyyx
|
|
temp5 = float4(0, 0, 0, 1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r6.x, r5.w, r5.w
|
|
temp6.x = temp5.w + temp5.w;
|
|
// mova a0.x, r6.x
|
|
addr0.x = temp6.x;
|
|
// mad r6.xyz, r2, r2.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp2.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r4.y, r0.yzww, r7
|
|
temp4.y = dot(temp0.yzw, temp7.xyz);
|
|
// dp3 r4.x, r0.yzww, c6[a0.x]
|
|
temp4.x = dot(temp0.yzw, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// lit r6, r4
|
|
temp6 = lit(temp4.x, temp4.y, temp4.w);
|
|
// mad r5.xyz, c5[a0.x], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r3.yzw, c5[a0.x].xxyz, r6.y, r3
|
|
temp3.yzw = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.yyy + temp3.yzw;
|
|
// add r5.w, r5.w, c24.x
|
|
temp5.w = temp5.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mov r4.xyz, c4
|
|
temp4.xyz = AmbientLightColor.xyz;
|
|
// mov r6.xyz, c16
|
|
temp6.xyz = ColorAmbient.xyz;
|
|
// mad r4.xyz, r4, r6, c15
|
|
temp4.xyz = temp4.xyz * temp6.xyz + expr15.xyz;
|
|
// mad r3.yzw, r3, c17.xxyz, r4.xxyz
|
|
temp3.yzw = temp3.yzw * ColorDiffuse.xyz + temp4.xyz;
|
|
// abs r3.x, r3.x
|
|
temp3.x = abs(temp3.x);
|
|
// mul r3.x, r3.x, c12.x
|
|
temp3.x = temp3.x * expr12.x;
|
|
// max r3.x, r3.x, c24.y
|
|
temp3.x = max(temp3.x, float1(0));
|
|
// min r3.x, r3.x, c24.x
|
|
temp3.x = min(temp3.x, float1(1));
|
|
// mul r4.x, r3.x, r3.x
|
|
temp4.x = temp3.x * temp3.x;
|
|
// mad r3.x, r3.x, c2.x, c2.y
|
|
temp3.x = temp3.x * float1(-2) + float1(3);
|
|
// mul r3.x, r4.x, r3.x
|
|
temp3.x = temp4.x * temp3.x;
|
|
// mul r4.w, r3.x, v4.w
|
|
temp4.w = temp3.x * i.color.w;
|
|
// mov r6.w, v4.w
|
|
temp6.w = i.color.w;
|
|
// mov r7.xz, c24
|
|
temp7.xz = float2(1, 0.25);
|
|
// lrp r8.xyz, r7.z, r7.x, c0
|
|
temp8.xyz = lerp(RecolorColor.xyz, temp7.xxx, temp7.zzz);
|
|
// mul r7.xyz, r8, v4
|
|
temp7.xyz = temp8.xyz * i.color.xyz;
|
|
// mad r8.xyz, r7, c11.x, -r7
|
|
temp8.xyz = temp7.xyz * expr11.xxx + -temp7.xyz;
|
|
// mad r4.xyz, c21.x, r8, r7
|
|
temp4.xyz = HouseColorPulse.xxx * temp8.xyz + temp7.xyz;
|
|
// mul r6.xyz, r3.x, r4
|
|
temp6.xyz = temp3.xxx * temp4.xyz;
|
|
// lrp r7, c14.x, r6, r4
|
|
temp7 = lerp(temp4, temp6, expr14.x);
|
|
// mul r3.xyz, r3.yzww, r7
|
|
temp3.xyz = temp3.yzw * temp7.xyz;
|
|
// mul oD0.xyz, r3, c24.w
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r5, c18
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c24.w
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// dp3 r3.x, r0.yzww, c6
|
|
temp3.x = dot(temp0.yzw, DirectionalLight[0].Direction.xyz);
|
|
// mad r2.xyz, r2, r2.w, c6
|
|
temp2.xyz = temp2.xyz * temp2.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r2
|
|
temp4.xyz = normalize(temp2.xyz).xyz;
|
|
// dp3 r3.y, r0.yzww, r4
|
|
temp3.y = dot(temp0.yzw, temp4.xyz);
|
|
// mov r3.zw, c19.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r2, r3
|
|
temp2 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r3.xyz, c5
|
|
temp3.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r0.yzw, r3.xxyz, c3.xxyz
|
|
temp0.yzw = temp3.xyz * NoCloudMultiplier.xyz;
|
|
// mul r2.xzw, r2.z, r0.yyzw
|
|
temp2.xzw = temp2.zzz * temp0.yzw;
|
|
// mul r2.xzw, r2, c18.xyyz
|
|
temp2.xzw = temp2.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r2.xzww, c24.w
|
|
o.texcoord6 = temp2.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r0.yzw, r2.y, r0
|
|
temp0.yzw = temp2.yyy * temp0.yzw;
|
|
// mul r0.yzw, r0, c17.xxyz
|
|
temp0.yzw = temp0.yzw * ColorDiffuse.xyz;
|
|
// mul r0.yzw, r7.xxyz, r0
|
|
temp0.yzw = temp7.xyz * temp0.yzw;
|
|
// mul oT5.xyz, r0.yzww, c24.w
|
|
o.texcoord5 = temp0.yzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r2.x, c20.x
|
|
temp2.x = Opacity.x;
|
|
// mul r0.y, r2.x, c1.x
|
|
temp0.y = temp2.x * OpacityOverride.x;
|
|
// mul oD0.w, r7.w, r0.y
|
|
o.color.w = temp7.w * temp0.y;
|
|
// add r0.yz, r1.xxyw, -v3.xxyw
|
|
temp0.yz = temp1.xy + -i.texcoord1.xy;
|
|
// mad oT1.xy, c22.x, r0.yzzw, v3
|
|
o.texcoord1 = UseWorldCords.x * temp0.yzzw + i.texcoord1;
|
|
// add r0.yz, r1.xxyw, c23.xzww
|
|
temp0.yz = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r0.yzzw, c23
|
|
o.texcoord3 = temp0.yzzw * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r0.y, r1, c113
|
|
temp0.y = 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));
|
|
// rcp r1.x, r0.x
|
|
temp1.x = 1.0f / temp0.x;
|
|
// mad oT4.xyz, r0.yzww, r1.x, c25.xxyw
|
|
o.texcoord4.xyz = temp0.yzw * temp1.xxx + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
// mov oD1.w, c24.x
|
|
o.color1.w = float1(1);
|
|
// mov oT0.xy, v2
|
|
o.texcoord = i.texcoord;
|
|
// mov oT2.xy, c24.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_19 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_19_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_19_Output
|
|
{
|
|
float4 color1 : COLOR1;
|
|
float4 color : COLOR;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_19_Output VS_M_Array_Shader_19(VS_M_Array_Shader_19_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 5
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 2
|
|
0 - ConstOutput: 14 ConstInput 2
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// mul r0.x, c4.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c2.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c14.x, r0.x, r1.x
|
|
expr14.x = temp0.x >= temp1.x;
|
|
// mul c15.xyz, c1.x, c0.xyz
|
|
expr15.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
}
|
|
|
|
VS_M_Array_Shader_19_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
float2 addr0;
|
|
float3 temp7;
|
|
// def c2, -2, 3, 0.5, 0
|
|
// def c24, 1, -1, 0.25, 0
|
|
// def c25, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_position v1
|
|
// dcl_normal v2
|
|
// dcl_texcoord v3
|
|
// dcl_texcoord1 v4
|
|
// dcl_color v5
|
|
// frc r0.x, v0.x
|
|
temp0.x = frac(i.blendindices.x);
|
|
// slt r0.y, -r0.x, r0.x
|
|
temp0.y = (-temp0.x < temp0.x) ? 1 : 0;
|
|
// add r0.x, -r0.x, v0.x
|
|
temp0.x = -temp0.x + i.blendindices.x;
|
|
// slt r0.z, v0.x, -v0.x
|
|
temp0.z = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
|
|
// mad r0.x, r0.z, r0.y, r0.x
|
|
temp0.x = temp0.z * temp0.y + temp0.x;
|
|
// add r0.x, r0.x, r0.x
|
|
temp0.x = temp0.x + temp0.x;
|
|
// mova a0.x, r0.x
|
|
addr0.x = temp0.x;
|
|
// mul r0, v1.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v1.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v1.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c24.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;
|
|
// mul r1, v2.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v2.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c24.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;
|
|
// add r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mov r3.zw, c19.x
|
|
temp3.zw = Shininess.x;
|
|
// mov r4.xyz, c24.w
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r5.xyz, c24.w
|
|
temp5.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c24.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r4.w, r2.w, r2.w
|
|
temp4.w = temp2.w + temp2.w;
|
|
// mova a0.y, r4.w
|
|
addr0.y = temp4.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.y]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.y / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.y, r1, r7
|
|
temp3.y = dot(temp1.xyz, temp7.xyz);
|
|
// dp3 r3.x, r1, c6[a0.y]
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0 + (addr0.y / 2)].Direction.xyz);
|
|
// lit r6, r3
|
|
temp6 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mad r5.xyz, c5[a0.y], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.y / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r4.xyz, c5[a0.y], r6.y, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.y / 2)].Color.xyz * temp6.yyy + temp4.xyz;
|
|
// add r2.w, r2.w, c24.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mul r3.xyz, r5, c18
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c2.z
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// dp3 r2.w, r3, r1
|
|
temp2.w = dot(temp3.xyz, temp1.xyz);
|
|
// abs r2.w, r2.w
|
|
temp2.w = abs(temp2.w);
|
|
// mul r2.w, r2.w, c12.x
|
|
temp2.w = temp2.w * expr12.x;
|
|
// max r2.w, r2.w, c24.w
|
|
temp2.w = max(temp2.w, float1(0));
|
|
// min r2.w, r2.w, c24.x
|
|
temp2.w = min(temp2.w, float1(1));
|
|
// mul r3.x, r2.w, r2.w
|
|
temp3.x = temp2.w * temp2.w;
|
|
// mad r2.w, r2.w, c2.x, c2.y
|
|
temp2.w = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r2.w, r2.w, c129[a0.x].w
|
|
temp2.w = temp2.w * WorldBones[1 + addr0.x].w;
|
|
// mov r3.xyz, c4
|
|
temp3.xyz = AmbientLightColor.xyz;
|
|
// mov r5.xyz, c16
|
|
temp5.xyz = ColorAmbient.xyz;
|
|
// mad r3.xyz, r3, r5, c15
|
|
temp3.xyz = temp3.xyz * temp5.xyz + expr15.xyz;
|
|
// mad r3.xyz, r4, c17, r3
|
|
temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz;
|
|
// mul r4.w, r2.w, v5.w
|
|
temp4.w = temp2.w * i.color.w;
|
|
// mov r5.w, v5.w
|
|
temp5.w = i.color.w;
|
|
// mov r6.xz, c24
|
|
temp6.xz = float2(1, 0.25);
|
|
// lrp r7.xyz, r6.z, r6.x, c0
|
|
temp7.xyz = lerp(RecolorColor.xyz, temp6.xxx, temp6.zzz);
|
|
// mul r6.xyz, r7, v5
|
|
temp6.xyz = temp7.xyz * i.color.xyz;
|
|
// mad r7.xyz, r6, c11.x, -r6
|
|
temp7.xyz = temp6.xyz * expr11.xxx + -temp6.xyz;
|
|
// mad r4.xyz, c21.x, r7, r6
|
|
temp4.xyz = HouseColorPulse.xxx * temp7.xyz + temp6.xyz;
|
|
// mul r5.xyz, r2.w, r4
|
|
temp5.xyz = temp2.www * temp4.xyz;
|
|
// lrp r6, c14.x, r5, r4
|
|
temp6 = lerp(temp4, temp5, expr14.x);
|
|
// mul r3.xyz, r3, r6
|
|
temp3.xyz = temp3.xyz * temp6.xyz;
|
|
// mul oD0.xyz, r3, c2.z
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.w, c24.x
|
|
temp0.w = float1(1);
|
|
// dp4 r2.w, r0, c116
|
|
temp2.w = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// mov r3.x, c20.x
|
|
temp3.x = Opacity.x;
|
|
// mul r3.x, r3.x, c1.x
|
|
temp3.x = temp3.x * OpacityOverride.x;
|
|
// mul oD0.w, r6.w, r3.x
|
|
o.color.w = temp6.w * temp3.x;
|
|
// dp3 r3.x, r1, c6
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// mad r2.xyz, r2, r1.w, c6
|
|
temp2.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r2
|
|
temp4.xyz = normalize(temp2.xyz).xyz;
|
|
// dp3 r3.y, r1, r4
|
|
temp3.y = dot(temp1.xyz, temp4.xyz);
|
|
// mov r3.zw, c19.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r1, r3
|
|
temp1 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r2.xyz, c5
|
|
temp2.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r2.xyz, r2, c3
|
|
temp2.xyz = temp2.xyz * NoCloudMultiplier.xyz;
|
|
// mul r1.xzw, r1.z, r2.xyyz
|
|
temp1.xzw = temp1.zzz * temp2.xyz;
|
|
// mul r1.xzw, r1, c18.xyyz
|
|
temp1.xzw = temp1.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r1.xzww, c2.z
|
|
o.texcoord6 = temp1.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r1.xyz, r1.y, r2
|
|
temp1.xyz = temp1.yyy * temp2.xyz;
|
|
// mul r1.xyz, r1, c17
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz;
|
|
// mul r1.xyz, r6, r1
|
|
temp1.xyz = temp6.xyz * temp1.xyz;
|
|
// mul oT5.xyz, r1, c2.z
|
|
o.texcoord5 = temp1 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// add r1.xy, r0, -v4
|
|
temp1.xy = temp0.xy + -i.texcoord1.xy;
|
|
// mad oT1.xy, c22.x, r1, v4
|
|
o.texcoord1 = UseWorldCords.x * temp1 + i.texcoord1;
|
|
// add r1.xy, r0, c23.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r1, c23
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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));
|
|
// rcp r1.w, r2.w
|
|
temp1.w = 1.0f / temp2.w;
|
|
// mad oT4.xyz, r1, r1.w, c25.xxyw
|
|
o.texcoord4.xyz = temp1.xyz * temp1.www + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r2.w
|
|
o.texcoord4.w = temp2.w;
|
|
// 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));
|
|
// mov oD1.w, c24.x
|
|
o.color1.w = float1(1);
|
|
// mov oT0.xy, v3
|
|
o.texcoord = i.texcoord;
|
|
// mov oT2.xy, c24.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_20 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_20_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 blendweight : BLENDWEIGHT;
|
|
float4 position : POSITION;
|
|
float4 position1 : POSITION1;
|
|
float4 normal : NORMAL;
|
|
float4 normal1 : NORMAL1;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_20_Output
|
|
{
|
|
float4 color1 : COLOR1;
|
|
float4 color : COLOR;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_20_Output VS_M_Array_Shader_20(VS_M_Array_Shader_20_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 5
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 2
|
|
0 - ConstOutput: 14 ConstInput 2
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// mul r0.x, c4.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c2.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c14.x, r0.x, r1.x
|
|
expr14.x = temp0.x >= temp1.x;
|
|
// mul c15.xyz, c1.x, c0.xyz
|
|
expr15.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
}
|
|
|
|
VS_M_Array_Shader_20_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
float2 addr0;
|
|
float3 temp7;
|
|
// def c2, -2, 3, 0.5, 0
|
|
// def c24, 1, -1, 0.25, 0
|
|
// def c25, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_blendweight v1
|
|
// dcl_position v2
|
|
// dcl_position1 v3
|
|
// dcl_normal v4
|
|
// dcl_normal1 v5
|
|
// dcl_texcoord v6
|
|
// dcl_texcoord1 v7
|
|
// dcl_color v8
|
|
// frc r0.xy, v0
|
|
temp0.xy = frac(i.blendindices.xy);
|
|
// slt r0.zw, -r0.xyxy, r0.xyxy
|
|
temp0.zw = (-temp0.xy < temp0.xy) ? 1 : 0;
|
|
// add r0.xy, -r0, v0
|
|
temp0.xy = -temp0.xy + i.blendindices.xy;
|
|
// slt r1.xy, v0, -v0
|
|
temp1.xy = (i.blendindices.xy < -i.blendindices.xy) ? 1 : 0;
|
|
// mad r0.xy, r1, r0.zwzw, r0
|
|
temp0.xy = temp1.xy * temp0.zw + temp0.xy;
|
|
// add r0.xy, r0, r0
|
|
temp0.xy = temp0.xy + temp0.xy;
|
|
// mova a0.xy, r0
|
|
addr0.xy = temp0.xy;
|
|
// mul r0, v2.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v2.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v2.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c24.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;
|
|
// mul r1, v4.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v4.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v4.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c24.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;
|
|
// mul r2, v3.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.position1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v3.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.position1.xyzx + temp2;
|
|
// mul r3, v3.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.position1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c24.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// add r2.xyz, r2, c129[a0.y]
|
|
temp2.xyz = temp2.xyz + WorldBones[1 + addr0.y].xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r0.xyz, r0, v1.x, r2
|
|
temp0.xyz = temp0.xyz * i.blendweight.xxx + temp2.xyz;
|
|
// mul r2, v5.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.normal1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v5.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.normal1.xyzx + temp2;
|
|
// mul r3, v5.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.normal1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c24.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r1.xyz, r1, v1.x, r2
|
|
temp1.xyz = temp1.xyz * i.blendweight.xxx + temp2.xyz;
|
|
// mul r1.w, v1.y, c129[a0.y].w
|
|
temp1.w = i.blendweight.y * WorldBones[1 + addr0.y].w;
|
|
// mad r1.w, c129[a0.x].w, v1.x, r1.w
|
|
temp1.w = WorldBones[1 + addr0.x].w * i.blendweight.x + temp1.w;
|
|
// add r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r2.w, r2, r2
|
|
temp2.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r2.w, r2.w
|
|
temp2.w = 1 / sqrt(temp2.w);
|
|
// mov r3.zw, c19.x
|
|
temp3.zw = Shininess.x;
|
|
// mov r4.xyz, c24.w
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r5.xyz, c24.w
|
|
temp5.xyz = float3(0, 0, 0);
|
|
// mov r4.w, c24.x
|
|
temp4.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r5.w, r4.w, r4.w
|
|
temp5.w = temp4.w + temp4.w;
|
|
// mova a0.x, r5.w
|
|
addr0.x = temp5.w;
|
|
// mad r6.xyz, r2, r2.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp2.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.y, r1, r7
|
|
temp3.y = dot(temp1.xyz, temp7.xyz);
|
|
// dp3 r3.x, r1, c6[a0.x]
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// lit r6, r3
|
|
temp6 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mad r5.xyz, c5[a0.x], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r4.xyz, c5[a0.x], r6.y, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.yyy + temp4.xyz;
|
|
// add r4.w, r4.w, c24.x
|
|
temp4.w = temp4.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mul r3.xyz, r5, c18
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c2.z
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r2, r2.w
|
|
temp3.xyz = temp2.xyz * temp2.www;
|
|
// dp3 r3.x, r3, r1
|
|
temp3.x = dot(temp3.xyz, temp1.xyz);
|
|
// abs r3.x, r3.x
|
|
temp3.x = abs(temp3.x);
|
|
// mul r3.x, r3.x, c12.x
|
|
temp3.x = temp3.x * expr12.x;
|
|
// max r3.x, r3.x, c24.w
|
|
temp3.x = max(temp3.x, float1(0));
|
|
// min r3.x, r3.x, c24.x
|
|
temp3.x = min(temp3.x, float1(1));
|
|
// mul r3.y, r3.x, r3.x
|
|
temp3.y = temp3.x * temp3.x;
|
|
// mad r3.x, r3.x, c2.x, c2.y
|
|
temp3.x = temp3.x * float1(-2) + float1(3);
|
|
// mul r3.x, r3.y, r3.x
|
|
temp3.x = temp3.y * temp3.x;
|
|
// mul r1.w, r1.w, r3.x
|
|
temp1.w = temp1.w * temp3.x;
|
|
// mov r3.xyz, c4
|
|
temp3.xyz = AmbientLightColor.xyz;
|
|
// mov r5.xyz, c16
|
|
temp5.xyz = ColorAmbient.xyz;
|
|
// mad r3.xyz, r3, r5, c15
|
|
temp3.xyz = temp3.xyz * temp5.xyz + expr15.xyz;
|
|
// mad r3.xyz, r4, c17, r3
|
|
temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz;
|
|
// mul r4.w, r1.w, v8.w
|
|
temp4.w = temp1.w * i.color.w;
|
|
// mov r5.w, v8.w
|
|
temp5.w = i.color.w;
|
|
// mov r6.xz, c24
|
|
temp6.xz = float2(1, 0.25);
|
|
// lrp r7.xyz, r6.z, r6.x, c0
|
|
temp7.xyz = lerp(RecolorColor.xyz, temp6.xxx, temp6.zzz);
|
|
// mul r6.xyz, r7, v8
|
|
temp6.xyz = temp7.xyz * i.color.xyz;
|
|
// mad r7.xyz, r6, c11.x, -r6
|
|
temp7.xyz = temp6.xyz * expr11.xxx + -temp6.xyz;
|
|
// mad r4.xyz, c21.x, r7, r6
|
|
temp4.xyz = HouseColorPulse.xxx * temp7.xyz + temp6.xyz;
|
|
// mul r5.xyz, r1.w, r4
|
|
temp5.xyz = temp1.www * temp4.xyz;
|
|
// lrp r6, c14.x, r5, r4
|
|
temp6 = lerp(temp4, temp5, expr14.x);
|
|
// mul r3.xyz, r3, r6
|
|
temp3.xyz = temp3.xyz * temp6.xyz;
|
|
// mul oD0.xyz, r3, c2.z
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.w, c24.x
|
|
temp0.w = float1(1);
|
|
// dp4 r1.w, r0, c116
|
|
temp1.w = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// mov r3.x, c20.x
|
|
temp3.x = Opacity.x;
|
|
// mul r3.x, r3.x, c1.x
|
|
temp3.x = temp3.x * OpacityOverride.x;
|
|
// mul oD0.w, r6.w, r3.x
|
|
o.color.w = temp6.w * temp3.x;
|
|
// dp3 r3.x, r1, c6
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// mad r2.xyz, r2, r2.w, c6
|
|
temp2.xyz = temp2.xyz * temp2.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r2
|
|
temp4.xyz = normalize(temp2.xyz).xyz;
|
|
// dp3 r3.y, r1, r4
|
|
temp3.y = dot(temp1.xyz, temp4.xyz);
|
|
// mov r3.zw, c19.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r2, r3
|
|
temp2 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r1.xyz, c5
|
|
temp1.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r1.xyz, r1, c3
|
|
temp1.xyz = temp1.xyz * NoCloudMultiplier.xyz;
|
|
// mul r2.xzw, r2.z, r1.xyyz
|
|
temp2.xzw = temp2.zzz * temp1.xyz;
|
|
// mul r2.xzw, r2, c18.xyyz
|
|
temp2.xzw = temp2.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r2.xzww, c2.z
|
|
o.texcoord6 = temp2.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r1.xyz, r2.y, r1
|
|
temp1.xyz = temp2.yyy * temp1.xyz;
|
|
// mul r1.xyz, r1, c17
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz;
|
|
// mul r1.xyz, r6, r1
|
|
temp1.xyz = temp6.xyz * temp1.xyz;
|
|
// mul oT5.xyz, r1, c2.z
|
|
o.texcoord5 = temp1 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// add r1.xy, r0, -v7
|
|
temp1.xy = temp0.xy + -i.texcoord1.xy;
|
|
// mad oT1.xy, c22.x, r1, v7
|
|
o.texcoord1 = UseWorldCords.x * temp1 + i.texcoord1;
|
|
// add r1.xy, r0, c23.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r1, c23
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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));
|
|
// rcp r2.x, r1.w
|
|
temp2.x = 1.0f / temp1.w;
|
|
// mad oT4.xyz, r1, r2.x, c25.xxyw
|
|
o.texcoord4.xyz = temp1.xyz * temp2.xxx + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r1.w
|
|
o.texcoord4.w = temp1.w;
|
|
// 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));
|
|
// mov oD1.w, c24.x
|
|
o.color1.w = float1(1);
|
|
// mov oT0.xy, v6
|
|
o.texcoord = i.texcoord;
|
|
// mov oT2.xy, c24.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_21 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_21_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_21_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_21_Output VS_M_Array_Shader_21(VS_M_Array_Shader_21_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 6
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 2
|
|
0 - ConstOutput: 14 ConstInput 3
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// mul r0.x, c5.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c2.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c14.x, r0.x, r1.x
|
|
expr14.x = temp0.x >= temp1.x;
|
|
// mul c15.xyz, c1.x, c0.xyz
|
|
expr15.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c16.xy, c5.x, c4.zw
|
|
expr16.xy = Time.x * TexCoordTransform_0.zw;
|
|
}
|
|
|
|
VS_M_Array_Shader_21_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6, temp7;
|
|
float addr0;
|
|
float3 temp8;
|
|
// def c2, -2, 3, 0, 0
|
|
// def c26, 1, 0, 0.25, 0.5
|
|
// def c27, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_normal v1
|
|
// dcl_texcoord v2
|
|
// dcl_texcoord1 v3
|
|
// dcl_color v4
|
|
// mad r0, v0.xyzx, c26.xxxy, c26.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));
|
|
// 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));
|
|
// mov r1.w, c26.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 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));
|
|
// dp4 r0.x, r1, c116
|
|
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// dp3 r0.y, v1, c124
|
|
temp0.y = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz);
|
|
// dp3 r0.z, v1, c125
|
|
temp0.z = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz);
|
|
// dp3 r0.w, v1, c126
|
|
temp0.w = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz);
|
|
// add r2.xyz, -r1, c123
|
|
temp2.xyz = -temp1.xyz + EyePosition.xyz;
|
|
// dp3 r2.w, r2, r2
|
|
temp2.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r2.w, r2.w
|
|
temp2.w = 1 / sqrt(temp2.w);
|
|
// mul r3.xyz, r2, r2.w
|
|
temp3.xyz = temp2.xyz * temp2.www;
|
|
// dp3 r3.x, r3, r0.yzww
|
|
temp3.x = dot(temp3.xyz, temp0.yzw);
|
|
// mov r4.zw, c20.x
|
|
temp4.zw = Shininess.x;
|
|
// mov r3.yzw, c26.y
|
|
temp3.yzw = float3(0, 0, 0);
|
|
// mov r5, c26.yyyx
|
|
temp5 = float4(0, 0, 0, 1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r6.x, r5.w, r5.w
|
|
temp6.x = temp5.w + temp5.w;
|
|
// mova a0.x, r6.x
|
|
addr0.x = temp6.x;
|
|
// mad r6.xyz, r2, r2.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp2.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r4.y, r0.yzww, r7
|
|
temp4.y = dot(temp0.yzw, temp7.xyz);
|
|
// dp3 r4.x, r0.yzww, c6[a0.x]
|
|
temp4.x = dot(temp0.yzw, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// lit r6, r4
|
|
temp6 = lit(temp4.x, temp4.y, temp4.w);
|
|
// mad r5.xyz, c5[a0.x], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r3.yzw, c5[a0.x].xxyz, r6.y, r3
|
|
temp3.yzw = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.yyy + temp3.yzw;
|
|
// add r5.w, r5.w, c26.x
|
|
temp5.w = temp5.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mov r4.xyz, c4
|
|
temp4.xyz = AmbientLightColor.xyz;
|
|
// mov r6.xyz, c17
|
|
temp6.xyz = ColorAmbient.xyz;
|
|
// mad r4.xyz, r4, r6, c15
|
|
temp4.xyz = temp4.xyz * temp6.xyz + expr15.xyz;
|
|
// mad r3.yzw, r3, c18.xxyz, r4.xxyz
|
|
temp3.yzw = temp3.yzw * ColorDiffuse.xyz + temp4.xyz;
|
|
// abs r3.x, r3.x
|
|
temp3.x = abs(temp3.x);
|
|
// mul r3.x, r3.x, c12.x
|
|
temp3.x = temp3.x * expr12.x;
|
|
// max r3.x, r3.x, c26.y
|
|
temp3.x = max(temp3.x, float1(0));
|
|
// min r3.x, r3.x, c26.x
|
|
temp3.x = min(temp3.x, float1(1));
|
|
// mul r4.x, r3.x, r3.x
|
|
temp4.x = temp3.x * temp3.x;
|
|
// mad r3.x, r3.x, c2.x, c2.y
|
|
temp3.x = temp3.x * float1(-2) + float1(3);
|
|
// mul r3.x, r4.x, r3.x
|
|
temp3.x = temp4.x * temp3.x;
|
|
// mul r4.w, r3.x, v4.w
|
|
temp4.w = temp3.x * i.color.w;
|
|
// mov r6.w, v4.w
|
|
temp6.w = i.color.w;
|
|
// mov r7.xz, c26
|
|
temp7.xz = float2(1, 0.25);
|
|
// lrp r8.xyz, r7.z, r7.x, c0
|
|
temp8.xyz = lerp(RecolorColor.xyz, temp7.xxx, temp7.zzz);
|
|
// mul r7.xyz, r8, v4
|
|
temp7.xyz = temp8.xyz * i.color.xyz;
|
|
// mad r8.xyz, r7, c11.x, -r7
|
|
temp8.xyz = temp7.xyz * expr11.xxx + -temp7.xyz;
|
|
// mad r4.xyz, c22.x, r8, r7
|
|
temp4.xyz = HouseColorPulse.xxx * temp8.xyz + temp7.xyz;
|
|
// mul r6.xyz, r3.x, r4
|
|
temp6.xyz = temp3.xxx * temp4.xyz;
|
|
// lrp r7, c14.x, r6, r4
|
|
temp7 = lerp(temp4, temp6, expr14.x);
|
|
// mul r3.xyz, r3.yzww, r7
|
|
temp3.xyz = temp3.yzw * temp7.xyz;
|
|
// mul oD0.xyz, r3, c26.w
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r5, c19
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c26.w
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// dp3 r3.x, r0.yzww, c6
|
|
temp3.x = dot(temp0.yzw, DirectionalLight[0].Direction.xyz);
|
|
// mad r2.xyz, r2, r2.w, c6
|
|
temp2.xyz = temp2.xyz * temp2.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r2
|
|
temp4.xyz = normalize(temp2.xyz).xyz;
|
|
// dp3 r3.y, r0.yzww, r4
|
|
temp3.y = dot(temp0.yzw, temp4.xyz);
|
|
// mov r3.zw, c20.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r2, r3
|
|
temp2 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r3.xyz, c5
|
|
temp3.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r0.yzw, r3.xxyz, c3.xxyz
|
|
temp0.yzw = temp3.xyz * NoCloudMultiplier.xyz;
|
|
// mul r2.xzw, r2.z, r0.yyzw
|
|
temp2.xzw = temp2.zzz * temp0.yzw;
|
|
// mul r2.xzw, r2, c19.xyyz
|
|
temp2.xzw = temp2.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r2.xzww, c26.w
|
|
o.texcoord6 = temp2.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r0.yzw, r2.y, r0
|
|
temp0.yzw = temp2.yyy * temp0.yzw;
|
|
// mul r0.yzw, r0, c18.xxyz
|
|
temp0.yzw = temp0.yzw * ColorDiffuse.xyz;
|
|
// mul r0.yzw, r7.xxyz, r0
|
|
temp0.yzw = temp7.xyz * temp0.yzw;
|
|
// mul oT5.xyz, r0.yzww, c26.w
|
|
o.texcoord5 = temp0.yzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r2.x, c21.x
|
|
temp2.x = Opacity.x;
|
|
// mul r0.y, r2.x, c1.x
|
|
temp0.y = temp2.x * OpacityOverride.x;
|
|
// mul oD0.w, r7.w, r0.y
|
|
o.color.w = temp7.w * temp0.y;
|
|
// add r0.yz, r1.xxyw, -v3.xxyw
|
|
temp0.yz = temp1.xy + -i.texcoord1.xy;
|
|
// mad oT1.xy, c23.x, r0.yzzw, v3
|
|
o.texcoord1 = UseWorldCords.x * temp0.yzzw + i.texcoord1;
|
|
// add r0.yz, r1.xxyw, c25.xzww
|
|
temp0.yz = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r0.yzzw, c25
|
|
o.texcoord3 = temp0.yzzw * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r0.y, r1, c113
|
|
temp0.y = 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));
|
|
// rcp r1.x, r0.x
|
|
temp1.x = 1.0f / temp0.x;
|
|
// mad oT4.xyz, r0.yzww, r1.x, c27.xxyw
|
|
o.texcoord4.xyz = temp0.yzw * temp1.xxx + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
// mov r0.xy, c24
|
|
temp0.xy = TexCoordTransform_0.xy;
|
|
// mad oT0.xy, v2, r0, c16
|
|
o.texcoord = i.texcoord * temp0 + expr16;
|
|
// mov oD1.w, c26.x
|
|
o.color1.w = float1(1);
|
|
// mov oT2.xy, c26.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_22 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_22_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_22_Output
|
|
{
|
|
float4 color1 : COLOR1;
|
|
float4 color : COLOR;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_22_Output VS_M_Array_Shader_22(VS_M_Array_Shader_22_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 6
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 2
|
|
0 - ConstOutput: 14 ConstInput 3
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// mul r0.x, c5.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c2.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c14.x, r0.x, r1.x
|
|
expr14.x = temp0.x >= temp1.x;
|
|
// mul c15.xyz, c1.x, c0.xyz
|
|
expr15.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c16.xy, c5.x, c4.zw
|
|
expr16.xy = Time.x * TexCoordTransform_0.zw;
|
|
}
|
|
|
|
VS_M_Array_Shader_22_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
float2 addr0;
|
|
float3 temp7;
|
|
// def c2, -2, 3, 0.5, 0
|
|
// def c26, 1, -1, 0.25, 0
|
|
// def c27, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_position v1
|
|
// dcl_normal v2
|
|
// dcl_texcoord v3
|
|
// dcl_texcoord1 v4
|
|
// dcl_color v5
|
|
// frc r0.x, v0.x
|
|
temp0.x = frac(i.blendindices.x);
|
|
// slt r0.y, -r0.x, r0.x
|
|
temp0.y = (-temp0.x < temp0.x) ? 1 : 0;
|
|
// add r0.x, -r0.x, v0.x
|
|
temp0.x = -temp0.x + i.blendindices.x;
|
|
// slt r0.z, v0.x, -v0.x
|
|
temp0.z = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
|
|
// mad r0.x, r0.z, r0.y, r0.x
|
|
temp0.x = temp0.z * temp0.y + temp0.x;
|
|
// add r0.x, r0.x, r0.x
|
|
temp0.x = temp0.x + temp0.x;
|
|
// mova a0.x, r0.x
|
|
addr0.x = temp0.x;
|
|
// mul r0, v1.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v1.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v1.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c26.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;
|
|
// mul r1, v2.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v2.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c26.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;
|
|
// add r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mov r3.zw, c20.x
|
|
temp3.zw = Shininess.x;
|
|
// mov r4.xyz, c26.w
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r5.xyz, c26.w
|
|
temp5.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c26.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r4.w, r2.w, r2.w
|
|
temp4.w = temp2.w + temp2.w;
|
|
// mova a0.y, r4.w
|
|
addr0.y = temp4.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.y]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.y / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.y, r1, r7
|
|
temp3.y = dot(temp1.xyz, temp7.xyz);
|
|
// dp3 r3.x, r1, c6[a0.y]
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0 + (addr0.y / 2)].Direction.xyz);
|
|
// lit r6, r3
|
|
temp6 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mad r5.xyz, c5[a0.y], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.y / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r4.xyz, c5[a0.y], r6.y, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.y / 2)].Color.xyz * temp6.yyy + temp4.xyz;
|
|
// add r2.w, r2.w, c26.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mul r3.xyz, r5, c19
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c2.z
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// dp3 r2.w, r3, r1
|
|
temp2.w = dot(temp3.xyz, temp1.xyz);
|
|
// abs r2.w, r2.w
|
|
temp2.w = abs(temp2.w);
|
|
// mul r2.w, r2.w, c12.x
|
|
temp2.w = temp2.w * expr12.x;
|
|
// max r2.w, r2.w, c26.w
|
|
temp2.w = max(temp2.w, float1(0));
|
|
// min r2.w, r2.w, c26.x
|
|
temp2.w = min(temp2.w, float1(1));
|
|
// mul r3.x, r2.w, r2.w
|
|
temp3.x = temp2.w * temp2.w;
|
|
// mad r2.w, r2.w, c2.x, c2.y
|
|
temp2.w = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r2.w, r2.w, c129[a0.x].w
|
|
temp2.w = temp2.w * WorldBones[1 + addr0.x].w;
|
|
// mov r3.xyz, c4
|
|
temp3.xyz = AmbientLightColor.xyz;
|
|
// mov r5.xyz, c17
|
|
temp5.xyz = ColorAmbient.xyz;
|
|
// mad r3.xyz, r3, r5, c15
|
|
temp3.xyz = temp3.xyz * temp5.xyz + expr15.xyz;
|
|
// mad r3.xyz, r4, c18, r3
|
|
temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz;
|
|
// mul r4.w, r2.w, v5.w
|
|
temp4.w = temp2.w * i.color.w;
|
|
// mov r5.w, v5.w
|
|
temp5.w = i.color.w;
|
|
// mov r6.xz, c26
|
|
temp6.xz = float2(1, 0.25);
|
|
// lrp r7.xyz, r6.z, r6.x, c0
|
|
temp7.xyz = lerp(RecolorColor.xyz, temp6.xxx, temp6.zzz);
|
|
// mul r6.xyz, r7, v5
|
|
temp6.xyz = temp7.xyz * i.color.xyz;
|
|
// mad r7.xyz, r6, c11.x, -r6
|
|
temp7.xyz = temp6.xyz * expr11.xxx + -temp6.xyz;
|
|
// mad r4.xyz, c22.x, r7, r6
|
|
temp4.xyz = HouseColorPulse.xxx * temp7.xyz + temp6.xyz;
|
|
// mul r5.xyz, r2.w, r4
|
|
temp5.xyz = temp2.www * temp4.xyz;
|
|
// lrp r6, c14.x, r5, r4
|
|
temp6 = lerp(temp4, temp5, expr14.x);
|
|
// mul r3.xyz, r3, r6
|
|
temp3.xyz = temp3.xyz * temp6.xyz;
|
|
// mul oD0.xyz, r3, c2.z
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.w, c26.x
|
|
temp0.w = float1(1);
|
|
// dp4 r2.w, r0, c116
|
|
temp2.w = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// mov r3.x, c21.x
|
|
temp3.x = Opacity.x;
|
|
// mul r3.x, r3.x, c1.x
|
|
temp3.x = temp3.x * OpacityOverride.x;
|
|
// mul oD0.w, r6.w, r3.x
|
|
o.color.w = temp6.w * temp3.x;
|
|
// dp3 r3.x, r1, c6
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// mad r2.xyz, r2, r1.w, c6
|
|
temp2.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r2
|
|
temp4.xyz = normalize(temp2.xyz).xyz;
|
|
// dp3 r3.y, r1, r4
|
|
temp3.y = dot(temp1.xyz, temp4.xyz);
|
|
// mov r3.zw, c20.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r1, r3
|
|
temp1 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r2.xyz, c5
|
|
temp2.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r2.xyz, r2, c3
|
|
temp2.xyz = temp2.xyz * NoCloudMultiplier.xyz;
|
|
// mul r1.xzw, r1.z, r2.xyyz
|
|
temp1.xzw = temp1.zzz * temp2.xyz;
|
|
// mul r1.xzw, r1, c19.xyyz
|
|
temp1.xzw = temp1.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r1.xzww, c2.z
|
|
o.texcoord6 = temp1.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r1.xyz, r1.y, r2
|
|
temp1.xyz = temp1.yyy * temp2.xyz;
|
|
// mul r1.xyz, r1, c18
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz;
|
|
// mul r1.xyz, r6, r1
|
|
temp1.xyz = temp6.xyz * temp1.xyz;
|
|
// mul oT5.xyz, r1, c2.z
|
|
o.texcoord5 = temp1 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// add r1.xy, r0, -v4
|
|
temp1.xy = temp0.xy + -i.texcoord1.xy;
|
|
// mad oT1.xy, c23.x, r1, v4
|
|
o.texcoord1 = UseWorldCords.x * temp1 + i.texcoord1;
|
|
// add r1.xy, r0, c25.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r1, c25
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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));
|
|
// rcp r1.w, r2.w
|
|
temp1.w = 1.0f / temp2.w;
|
|
// mad oT4.xyz, r1, r1.w, c27.xxyw
|
|
o.texcoord4.xyz = temp1.xyz * temp1.www + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r2.w
|
|
o.texcoord4.w = temp2.w;
|
|
// 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));
|
|
// mov r0.xy, c24
|
|
temp0.xy = TexCoordTransform_0.xy;
|
|
// mad oT0.xy, v3, r0, c16
|
|
o.texcoord = i.texcoord * temp0 + expr16;
|
|
// mov oD1.w, c26.x
|
|
o.color1.w = float1(1);
|
|
// mov oT2.xy, c26.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_23 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_23_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 blendweight : BLENDWEIGHT;
|
|
float4 position : POSITION;
|
|
float4 position1 : POSITION1;
|
|
float4 normal : NORMAL;
|
|
float4 normal1 : NORMAL1;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_23_Output
|
|
{
|
|
float4 color1 : COLOR1;
|
|
float4 color : COLOR;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_23_Output VS_M_Array_Shader_23(VS_M_Array_Shader_23_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 6
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 2
|
|
0 - ConstOutput: 14 ConstInput 3
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// mul r0.x, c5.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c2.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c14.x, r0.x, r1.x
|
|
expr14.x = temp0.x >= temp1.x;
|
|
// mul c15.xyz, c1.x, c0.xyz
|
|
expr15.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c16.xy, c5.x, c4.zw
|
|
expr16.xy = Time.x * TexCoordTransform_0.zw;
|
|
}
|
|
|
|
VS_M_Array_Shader_23_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
float2 addr0;
|
|
float3 temp7;
|
|
// def c2, -2, 3, 0.5, 0
|
|
// def c26, 1, -1, 0.25, 0
|
|
// def c27, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_blendweight v1
|
|
// dcl_position v2
|
|
// dcl_position1 v3
|
|
// dcl_normal v4
|
|
// dcl_normal1 v5
|
|
// dcl_texcoord v6
|
|
// dcl_texcoord1 v7
|
|
// dcl_color v8
|
|
// frc r0.xy, v0
|
|
temp0.xy = frac(i.blendindices.xy);
|
|
// slt r0.zw, -r0.xyxy, r0.xyxy
|
|
temp0.zw = (-temp0.xy < temp0.xy) ? 1 : 0;
|
|
// add r0.xy, -r0, v0
|
|
temp0.xy = -temp0.xy + i.blendindices.xy;
|
|
// slt r1.xy, v0, -v0
|
|
temp1.xy = (i.blendindices.xy < -i.blendindices.xy) ? 1 : 0;
|
|
// mad r0.xy, r1, r0.zwzw, r0
|
|
temp0.xy = temp1.xy * temp0.zw + temp0.xy;
|
|
// add r0.xy, r0, r0
|
|
temp0.xy = temp0.xy + temp0.xy;
|
|
// mova a0.xy, r0
|
|
addr0.xy = temp0.xy;
|
|
// mul r0, v2.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v2.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v2.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c26.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;
|
|
// mul r1, v4.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v4.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v4.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c26.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;
|
|
// mul r2, v3.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.position1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v3.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.position1.xyzx + temp2;
|
|
// mul r3, v3.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.position1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c26.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// add r2.xyz, r2, c129[a0.y]
|
|
temp2.xyz = temp2.xyz + WorldBones[1 + addr0.y].xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r0.xyz, r0, v1.x, r2
|
|
temp0.xyz = temp0.xyz * i.blendweight.xxx + temp2.xyz;
|
|
// mul r2, v5.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.normal1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v5.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.normal1.xyzx + temp2;
|
|
// mul r3, v5.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.normal1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c26.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r1.xyz, r1, v1.x, r2
|
|
temp1.xyz = temp1.xyz * i.blendweight.xxx + temp2.xyz;
|
|
// mul r1.w, v1.y, c129[a0.y].w
|
|
temp1.w = i.blendweight.y * WorldBones[1 + addr0.y].w;
|
|
// mad r1.w, c129[a0.x].w, v1.x, r1.w
|
|
temp1.w = WorldBones[1 + addr0.x].w * i.blendweight.x + temp1.w;
|
|
// add r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r2.w, r2, r2
|
|
temp2.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r2.w, r2.w
|
|
temp2.w = 1 / sqrt(temp2.w);
|
|
// mov r3.zw, c20.x
|
|
temp3.zw = Shininess.x;
|
|
// mov r4.xyz, c26.w
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r5.xyz, c26.w
|
|
temp5.xyz = float3(0, 0, 0);
|
|
// mov r4.w, c26.x
|
|
temp4.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r5.w, r4.w, r4.w
|
|
temp5.w = temp4.w + temp4.w;
|
|
// mova a0.x, r5.w
|
|
addr0.x = temp5.w;
|
|
// mad r6.xyz, r2, r2.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp2.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.y, r1, r7
|
|
temp3.y = dot(temp1.xyz, temp7.xyz);
|
|
// dp3 r3.x, r1, c6[a0.x]
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// lit r6, r3
|
|
temp6 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mad r5.xyz, c5[a0.x], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r4.xyz, c5[a0.x], r6.y, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.yyy + temp4.xyz;
|
|
// add r4.w, r4.w, c26.x
|
|
temp4.w = temp4.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mul r3.xyz, r5, c19
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c2.z
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r2, r2.w
|
|
temp3.xyz = temp2.xyz * temp2.www;
|
|
// dp3 r3.x, r3, r1
|
|
temp3.x = dot(temp3.xyz, temp1.xyz);
|
|
// abs r3.x, r3.x
|
|
temp3.x = abs(temp3.x);
|
|
// mul r3.x, r3.x, c12.x
|
|
temp3.x = temp3.x * expr12.x;
|
|
// max r3.x, r3.x, c26.w
|
|
temp3.x = max(temp3.x, float1(0));
|
|
// min r3.x, r3.x, c26.x
|
|
temp3.x = min(temp3.x, float1(1));
|
|
// mul r3.y, r3.x, r3.x
|
|
temp3.y = temp3.x * temp3.x;
|
|
// mad r3.x, r3.x, c2.x, c2.y
|
|
temp3.x = temp3.x * float1(-2) + float1(3);
|
|
// mul r3.x, r3.y, r3.x
|
|
temp3.x = temp3.y * temp3.x;
|
|
// mul r1.w, r1.w, r3.x
|
|
temp1.w = temp1.w * temp3.x;
|
|
// mov r3.xyz, c4
|
|
temp3.xyz = AmbientLightColor.xyz;
|
|
// mov r5.xyz, c17
|
|
temp5.xyz = ColorAmbient.xyz;
|
|
// mad r3.xyz, r3, r5, c15
|
|
temp3.xyz = temp3.xyz * temp5.xyz + expr15.xyz;
|
|
// mad r3.xyz, r4, c18, r3
|
|
temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz;
|
|
// mul r4.w, r1.w, v8.w
|
|
temp4.w = temp1.w * i.color.w;
|
|
// mov r5.w, v8.w
|
|
temp5.w = i.color.w;
|
|
// mov r6.xz, c26
|
|
temp6.xz = float2(1, 0.25);
|
|
// lrp r7.xyz, r6.z, r6.x, c0
|
|
temp7.xyz = lerp(RecolorColor.xyz, temp6.xxx, temp6.zzz);
|
|
// mul r6.xyz, r7, v8
|
|
temp6.xyz = temp7.xyz * i.color.xyz;
|
|
// mad r7.xyz, r6, c11.x, -r6
|
|
temp7.xyz = temp6.xyz * expr11.xxx + -temp6.xyz;
|
|
// mad r4.xyz, c22.x, r7, r6
|
|
temp4.xyz = HouseColorPulse.xxx * temp7.xyz + temp6.xyz;
|
|
// mul r5.xyz, r1.w, r4
|
|
temp5.xyz = temp1.www * temp4.xyz;
|
|
// lrp r6, c14.x, r5, r4
|
|
temp6 = lerp(temp4, temp5, expr14.x);
|
|
// mul r3.xyz, r3, r6
|
|
temp3.xyz = temp3.xyz * temp6.xyz;
|
|
// mul oD0.xyz, r3, c2.z
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.w, c26.x
|
|
temp0.w = float1(1);
|
|
// dp4 r1.w, r0, c116
|
|
temp1.w = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// mov r3.x, c21.x
|
|
temp3.x = Opacity.x;
|
|
// mul r3.x, r3.x, c1.x
|
|
temp3.x = temp3.x * OpacityOverride.x;
|
|
// mul oD0.w, r6.w, r3.x
|
|
o.color.w = temp6.w * temp3.x;
|
|
// dp3 r3.x, r1, c6
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// mad r2.xyz, r2, r2.w, c6
|
|
temp2.xyz = temp2.xyz * temp2.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r2
|
|
temp4.xyz = normalize(temp2.xyz).xyz;
|
|
// dp3 r3.y, r1, r4
|
|
temp3.y = dot(temp1.xyz, temp4.xyz);
|
|
// mov r3.zw, c20.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r2, r3
|
|
temp2 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r1.xyz, c5
|
|
temp1.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r1.xyz, r1, c3
|
|
temp1.xyz = temp1.xyz * NoCloudMultiplier.xyz;
|
|
// mul r2.xzw, r2.z, r1.xyyz
|
|
temp2.xzw = temp2.zzz * temp1.xyz;
|
|
// mul r2.xzw, r2, c19.xyyz
|
|
temp2.xzw = temp2.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r2.xzww, c2.z
|
|
o.texcoord6 = temp2.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r1.xyz, r2.y, r1
|
|
temp1.xyz = temp2.yyy * temp1.xyz;
|
|
// mul r1.xyz, r1, c18
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz;
|
|
// mul r1.xyz, r6, r1
|
|
temp1.xyz = temp6.xyz * temp1.xyz;
|
|
// mul oT5.xyz, r1, c2.z
|
|
o.texcoord5 = temp1 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// add r1.xy, r0, -v7
|
|
temp1.xy = temp0.xy + -i.texcoord1.xy;
|
|
// mad oT1.xy, c23.x, r1, v7
|
|
o.texcoord1 = UseWorldCords.x * temp1 + i.texcoord1;
|
|
// add r1.xy, r0, c25.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r1, c25
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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));
|
|
// rcp r2.x, r1.w
|
|
temp2.x = 1.0f / temp1.w;
|
|
// mad oT4.xyz, r1, r2.x, c27.xxyw
|
|
o.texcoord4.xyz = temp1.xyz * temp2.xxx + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r1.w
|
|
o.texcoord4.w = temp1.w;
|
|
// 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));
|
|
// mov r0.xy, c24
|
|
temp0.xy = TexCoordTransform_0.xy;
|
|
// mad oT0.xy, v6, r0, c16
|
|
o.texcoord = i.texcoord * temp0 + expr16;
|
|
// mov oD1.w, c26.x
|
|
o.color1.w = float1(1);
|
|
// mov oT2.xy, c26.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_24 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_24_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_24_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_24_Output VS_M_Array_Shader_24(VS_M_Array_Shader_24_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 11
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 3
|
|
0 - ConstOutput: 14 ConstInput 2
|
|
1 - ConstOutput: 21 ConstInput 1
|
|
2 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
float4 expr20;
|
|
float4 expr21;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float4 temp2;
|
|
// Expression_2_1
|
|
// mul r0.x, c5.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c2.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c14.x, r0.x, r1.x
|
|
expr14.x = temp0.x >= temp1.x;
|
|
// mul c15.xyz, c1.x, c0.xyz
|
|
expr15.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul r0.x, c4.x, c5.x
|
|
temp0.x = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x * Time.x;
|
|
// add r1.x, r0.x, c4.w
|
|
temp1.x = temp0.x + TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.w;
|
|
// rcp r0.x, c4.z
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z);
|
|
// mul r2.x, r1.x, r0.x
|
|
temp2.x = temp1.x * temp0.x;
|
|
// neg r0.x, r2.x
|
|
temp0.x = -temp2.x;
|
|
// ge r1.x, r2.x, r0.x
|
|
temp1.x = temp2.x >= temp0.x;
|
|
// max r1.y, r2.x, r0.x
|
|
temp1.y = max(temp2.x, temp0.x);
|
|
// frc r0.x, r1.y
|
|
temp0.x = frac(temp1.y);
|
|
// add r1.y, r0.x, r0.x
|
|
temp1.y = temp0.x + temp0.x;
|
|
// neg r1.z, r0.x
|
|
temp1.z = -temp0.x;
|
|
// mul r0.x, r1.x, r1.y
|
|
temp0.x = temp1.x * temp1.y;
|
|
// add r2.x, r1.z, r0.x
|
|
temp2.x = temp1.z + temp0.x;
|
|
// mul r0.x, r2.x, c4.z
|
|
temp0.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// lt r0.y, c4.x, (0)
|
|
temp0.y = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x < (0);
|
|
// mul r1.x, r0.y, c4.z
|
|
temp1.x = temp0.y * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// add r2.x, r0.x, r1.x
|
|
temp2.x = temp0.x + temp1.x;
|
|
// rcp r0.x, c4.y
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y);
|
|
// mul r1.y, r2.x, r0.x
|
|
temp1.y = temp2.x * temp0.x;
|
|
// neg r0.y, r1.y
|
|
temp0.y = -temp1.y;
|
|
// ge r2.x, r1.y, r0.y
|
|
temp2.x = temp1.y >= temp0.y;
|
|
// max r2.y, r1.y, r0.y
|
|
temp2.y = max(temp1.y, temp0.y);
|
|
// frc r0.y, r2.y
|
|
temp0.y = frac(temp2.y);
|
|
// add r1.z, r0.y, r0.y
|
|
temp1.z = temp0.y + temp0.y;
|
|
// neg r1.w, r0.y
|
|
temp1.w = -temp0.y;
|
|
// mul r0.y, r2.x, r1.z
|
|
temp0.y = temp2.x * temp1.z;
|
|
// add r2.x, r1.w, r0.y
|
|
temp2.x = temp1.w + temp0.y;
|
|
// mul r1.x, r2.x, c4.y
|
|
temp1.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y;
|
|
// frc r0.yz, r1.xy
|
|
temp0.yz = frac(temp1.xy);
|
|
// neg r1.zw, r0.yz
|
|
temp1.zw = -temp0.yz;
|
|
// add r0.yz, r1.xy, r1.zw
|
|
temp0.yz = temp1.xy + temp1.zw;
|
|
// mul c21.xy, r0.x, r0.yz
|
|
expr21.xy = temp0.x * temp0.yz;
|
|
}
|
|
|
|
VS_M_Array_Shader_24_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6, temp7;
|
|
float addr0;
|
|
float3 temp8;
|
|
// def c2, -2, 3, 0, 0
|
|
// def c30, 1, 0, 0.25, 0.5
|
|
// def c31, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_normal v1
|
|
// dcl_texcoord v2
|
|
// dcl_texcoord1 v3
|
|
// dcl_color v4
|
|
// mad r0, v0.xyzx, c30.xxxy, c30.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));
|
|
// 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));
|
|
// mov r1.w, c30.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 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));
|
|
// dp4 r0.x, r1, c116
|
|
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// dp3 r0.y, v1, c124
|
|
temp0.y = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz);
|
|
// dp3 r0.z, v1, c125
|
|
temp0.z = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz);
|
|
// dp3 r0.w, v1, c126
|
|
temp0.w = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz);
|
|
// add r2.xyz, -r1, c123
|
|
temp2.xyz = -temp1.xyz + EyePosition.xyz;
|
|
// dp3 r2.w, r2, r2
|
|
temp2.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r2.w, r2.w
|
|
temp2.w = 1 / sqrt(temp2.w);
|
|
// mul r3.xyz, r2, r2.w
|
|
temp3.xyz = temp2.xyz * temp2.www;
|
|
// dp3 r3.x, r3, r0.yzww
|
|
temp3.x = dot(temp3.xyz, temp0.yzw);
|
|
// mov r4.zw, c25.x
|
|
temp4.zw = Shininess.x;
|
|
// mov r3.yzw, c30.y
|
|
temp3.yzw = float3(0, 0, 0);
|
|
// mov r5, c30.yyyx
|
|
temp5 = float4(0, 0, 0, 1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r6.x, r5.w, r5.w
|
|
temp6.x = temp5.w + temp5.w;
|
|
// mova a0.x, r6.x
|
|
addr0.x = temp6.x;
|
|
// mad r6.xyz, r2, r2.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp2.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r4.y, r0.yzww, r7
|
|
temp4.y = dot(temp0.yzw, temp7.xyz);
|
|
// dp3 r4.x, r0.yzww, c6[a0.x]
|
|
temp4.x = dot(temp0.yzw, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// lit r6, r4
|
|
temp6 = lit(temp4.x, temp4.y, temp4.w);
|
|
// mad r5.xyz, c5[a0.x], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r3.yzw, c5[a0.x].xxyz, r6.y, r3
|
|
temp3.yzw = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.yyy + temp3.yzw;
|
|
// add r5.w, r5.w, c30.x
|
|
temp5.w = temp5.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mov r4.xyz, c4
|
|
temp4.xyz = AmbientLightColor.xyz;
|
|
// mov r6.xyz, c22
|
|
temp6.xyz = ColorAmbient.xyz;
|
|
// mad r4.xyz, r4, r6, c15
|
|
temp4.xyz = temp4.xyz * temp6.xyz + expr15.xyz;
|
|
// mad r3.yzw, r3, c23.xxyz, r4.xxyz
|
|
temp3.yzw = temp3.yzw * ColorDiffuse.xyz + temp4.xyz;
|
|
// abs r3.x, r3.x
|
|
temp3.x = abs(temp3.x);
|
|
// mul r3.x, r3.x, c12.x
|
|
temp3.x = temp3.x * expr12.x;
|
|
// max r3.x, r3.x, c30.y
|
|
temp3.x = max(temp3.x, float1(0));
|
|
// min r3.x, r3.x, c30.x
|
|
temp3.x = min(temp3.x, float1(1));
|
|
// mul r4.x, r3.x, r3.x
|
|
temp4.x = temp3.x * temp3.x;
|
|
// mad r3.x, r3.x, c2.x, c2.y
|
|
temp3.x = temp3.x * float1(-2) + float1(3);
|
|
// mul r3.x, r4.x, r3.x
|
|
temp3.x = temp4.x * temp3.x;
|
|
// mul r4.w, r3.x, v4.w
|
|
temp4.w = temp3.x * i.color.w;
|
|
// mov r6.w, v4.w
|
|
temp6.w = i.color.w;
|
|
// mov r7.xz, c30
|
|
temp7.xz = float2(1, 0.25);
|
|
// lrp r8.xyz, r7.z, r7.x, c0
|
|
temp8.xyz = lerp(RecolorColor.xyz, temp7.xxx, temp7.zzz);
|
|
// mul r7.xyz, r8, v4
|
|
temp7.xyz = temp8.xyz * i.color.xyz;
|
|
// mad r8.xyz, r7, c11.x, -r7
|
|
temp8.xyz = temp7.xyz * expr11.xxx + -temp7.xyz;
|
|
// mad r4.xyz, c27.x, r8, r7
|
|
temp4.xyz = HouseColorPulse.xxx * temp8.xyz + temp7.xyz;
|
|
// mul r6.xyz, r3.x, r4
|
|
temp6.xyz = temp3.xxx * temp4.xyz;
|
|
// lrp r7, c14.x, r6, r4
|
|
temp7 = lerp(temp4, temp6, expr14.x);
|
|
// mul r3.xyz, r3.yzww, r7
|
|
temp3.xyz = temp3.yzw * temp7.xyz;
|
|
// mul oD0.xyz, r3, c30.w
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r5, c24
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c30.w
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// dp3 r3.x, r0.yzww, c6
|
|
temp3.x = dot(temp0.yzw, DirectionalLight[0].Direction.xyz);
|
|
// mad r2.xyz, r2, r2.w, c6
|
|
temp2.xyz = temp2.xyz * temp2.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r2
|
|
temp4.xyz = normalize(temp2.xyz).xyz;
|
|
// dp3 r3.y, r0.yzww, r4
|
|
temp3.y = dot(temp0.yzw, temp4.xyz);
|
|
// mov r3.zw, c25.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r2, r3
|
|
temp2 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r3.xyz, c5
|
|
temp3.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r0.yzw, r3.xxyz, c3.xxyz
|
|
temp0.yzw = temp3.xyz * NoCloudMultiplier.xyz;
|
|
// mul r2.xzw, r2.z, r0.yyzw
|
|
temp2.xzw = temp2.zzz * temp0.yzw;
|
|
// mul r2.xzw, r2, c24.xyyz
|
|
temp2.xzw = temp2.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r2.xzww, c30.w
|
|
o.texcoord6 = temp2.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r0.yzw, r2.y, r0
|
|
temp0.yzw = temp2.yyy * temp0.yzw;
|
|
// mul r0.yzw, r0, c23.xxyz
|
|
temp0.yzw = temp0.yzw * ColorDiffuse.xyz;
|
|
// mul r0.yzw, r7.xxyz, r0
|
|
temp0.yzw = temp7.xyz * temp0.yzw;
|
|
// mul oT5.xyz, r0.yzww, c30.w
|
|
o.texcoord5 = temp0.yzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r2.x, c26.x
|
|
temp2.x = Opacity.x;
|
|
// mul r0.y, r2.x, c1.x
|
|
temp0.y = temp2.x * OpacityOverride.x;
|
|
// mul oD0.w, r7.w, r0.y
|
|
o.color.w = temp7.w * temp0.y;
|
|
// add r0.yz, r1.xxyw, -v3.xxyw
|
|
temp0.yz = temp1.xy + -i.texcoord1.xy;
|
|
// mad oT1.xy, c28.x, r0.yzzw, v3
|
|
o.texcoord1 = UseWorldCords.x * temp0.yzzw + i.texcoord1;
|
|
// add r0.yz, r1.xxyw, c29.xzww
|
|
temp0.yz = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r0.yzzw, c29
|
|
o.texcoord3 = temp0.yzzw * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r0.y, r1, c113
|
|
temp0.y = 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));
|
|
// rcp r1.x, r0.x
|
|
temp1.x = 1.0f / temp0.x;
|
|
// mad oT4.xyz, r0.yzww, r1.x, c31.xxyw
|
|
o.texcoord4.xyz = temp0.yzw * temp1.xxx + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
// add oT0.xy, v2, c21
|
|
o.texcoord = i.texcoord + expr21;
|
|
// mov oD1.w, c30.x
|
|
o.color1.w = float1(1);
|
|
// mov oT2.xy, c30.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_25 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_25_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_25_Output
|
|
{
|
|
float4 color1 : COLOR1;
|
|
float4 color : COLOR;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_25_Output VS_M_Array_Shader_25(VS_M_Array_Shader_25_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 11
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 3
|
|
0 - ConstOutput: 14 ConstInput 2
|
|
1 - ConstOutput: 21 ConstInput 1
|
|
2 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
float4 expr20;
|
|
float4 expr21;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float4 temp2;
|
|
// Expression_2_1
|
|
// mul r0.x, c5.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c2.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c14.x, r0.x, r1.x
|
|
expr14.x = temp0.x >= temp1.x;
|
|
// mul c15.xyz, c1.x, c0.xyz
|
|
expr15.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul r0.x, c4.x, c5.x
|
|
temp0.x = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x * Time.x;
|
|
// add r1.x, r0.x, c4.w
|
|
temp1.x = temp0.x + TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.w;
|
|
// rcp r0.x, c4.z
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z);
|
|
// mul r2.x, r1.x, r0.x
|
|
temp2.x = temp1.x * temp0.x;
|
|
// neg r0.x, r2.x
|
|
temp0.x = -temp2.x;
|
|
// ge r1.x, r2.x, r0.x
|
|
temp1.x = temp2.x >= temp0.x;
|
|
// max r1.y, r2.x, r0.x
|
|
temp1.y = max(temp2.x, temp0.x);
|
|
// frc r0.x, r1.y
|
|
temp0.x = frac(temp1.y);
|
|
// add r1.y, r0.x, r0.x
|
|
temp1.y = temp0.x + temp0.x;
|
|
// neg r1.z, r0.x
|
|
temp1.z = -temp0.x;
|
|
// mul r0.x, r1.x, r1.y
|
|
temp0.x = temp1.x * temp1.y;
|
|
// add r2.x, r1.z, r0.x
|
|
temp2.x = temp1.z + temp0.x;
|
|
// mul r0.x, r2.x, c4.z
|
|
temp0.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// lt r0.y, c4.x, (0)
|
|
temp0.y = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x < (0);
|
|
// mul r1.x, r0.y, c4.z
|
|
temp1.x = temp0.y * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// add r2.x, r0.x, r1.x
|
|
temp2.x = temp0.x + temp1.x;
|
|
// rcp r0.x, c4.y
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y);
|
|
// mul r1.y, r2.x, r0.x
|
|
temp1.y = temp2.x * temp0.x;
|
|
// neg r0.y, r1.y
|
|
temp0.y = -temp1.y;
|
|
// ge r2.x, r1.y, r0.y
|
|
temp2.x = temp1.y >= temp0.y;
|
|
// max r2.y, r1.y, r0.y
|
|
temp2.y = max(temp1.y, temp0.y);
|
|
// frc r0.y, r2.y
|
|
temp0.y = frac(temp2.y);
|
|
// add r1.z, r0.y, r0.y
|
|
temp1.z = temp0.y + temp0.y;
|
|
// neg r1.w, r0.y
|
|
temp1.w = -temp0.y;
|
|
// mul r0.y, r2.x, r1.z
|
|
temp0.y = temp2.x * temp1.z;
|
|
// add r2.x, r1.w, r0.y
|
|
temp2.x = temp1.w + temp0.y;
|
|
// mul r1.x, r2.x, c4.y
|
|
temp1.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y;
|
|
// frc r0.yz, r1.xy
|
|
temp0.yz = frac(temp1.xy);
|
|
// neg r1.zw, r0.yz
|
|
temp1.zw = -temp0.yz;
|
|
// add r0.yz, r1.xy, r1.zw
|
|
temp0.yz = temp1.xy + temp1.zw;
|
|
// mul c21.xy, r0.x, r0.yz
|
|
expr21.xy = temp0.x * temp0.yz;
|
|
}
|
|
|
|
VS_M_Array_Shader_25_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
float2 addr0;
|
|
float3 temp7;
|
|
// def c2, -2, 3, 0.5, 0
|
|
// def c30, 1, -1, 0.25, 0
|
|
// def c31, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_position v1
|
|
// dcl_normal v2
|
|
// dcl_texcoord v3
|
|
// dcl_texcoord1 v4
|
|
// dcl_color v5
|
|
// frc r0.x, v0.x
|
|
temp0.x = frac(i.blendindices.x);
|
|
// slt r0.y, -r0.x, r0.x
|
|
temp0.y = (-temp0.x < temp0.x) ? 1 : 0;
|
|
// add r0.x, -r0.x, v0.x
|
|
temp0.x = -temp0.x + i.blendindices.x;
|
|
// slt r0.z, v0.x, -v0.x
|
|
temp0.z = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
|
|
// mad r0.x, r0.z, r0.y, r0.x
|
|
temp0.x = temp0.z * temp0.y + temp0.x;
|
|
// add r0.x, r0.x, r0.x
|
|
temp0.x = temp0.x + temp0.x;
|
|
// mova a0.x, r0.x
|
|
addr0.x = temp0.x;
|
|
// mul r0, v1.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v1.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v1.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c30.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;
|
|
// mul r1, v2.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v2.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c30.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;
|
|
// add r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mov r3.zw, c25.x
|
|
temp3.zw = Shininess.x;
|
|
// mov r4.xyz, c30.w
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r5.xyz, c30.w
|
|
temp5.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c30.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r4.w, r2.w, r2.w
|
|
temp4.w = temp2.w + temp2.w;
|
|
// mova a0.y, r4.w
|
|
addr0.y = temp4.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.y]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.y / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.y, r1, r7
|
|
temp3.y = dot(temp1.xyz, temp7.xyz);
|
|
// dp3 r3.x, r1, c6[a0.y]
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0 + (addr0.y / 2)].Direction.xyz);
|
|
// lit r6, r3
|
|
temp6 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mad r5.xyz, c5[a0.y], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.y / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r4.xyz, c5[a0.y], r6.y, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.y / 2)].Color.xyz * temp6.yyy + temp4.xyz;
|
|
// add r2.w, r2.w, c30.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mul r3.xyz, r5, c24
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c2.z
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// dp3 r2.w, r3, r1
|
|
temp2.w = dot(temp3.xyz, temp1.xyz);
|
|
// abs r2.w, r2.w
|
|
temp2.w = abs(temp2.w);
|
|
// mul r2.w, r2.w, c12.x
|
|
temp2.w = temp2.w * expr12.x;
|
|
// max r2.w, r2.w, c30.w
|
|
temp2.w = max(temp2.w, float1(0));
|
|
// min r2.w, r2.w, c30.x
|
|
temp2.w = min(temp2.w, float1(1));
|
|
// mul r3.x, r2.w, r2.w
|
|
temp3.x = temp2.w * temp2.w;
|
|
// mad r2.w, r2.w, c2.x, c2.y
|
|
temp2.w = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r2.w, r2.w, c129[a0.x].w
|
|
temp2.w = temp2.w * WorldBones[1 + addr0.x].w;
|
|
// mov r3.xyz, c4
|
|
temp3.xyz = AmbientLightColor.xyz;
|
|
// mov r5.xyz, c22
|
|
temp5.xyz = ColorAmbient.xyz;
|
|
// mad r3.xyz, r3, r5, c15
|
|
temp3.xyz = temp3.xyz * temp5.xyz + expr15.xyz;
|
|
// mad r3.xyz, r4, c23, r3
|
|
temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz;
|
|
// mul r4.w, r2.w, v5.w
|
|
temp4.w = temp2.w * i.color.w;
|
|
// mov r5.w, v5.w
|
|
temp5.w = i.color.w;
|
|
// mov r6.xz, c30
|
|
temp6.xz = float2(1, 0.25);
|
|
// lrp r7.xyz, r6.z, r6.x, c0
|
|
temp7.xyz = lerp(RecolorColor.xyz, temp6.xxx, temp6.zzz);
|
|
// mul r6.xyz, r7, v5
|
|
temp6.xyz = temp7.xyz * i.color.xyz;
|
|
// mad r7.xyz, r6, c11.x, -r6
|
|
temp7.xyz = temp6.xyz * expr11.xxx + -temp6.xyz;
|
|
// mad r4.xyz, c27.x, r7, r6
|
|
temp4.xyz = HouseColorPulse.xxx * temp7.xyz + temp6.xyz;
|
|
// mul r5.xyz, r2.w, r4
|
|
temp5.xyz = temp2.www * temp4.xyz;
|
|
// lrp r6, c14.x, r5, r4
|
|
temp6 = lerp(temp4, temp5, expr14.x);
|
|
// mul r3.xyz, r3, r6
|
|
temp3.xyz = temp3.xyz * temp6.xyz;
|
|
// mul oD0.xyz, r3, c2.z
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.w, c30.x
|
|
temp0.w = float1(1);
|
|
// dp4 r2.w, r0, c116
|
|
temp2.w = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// mov r3.x, c26.x
|
|
temp3.x = Opacity.x;
|
|
// mul r3.x, r3.x, c1.x
|
|
temp3.x = temp3.x * OpacityOverride.x;
|
|
// mul oD0.w, r6.w, r3.x
|
|
o.color.w = temp6.w * temp3.x;
|
|
// dp3 r3.x, r1, c6
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// mad r2.xyz, r2, r1.w, c6
|
|
temp2.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r2
|
|
temp4.xyz = normalize(temp2.xyz).xyz;
|
|
// dp3 r3.y, r1, r4
|
|
temp3.y = dot(temp1.xyz, temp4.xyz);
|
|
// mov r3.zw, c25.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r1, r3
|
|
temp1 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r2.xyz, c5
|
|
temp2.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r2.xyz, r2, c3
|
|
temp2.xyz = temp2.xyz * NoCloudMultiplier.xyz;
|
|
// mul r1.xzw, r1.z, r2.xyyz
|
|
temp1.xzw = temp1.zzz * temp2.xyz;
|
|
// mul r1.xzw, r1, c24.xyyz
|
|
temp1.xzw = temp1.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r1.xzww, c2.z
|
|
o.texcoord6 = temp1.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r1.xyz, r1.y, r2
|
|
temp1.xyz = temp1.yyy * temp2.xyz;
|
|
// mul r1.xyz, r1, c23
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz;
|
|
// mul r1.xyz, r6, r1
|
|
temp1.xyz = temp6.xyz * temp1.xyz;
|
|
// mul oT5.xyz, r1, c2.z
|
|
o.texcoord5 = temp1 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// add r1.xy, r0, -v4
|
|
temp1.xy = temp0.xy + -i.texcoord1.xy;
|
|
// mad oT1.xy, c28.x, r1, v4
|
|
o.texcoord1 = UseWorldCords.x * temp1 + i.texcoord1;
|
|
// add r1.xy, r0, c29.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r1, c29
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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));
|
|
// rcp r1.w, r2.w
|
|
temp1.w = 1.0f / temp2.w;
|
|
// mad oT4.xyz, r1, r1.w, c31.xxyw
|
|
o.texcoord4.xyz = temp1.xyz * temp1.www + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r2.w
|
|
o.texcoord4.w = temp2.w;
|
|
// 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 oT0.xy, v3, c21
|
|
o.texcoord = i.texcoord + expr21;
|
|
// mov oD1.w, c30.x
|
|
o.color1.w = float1(1);
|
|
// mov oT2.xy, c30.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_26 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_26_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 blendweight : BLENDWEIGHT;
|
|
float4 position : POSITION;
|
|
float4 position1 : POSITION1;
|
|
float4 normal : NORMAL;
|
|
float4 normal1 : NORMAL1;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_26_Output
|
|
{
|
|
float4 color1 : COLOR1;
|
|
float4 color : COLOR;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_26_Output VS_M_Array_Shader_26(VS_M_Array_Shader_26_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 11
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 3
|
|
0 - ConstOutput: 14 ConstInput 2
|
|
1 - ConstOutput: 21 ConstInput 1
|
|
2 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
float4 expr20;
|
|
float4 expr21;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float4 temp2;
|
|
// Expression_2_1
|
|
// mul r0.x, c5.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c2.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c14.x, r0.x, r1.x
|
|
expr14.x = temp0.x >= temp1.x;
|
|
// mul c15.xyz, c1.x, c0.xyz
|
|
expr15.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul r0.x, c4.x, c5.x
|
|
temp0.x = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x * Time.x;
|
|
// add r1.x, r0.x, c4.w
|
|
temp1.x = temp0.x + TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.w;
|
|
// rcp r0.x, c4.z
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z);
|
|
// mul r2.x, r1.x, r0.x
|
|
temp2.x = temp1.x * temp0.x;
|
|
// neg r0.x, r2.x
|
|
temp0.x = -temp2.x;
|
|
// ge r1.x, r2.x, r0.x
|
|
temp1.x = temp2.x >= temp0.x;
|
|
// max r1.y, r2.x, r0.x
|
|
temp1.y = max(temp2.x, temp0.x);
|
|
// frc r0.x, r1.y
|
|
temp0.x = frac(temp1.y);
|
|
// add r1.y, r0.x, r0.x
|
|
temp1.y = temp0.x + temp0.x;
|
|
// neg r1.z, r0.x
|
|
temp1.z = -temp0.x;
|
|
// mul r0.x, r1.x, r1.y
|
|
temp0.x = temp1.x * temp1.y;
|
|
// add r2.x, r1.z, r0.x
|
|
temp2.x = temp1.z + temp0.x;
|
|
// mul r0.x, r2.x, c4.z
|
|
temp0.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// lt r0.y, c4.x, (0)
|
|
temp0.y = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x < (0);
|
|
// mul r1.x, r0.y, c4.z
|
|
temp1.x = temp0.y * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// add r2.x, r0.x, r1.x
|
|
temp2.x = temp0.x + temp1.x;
|
|
// rcp r0.x, c4.y
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y);
|
|
// mul r1.y, r2.x, r0.x
|
|
temp1.y = temp2.x * temp0.x;
|
|
// neg r0.y, r1.y
|
|
temp0.y = -temp1.y;
|
|
// ge r2.x, r1.y, r0.y
|
|
temp2.x = temp1.y >= temp0.y;
|
|
// max r2.y, r1.y, r0.y
|
|
temp2.y = max(temp1.y, temp0.y);
|
|
// frc r0.y, r2.y
|
|
temp0.y = frac(temp2.y);
|
|
// add r1.z, r0.y, r0.y
|
|
temp1.z = temp0.y + temp0.y;
|
|
// neg r1.w, r0.y
|
|
temp1.w = -temp0.y;
|
|
// mul r0.y, r2.x, r1.z
|
|
temp0.y = temp2.x * temp1.z;
|
|
// add r2.x, r1.w, r0.y
|
|
temp2.x = temp1.w + temp0.y;
|
|
// mul r1.x, r2.x, c4.y
|
|
temp1.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y;
|
|
// frc r0.yz, r1.xy
|
|
temp0.yz = frac(temp1.xy);
|
|
// neg r1.zw, r0.yz
|
|
temp1.zw = -temp0.yz;
|
|
// add r0.yz, r1.xy, r1.zw
|
|
temp0.yz = temp1.xy + temp1.zw;
|
|
// mul c21.xy, r0.x, r0.yz
|
|
expr21.xy = temp0.x * temp0.yz;
|
|
}
|
|
|
|
VS_M_Array_Shader_26_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
float2 addr0;
|
|
float3 temp7;
|
|
// def c2, -2, 3, 0.5, 0
|
|
// def c30, 1, -1, 0.25, 0
|
|
// def c31, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_blendweight v1
|
|
// dcl_position v2
|
|
// dcl_position1 v3
|
|
// dcl_normal v4
|
|
// dcl_normal1 v5
|
|
// dcl_texcoord v6
|
|
// dcl_texcoord1 v7
|
|
// dcl_color v8
|
|
// frc r0.xy, v0
|
|
temp0.xy = frac(i.blendindices.xy);
|
|
// slt r0.zw, -r0.xyxy, r0.xyxy
|
|
temp0.zw = (-temp0.xy < temp0.xy) ? 1 : 0;
|
|
// add r0.xy, -r0, v0
|
|
temp0.xy = -temp0.xy + i.blendindices.xy;
|
|
// slt r1.xy, v0, -v0
|
|
temp1.xy = (i.blendindices.xy < -i.blendindices.xy) ? 1 : 0;
|
|
// mad r0.xy, r1, r0.zwzw, r0
|
|
temp0.xy = temp1.xy * temp0.zw + temp0.xy;
|
|
// add r0.xy, r0, r0
|
|
temp0.xy = temp0.xy + temp0.xy;
|
|
// mova a0.xy, r0
|
|
addr0.xy = temp0.xy;
|
|
// mul r0, v2.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v2.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v2.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c30.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;
|
|
// mul r1, v4.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v4.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v4.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c30.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;
|
|
// mul r2, v3.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.position1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v3.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.position1.xyzx + temp2;
|
|
// mul r3, v3.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.position1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c30.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// add r2.xyz, r2, c129[a0.y]
|
|
temp2.xyz = temp2.xyz + WorldBones[1 + addr0.y].xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r0.xyz, r0, v1.x, r2
|
|
temp0.xyz = temp0.xyz * i.blendweight.xxx + temp2.xyz;
|
|
// mul r2, v5.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.normal1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v5.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.normal1.xyzx + temp2;
|
|
// mul r3, v5.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.normal1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c30.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r1.xyz, r1, v1.x, r2
|
|
temp1.xyz = temp1.xyz * i.blendweight.xxx + temp2.xyz;
|
|
// mul r1.w, v1.y, c129[a0.y].w
|
|
temp1.w = i.blendweight.y * WorldBones[1 + addr0.y].w;
|
|
// mad r1.w, c129[a0.x].w, v1.x, r1.w
|
|
temp1.w = WorldBones[1 + addr0.x].w * i.blendweight.x + temp1.w;
|
|
// add r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r2.w, r2, r2
|
|
temp2.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r2.w, r2.w
|
|
temp2.w = 1 / sqrt(temp2.w);
|
|
// mov r3.zw, c25.x
|
|
temp3.zw = Shininess.x;
|
|
// mov r4.xyz, c30.w
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r5.xyz, c30.w
|
|
temp5.xyz = float3(0, 0, 0);
|
|
// mov r4.w, c30.x
|
|
temp4.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r5.w, r4.w, r4.w
|
|
temp5.w = temp4.w + temp4.w;
|
|
// mova a0.x, r5.w
|
|
addr0.x = temp5.w;
|
|
// mad r6.xyz, r2, r2.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp2.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.y, r1, r7
|
|
temp3.y = dot(temp1.xyz, temp7.xyz);
|
|
// dp3 r3.x, r1, c6[a0.x]
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// lit r6, r3
|
|
temp6 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mad r5.xyz, c5[a0.x], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r4.xyz, c5[a0.x], r6.y, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.yyy + temp4.xyz;
|
|
// add r4.w, r4.w, c30.x
|
|
temp4.w = temp4.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mul r3.xyz, r5, c24
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c2.z
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r2, r2.w
|
|
temp3.xyz = temp2.xyz * temp2.www;
|
|
// dp3 r3.x, r3, r1
|
|
temp3.x = dot(temp3.xyz, temp1.xyz);
|
|
// abs r3.x, r3.x
|
|
temp3.x = abs(temp3.x);
|
|
// mul r3.x, r3.x, c12.x
|
|
temp3.x = temp3.x * expr12.x;
|
|
// max r3.x, r3.x, c30.w
|
|
temp3.x = max(temp3.x, float1(0));
|
|
// min r3.x, r3.x, c30.x
|
|
temp3.x = min(temp3.x, float1(1));
|
|
// mul r3.y, r3.x, r3.x
|
|
temp3.y = temp3.x * temp3.x;
|
|
// mad r3.x, r3.x, c2.x, c2.y
|
|
temp3.x = temp3.x * float1(-2) + float1(3);
|
|
// mul r3.x, r3.y, r3.x
|
|
temp3.x = temp3.y * temp3.x;
|
|
// mul r1.w, r1.w, r3.x
|
|
temp1.w = temp1.w * temp3.x;
|
|
// mov r3.xyz, c4
|
|
temp3.xyz = AmbientLightColor.xyz;
|
|
// mov r5.xyz, c22
|
|
temp5.xyz = ColorAmbient.xyz;
|
|
// mad r3.xyz, r3, r5, c15
|
|
temp3.xyz = temp3.xyz * temp5.xyz + expr15.xyz;
|
|
// mad r3.xyz, r4, c23, r3
|
|
temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz;
|
|
// mul r4.w, r1.w, v8.w
|
|
temp4.w = temp1.w * i.color.w;
|
|
// mov r5.w, v8.w
|
|
temp5.w = i.color.w;
|
|
// mov r6.xz, c30
|
|
temp6.xz = float2(1, 0.25);
|
|
// lrp r7.xyz, r6.z, r6.x, c0
|
|
temp7.xyz = lerp(RecolorColor.xyz, temp6.xxx, temp6.zzz);
|
|
// mul r6.xyz, r7, v8
|
|
temp6.xyz = temp7.xyz * i.color.xyz;
|
|
// mad r7.xyz, r6, c11.x, -r6
|
|
temp7.xyz = temp6.xyz * expr11.xxx + -temp6.xyz;
|
|
// mad r4.xyz, c27.x, r7, r6
|
|
temp4.xyz = HouseColorPulse.xxx * temp7.xyz + temp6.xyz;
|
|
// mul r5.xyz, r1.w, r4
|
|
temp5.xyz = temp1.www * temp4.xyz;
|
|
// lrp r6, c14.x, r5, r4
|
|
temp6 = lerp(temp4, temp5, expr14.x);
|
|
// mul r3.xyz, r3, r6
|
|
temp3.xyz = temp3.xyz * temp6.xyz;
|
|
// mul oD0.xyz, r3, c2.z
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.w, c30.x
|
|
temp0.w = float1(1);
|
|
// dp4 r1.w, r0, c116
|
|
temp1.w = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// mov r3.x, c26.x
|
|
temp3.x = Opacity.x;
|
|
// mul r3.x, r3.x, c1.x
|
|
temp3.x = temp3.x * OpacityOverride.x;
|
|
// mul oD0.w, r6.w, r3.x
|
|
o.color.w = temp6.w * temp3.x;
|
|
// dp3 r3.x, r1, c6
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// mad r2.xyz, r2, r2.w, c6
|
|
temp2.xyz = temp2.xyz * temp2.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r2
|
|
temp4.xyz = normalize(temp2.xyz).xyz;
|
|
// dp3 r3.y, r1, r4
|
|
temp3.y = dot(temp1.xyz, temp4.xyz);
|
|
// mov r3.zw, c25.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r2, r3
|
|
temp2 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r1.xyz, c5
|
|
temp1.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r1.xyz, r1, c3
|
|
temp1.xyz = temp1.xyz * NoCloudMultiplier.xyz;
|
|
// mul r2.xzw, r2.z, r1.xyyz
|
|
temp2.xzw = temp2.zzz * temp1.xyz;
|
|
// mul r2.xzw, r2, c24.xyyz
|
|
temp2.xzw = temp2.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r2.xzww, c2.z
|
|
o.texcoord6 = temp2.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r1.xyz, r2.y, r1
|
|
temp1.xyz = temp2.yyy * temp1.xyz;
|
|
// mul r1.xyz, r1, c23
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz;
|
|
// mul r1.xyz, r6, r1
|
|
temp1.xyz = temp6.xyz * temp1.xyz;
|
|
// mul oT5.xyz, r1, c2.z
|
|
o.texcoord5 = temp1 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// add r1.xy, r0, -v7
|
|
temp1.xy = temp0.xy + -i.texcoord1.xy;
|
|
// mad oT1.xy, c28.x, r1, v7
|
|
o.texcoord1 = UseWorldCords.x * temp1 + i.texcoord1;
|
|
// add r1.xy, r0, c29.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r1, c29
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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));
|
|
// rcp r2.x, r1.w
|
|
temp2.x = 1.0f / temp1.w;
|
|
// mad oT4.xyz, r1, r2.x, c31.xxyw
|
|
o.texcoord4.xyz = temp1.xyz * temp2.xxx + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r1.w
|
|
o.texcoord4.w = temp1.w;
|
|
// 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 oT0.xy, v6, c21
|
|
o.texcoord = i.texcoord + expr21;
|
|
// mov oD1.w, c30.x
|
|
o.color1.w = float1(1);
|
|
// mov oT2.xy, c30.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_27 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_27_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_27_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_27_Output VS_M_Array_Shader_27(VS_M_Array_Shader_27_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 6
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 2
|
|
0 - ConstOutput: 14 ConstInput 3
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// mul r0.x, c5.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c2.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c14.x, r0.x, r1.x
|
|
expr14.x = temp0.x >= temp1.x;
|
|
// mul c15.xyz, c1.x, c0.xyz
|
|
expr15.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c16.xy, c5.x, c4.zw
|
|
expr16.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_M_Array_Shader_27_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6, temp7;
|
|
float addr0;
|
|
float3 temp8;
|
|
// def c2, -2, 3, 0, 0
|
|
// def c26, 1, 0, 0.25, 0.5
|
|
// def c27, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_normal v1
|
|
// dcl_texcoord v2
|
|
// dcl_texcoord1 v3
|
|
// dcl_color v4
|
|
// mad r0, v0.xyzx, c26.xxxy, c26.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));
|
|
// 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));
|
|
// mov r1.w, c26.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 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));
|
|
// dp4 r0.x, r1, c116
|
|
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// dp3 r0.y, v1, c124
|
|
temp0.y = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz);
|
|
// dp3 r0.z, v1, c125
|
|
temp0.z = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz);
|
|
// dp3 r0.w, v1, c126
|
|
temp0.w = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz);
|
|
// add r2.xyz, -r1, c123
|
|
temp2.xyz = -temp1.xyz + EyePosition.xyz;
|
|
// dp3 r2.w, r2, r2
|
|
temp2.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r2.w, r2.w
|
|
temp2.w = 1 / sqrt(temp2.w);
|
|
// mul r3.xyz, r2, r2.w
|
|
temp3.xyz = temp2.xyz * temp2.www;
|
|
// dp3 r3.x, r3, r0.yzww
|
|
temp3.x = dot(temp3.xyz, temp0.yzw);
|
|
// mov r4.zw, c20.x
|
|
temp4.zw = Shininess.x;
|
|
// mov r3.yzw, c26.y
|
|
temp3.yzw = float3(0, 0, 0);
|
|
// mov r5, c26.yyyx
|
|
temp5 = float4(0, 0, 0, 1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r6.x, r5.w, r5.w
|
|
temp6.x = temp5.w + temp5.w;
|
|
// mova a0.x, r6.x
|
|
addr0.x = temp6.x;
|
|
// mad r6.xyz, r2, r2.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp2.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r4.y, r0.yzww, r7
|
|
temp4.y = dot(temp0.yzw, temp7.xyz);
|
|
// dp3 r4.x, r0.yzww, c6[a0.x]
|
|
temp4.x = dot(temp0.yzw, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// lit r6, r4
|
|
temp6 = lit(temp4.x, temp4.y, temp4.w);
|
|
// mad r5.xyz, c5[a0.x], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r3.yzw, c5[a0.x].xxyz, r6.y, r3
|
|
temp3.yzw = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.yyy + temp3.yzw;
|
|
// add r5.w, r5.w, c26.x
|
|
temp5.w = temp5.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mov r4.xyz, c4
|
|
temp4.xyz = AmbientLightColor.xyz;
|
|
// mov r6.xyz, c17
|
|
temp6.xyz = ColorAmbient.xyz;
|
|
// mad r4.xyz, r4, r6, c15
|
|
temp4.xyz = temp4.xyz * temp6.xyz + expr15.xyz;
|
|
// mad r3.yzw, r3, c18.xxyz, r4.xxyz
|
|
temp3.yzw = temp3.yzw * ColorDiffuse.xyz + temp4.xyz;
|
|
// abs r3.x, r3.x
|
|
temp3.x = abs(temp3.x);
|
|
// mul r3.x, r3.x, c12.x
|
|
temp3.x = temp3.x * expr12.x;
|
|
// max r3.x, r3.x, c26.y
|
|
temp3.x = max(temp3.x, float1(0));
|
|
// min r3.x, r3.x, c26.x
|
|
temp3.x = min(temp3.x, float1(1));
|
|
// mul r4.x, r3.x, r3.x
|
|
temp4.x = temp3.x * temp3.x;
|
|
// mad r3.x, r3.x, c2.x, c2.y
|
|
temp3.x = temp3.x * float1(-2) + float1(3);
|
|
// mul r3.x, r4.x, r3.x
|
|
temp3.x = temp4.x * temp3.x;
|
|
// mul r4.w, r3.x, v4.w
|
|
temp4.w = temp3.x * i.color.w;
|
|
// mov r6.w, v4.w
|
|
temp6.w = i.color.w;
|
|
// mov r7.xz, c26
|
|
temp7.xz = float2(1, 0.25);
|
|
// lrp r8.xyz, r7.z, r7.x, c0
|
|
temp8.xyz = lerp(RecolorColor.xyz, temp7.xxx, temp7.zzz);
|
|
// mul r7.xyz, r8, v4
|
|
temp7.xyz = temp8.xyz * i.color.xyz;
|
|
// mad r8.xyz, r7, c11.x, -r7
|
|
temp8.xyz = temp7.xyz * expr11.xxx + -temp7.xyz;
|
|
// mad r4.xyz, c22.x, r8, r7
|
|
temp4.xyz = HouseColorPulse.xxx * temp8.xyz + temp7.xyz;
|
|
// mul r6.xyz, r3.x, r4
|
|
temp6.xyz = temp3.xxx * temp4.xyz;
|
|
// lrp r7, c14.x, r6, r4
|
|
temp7 = lerp(temp4, temp6, expr14.x);
|
|
// mul r3.xyz, r3.yzww, r7
|
|
temp3.xyz = temp3.yzw * temp7.xyz;
|
|
// mul oD0.xyz, r3, c26.w
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r5, c19
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c26.w
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// dp3 r3.x, r0.yzww, c6
|
|
temp3.x = dot(temp0.yzw, DirectionalLight[0].Direction.xyz);
|
|
// mad r2.xyz, r2, r2.w, c6
|
|
temp2.xyz = temp2.xyz * temp2.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r2
|
|
temp4.xyz = normalize(temp2.xyz).xyz;
|
|
// dp3 r3.y, r0.yzww, r4
|
|
temp3.y = dot(temp0.yzw, temp4.xyz);
|
|
// mov r3.zw, c20.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r2, r3
|
|
temp2 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r3.xyz, c5
|
|
temp3.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r0.yzw, r3.xxyz, c3.xxyz
|
|
temp0.yzw = temp3.xyz * NoCloudMultiplier.xyz;
|
|
// mul r2.xzw, r2.z, r0.yyzw
|
|
temp2.xzw = temp2.zzz * temp0.yzw;
|
|
// mul r2.xzw, r2, c19.xyyz
|
|
temp2.xzw = temp2.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r2.xzww, c26.w
|
|
o.texcoord6 = temp2.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r0.yzw, r2.y, r0
|
|
temp0.yzw = temp2.yyy * temp0.yzw;
|
|
// mul r0.yzw, r0, c18.xxyz
|
|
temp0.yzw = temp0.yzw * ColorDiffuse.xyz;
|
|
// mul r0.yzw, r7.xxyz, r0
|
|
temp0.yzw = temp7.xyz * temp0.yzw;
|
|
// mul oT5.xyz, r0.yzww, c26.w
|
|
o.texcoord5 = temp0.yzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r2.x, c21.x
|
|
temp2.x = Opacity.x;
|
|
// mul r0.y, r2.x, c1.x
|
|
temp0.y = temp2.x * OpacityOverride.x;
|
|
// mul oD0.w, r7.w, r0.y
|
|
o.color.w = temp7.w * temp0.y;
|
|
// lrp r0.yz, c23.x, r1.xxyw, v3.xxyw
|
|
temp0.yz = lerp(i.texcoord1.xy, temp1.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c24
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad oT1.xy, r0.yzzw, r2, c16
|
|
o.texcoord1 = temp0.yzzw * temp2 + expr16;
|
|
// add r0.yz, r1.xxyw, c25.xzww
|
|
temp0.yz = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r0.yzzw, c25
|
|
o.texcoord3 = temp0.yzzw * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r0.y, r1, c113
|
|
temp0.y = 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));
|
|
// rcp r1.x, r0.x
|
|
temp1.x = 1.0f / temp0.x;
|
|
// mad oT4.xyz, r0.yzww, r1.x, c27.xxyw
|
|
o.texcoord4.xyz = temp0.yzw * temp1.xxx + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
// mov oD1.w, c26.x
|
|
o.color1.w = float1(1);
|
|
// mov oT0.xy, v2
|
|
o.texcoord = i.texcoord;
|
|
// mov oT2.xy, c26.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_28 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_28_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_28_Output
|
|
{
|
|
float4 color1 : COLOR1;
|
|
float4 color : COLOR;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_28_Output VS_M_Array_Shader_28(VS_M_Array_Shader_28_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 6
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 2
|
|
0 - ConstOutput: 14 ConstInput 3
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// mul r0.x, c5.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c2.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c14.x, r0.x, r1.x
|
|
expr14.x = temp0.x >= temp1.x;
|
|
// mul c15.xyz, c1.x, c0.xyz
|
|
expr15.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c16.xy, c5.x, c4.zw
|
|
expr16.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_M_Array_Shader_28_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
float2 addr0;
|
|
float3 temp7;
|
|
// def c2, -2, 3, 0.5, 0
|
|
// def c26, 1, -1, 0.25, 0
|
|
// def c27, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_position v1
|
|
// dcl_normal v2
|
|
// dcl_texcoord v3
|
|
// dcl_texcoord1 v4
|
|
// dcl_color v5
|
|
// frc r0.x, v0.x
|
|
temp0.x = frac(i.blendindices.x);
|
|
// slt r0.y, -r0.x, r0.x
|
|
temp0.y = (-temp0.x < temp0.x) ? 1 : 0;
|
|
// add r0.x, -r0.x, v0.x
|
|
temp0.x = -temp0.x + i.blendindices.x;
|
|
// slt r0.z, v0.x, -v0.x
|
|
temp0.z = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
|
|
// mad r0.x, r0.z, r0.y, r0.x
|
|
temp0.x = temp0.z * temp0.y + temp0.x;
|
|
// add r0.x, r0.x, r0.x
|
|
temp0.x = temp0.x + temp0.x;
|
|
// mova a0.x, r0.x
|
|
addr0.x = temp0.x;
|
|
// mul r0, v1.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v1.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v1.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c26.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;
|
|
// mul r1, v2.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v2.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c26.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;
|
|
// add r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mov r3.zw, c20.x
|
|
temp3.zw = Shininess.x;
|
|
// mov r4.xyz, c26.w
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r5.xyz, c26.w
|
|
temp5.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c26.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r4.w, r2.w, r2.w
|
|
temp4.w = temp2.w + temp2.w;
|
|
// mova a0.y, r4.w
|
|
addr0.y = temp4.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.y]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.y / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.y, r1, r7
|
|
temp3.y = dot(temp1.xyz, temp7.xyz);
|
|
// dp3 r3.x, r1, c6[a0.y]
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0 + (addr0.y / 2)].Direction.xyz);
|
|
// lit r6, r3
|
|
temp6 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mad r5.xyz, c5[a0.y], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.y / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r4.xyz, c5[a0.y], r6.y, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.y / 2)].Color.xyz * temp6.yyy + temp4.xyz;
|
|
// add r2.w, r2.w, c26.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mul r3.xyz, r5, c19
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c2.z
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// dp3 r2.w, r3, r1
|
|
temp2.w = dot(temp3.xyz, temp1.xyz);
|
|
// abs r2.w, r2.w
|
|
temp2.w = abs(temp2.w);
|
|
// mul r2.w, r2.w, c12.x
|
|
temp2.w = temp2.w * expr12.x;
|
|
// max r2.w, r2.w, c26.w
|
|
temp2.w = max(temp2.w, float1(0));
|
|
// min r2.w, r2.w, c26.x
|
|
temp2.w = min(temp2.w, float1(1));
|
|
// mul r3.x, r2.w, r2.w
|
|
temp3.x = temp2.w * temp2.w;
|
|
// mad r2.w, r2.w, c2.x, c2.y
|
|
temp2.w = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r2.w, r2.w, c129[a0.x].w
|
|
temp2.w = temp2.w * WorldBones[1 + addr0.x].w;
|
|
// mov r3.xyz, c4
|
|
temp3.xyz = AmbientLightColor.xyz;
|
|
// mov r5.xyz, c17
|
|
temp5.xyz = ColorAmbient.xyz;
|
|
// mad r3.xyz, r3, r5, c15
|
|
temp3.xyz = temp3.xyz * temp5.xyz + expr15.xyz;
|
|
// mad r3.xyz, r4, c18, r3
|
|
temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz;
|
|
// mul r4.w, r2.w, v5.w
|
|
temp4.w = temp2.w * i.color.w;
|
|
// mov r5.w, v5.w
|
|
temp5.w = i.color.w;
|
|
// mov r6.xz, c26
|
|
temp6.xz = float2(1, 0.25);
|
|
// lrp r7.xyz, r6.z, r6.x, c0
|
|
temp7.xyz = lerp(RecolorColor.xyz, temp6.xxx, temp6.zzz);
|
|
// mul r6.xyz, r7, v5
|
|
temp6.xyz = temp7.xyz * i.color.xyz;
|
|
// mad r7.xyz, r6, c11.x, -r6
|
|
temp7.xyz = temp6.xyz * expr11.xxx + -temp6.xyz;
|
|
// mad r4.xyz, c22.x, r7, r6
|
|
temp4.xyz = HouseColorPulse.xxx * temp7.xyz + temp6.xyz;
|
|
// mul r5.xyz, r2.w, r4
|
|
temp5.xyz = temp2.www * temp4.xyz;
|
|
// lrp r6, c14.x, r5, r4
|
|
temp6 = lerp(temp4, temp5, expr14.x);
|
|
// mul r3.xyz, r3, r6
|
|
temp3.xyz = temp3.xyz * temp6.xyz;
|
|
// mul oD0.xyz, r3, c2.z
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.w, c26.x
|
|
temp0.w = float1(1);
|
|
// dp4 r2.w, r0, c116
|
|
temp2.w = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// mov r3.x, c21.x
|
|
temp3.x = Opacity.x;
|
|
// mul r3.x, r3.x, c1.x
|
|
temp3.x = temp3.x * OpacityOverride.x;
|
|
// mul oD0.w, r6.w, r3.x
|
|
o.color.w = temp6.w * temp3.x;
|
|
// dp3 r3.x, r1, c6
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// mad r2.xyz, r2, r1.w, c6
|
|
temp2.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r2
|
|
temp4.xyz = normalize(temp2.xyz).xyz;
|
|
// dp3 r3.y, r1, r4
|
|
temp3.y = dot(temp1.xyz, temp4.xyz);
|
|
// mov r3.zw, c20.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r1, r3
|
|
temp1 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r2.xyz, c5
|
|
temp2.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r2.xyz, r2, c3
|
|
temp2.xyz = temp2.xyz * NoCloudMultiplier.xyz;
|
|
// mul r1.xzw, r1.z, r2.xyyz
|
|
temp1.xzw = temp1.zzz * temp2.xyz;
|
|
// mul r1.xzw, r1, c19.xyyz
|
|
temp1.xzw = temp1.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r1.xzww, c2.z
|
|
o.texcoord6 = temp1.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r1.xyz, r1.y, r2
|
|
temp1.xyz = temp1.yyy * temp2.xyz;
|
|
// mul r1.xyz, r1, c18
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz;
|
|
// mul r1.xyz, r6, r1
|
|
temp1.xyz = temp6.xyz * temp1.xyz;
|
|
// mul oT5.xyz, r1, c2.z
|
|
o.texcoord5 = temp1 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// lrp r1.xy, c23.x, r0, v4
|
|
temp1.xy = lerp(i.texcoord1.xy, temp0.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c24
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad oT1.xy, r1, r2, c16
|
|
o.texcoord1 = temp1 * temp2 + expr16;
|
|
// add r1.xy, r0, c25.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r1, c25
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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));
|
|
// rcp r1.w, r2.w
|
|
temp1.w = 1.0f / temp2.w;
|
|
// mad oT4.xyz, r1, r1.w, c27.xxyw
|
|
o.texcoord4.xyz = temp1.xyz * temp1.www + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r2.w
|
|
o.texcoord4.w = temp2.w;
|
|
// 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));
|
|
// mov oD1.w, c26.x
|
|
o.color1.w = float1(1);
|
|
// mov oT0.xy, v3
|
|
o.texcoord = i.texcoord;
|
|
// mov oT2.xy, c26.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_29 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_29_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 blendweight : BLENDWEIGHT;
|
|
float4 position : POSITION;
|
|
float4 position1 : POSITION1;
|
|
float4 normal : NORMAL;
|
|
float4 normal1 : NORMAL1;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_29_Output
|
|
{
|
|
float4 color1 : COLOR1;
|
|
float4 color : COLOR;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_29_Output VS_M_Array_Shader_29(VS_M_Array_Shader_29_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 6
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 2
|
|
0 - ConstOutput: 14 ConstInput 3
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// mul r0.x, c5.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c2.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c14.x, r0.x, r1.x
|
|
expr14.x = temp0.x >= temp1.x;
|
|
// mul c15.xyz, c1.x, c0.xyz
|
|
expr15.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c16.xy, c5.x, c4.zw
|
|
expr16.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_M_Array_Shader_29_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
float2 addr0;
|
|
float3 temp7;
|
|
// def c2, -2, 3, 0.5, 0
|
|
// def c26, 1, -1, 0.25, 0
|
|
// def c27, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_blendweight v1
|
|
// dcl_position v2
|
|
// dcl_position1 v3
|
|
// dcl_normal v4
|
|
// dcl_normal1 v5
|
|
// dcl_texcoord v6
|
|
// dcl_texcoord1 v7
|
|
// dcl_color v8
|
|
// frc r0.xy, v0
|
|
temp0.xy = frac(i.blendindices.xy);
|
|
// slt r0.zw, -r0.xyxy, r0.xyxy
|
|
temp0.zw = (-temp0.xy < temp0.xy) ? 1 : 0;
|
|
// add r0.xy, -r0, v0
|
|
temp0.xy = -temp0.xy + i.blendindices.xy;
|
|
// slt r1.xy, v0, -v0
|
|
temp1.xy = (i.blendindices.xy < -i.blendindices.xy) ? 1 : 0;
|
|
// mad r0.xy, r1, r0.zwzw, r0
|
|
temp0.xy = temp1.xy * temp0.zw + temp0.xy;
|
|
// add r0.xy, r0, r0
|
|
temp0.xy = temp0.xy + temp0.xy;
|
|
// mova a0.xy, r0
|
|
addr0.xy = temp0.xy;
|
|
// mul r0, v2.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v2.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v2.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c26.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;
|
|
// mul r1, v4.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v4.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v4.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c26.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;
|
|
// mul r2, v3.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.position1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v3.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.position1.xyzx + temp2;
|
|
// mul r3, v3.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.position1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c26.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// add r2.xyz, r2, c129[a0.y]
|
|
temp2.xyz = temp2.xyz + WorldBones[1 + addr0.y].xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r0.xyz, r0, v1.x, r2
|
|
temp0.xyz = temp0.xyz * i.blendweight.xxx + temp2.xyz;
|
|
// mul r2, v5.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.normal1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v5.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.normal1.xyzx + temp2;
|
|
// mul r3, v5.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.normal1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c26.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r1.xyz, r1, v1.x, r2
|
|
temp1.xyz = temp1.xyz * i.blendweight.xxx + temp2.xyz;
|
|
// mul r1.w, v1.y, c129[a0.y].w
|
|
temp1.w = i.blendweight.y * WorldBones[1 + addr0.y].w;
|
|
// mad r1.w, c129[a0.x].w, v1.x, r1.w
|
|
temp1.w = WorldBones[1 + addr0.x].w * i.blendweight.x + temp1.w;
|
|
// add r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r2.w, r2, r2
|
|
temp2.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r2.w, r2.w
|
|
temp2.w = 1 / sqrt(temp2.w);
|
|
// mov r3.zw, c20.x
|
|
temp3.zw = Shininess.x;
|
|
// mov r4.xyz, c26.w
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r5.xyz, c26.w
|
|
temp5.xyz = float3(0, 0, 0);
|
|
// mov r4.w, c26.x
|
|
temp4.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r5.w, r4.w, r4.w
|
|
temp5.w = temp4.w + temp4.w;
|
|
// mova a0.x, r5.w
|
|
addr0.x = temp5.w;
|
|
// mad r6.xyz, r2, r2.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp2.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.y, r1, r7
|
|
temp3.y = dot(temp1.xyz, temp7.xyz);
|
|
// dp3 r3.x, r1, c6[a0.x]
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// lit r6, r3
|
|
temp6 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mad r5.xyz, c5[a0.x], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r4.xyz, c5[a0.x], r6.y, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.yyy + temp4.xyz;
|
|
// add r4.w, r4.w, c26.x
|
|
temp4.w = temp4.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mul r3.xyz, r5, c19
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c2.z
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r2, r2.w
|
|
temp3.xyz = temp2.xyz * temp2.www;
|
|
// dp3 r3.x, r3, r1
|
|
temp3.x = dot(temp3.xyz, temp1.xyz);
|
|
// abs r3.x, r3.x
|
|
temp3.x = abs(temp3.x);
|
|
// mul r3.x, r3.x, c12.x
|
|
temp3.x = temp3.x * expr12.x;
|
|
// max r3.x, r3.x, c26.w
|
|
temp3.x = max(temp3.x, float1(0));
|
|
// min r3.x, r3.x, c26.x
|
|
temp3.x = min(temp3.x, float1(1));
|
|
// mul r3.y, r3.x, r3.x
|
|
temp3.y = temp3.x * temp3.x;
|
|
// mad r3.x, r3.x, c2.x, c2.y
|
|
temp3.x = temp3.x * float1(-2) + float1(3);
|
|
// mul r3.x, r3.y, r3.x
|
|
temp3.x = temp3.y * temp3.x;
|
|
// mul r1.w, r1.w, r3.x
|
|
temp1.w = temp1.w * temp3.x;
|
|
// mov r3.xyz, c4
|
|
temp3.xyz = AmbientLightColor.xyz;
|
|
// mov r5.xyz, c17
|
|
temp5.xyz = ColorAmbient.xyz;
|
|
// mad r3.xyz, r3, r5, c15
|
|
temp3.xyz = temp3.xyz * temp5.xyz + expr15.xyz;
|
|
// mad r3.xyz, r4, c18, r3
|
|
temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz;
|
|
// mul r4.w, r1.w, v8.w
|
|
temp4.w = temp1.w * i.color.w;
|
|
// mov r5.w, v8.w
|
|
temp5.w = i.color.w;
|
|
// mov r6.xz, c26
|
|
temp6.xz = float2(1, 0.25);
|
|
// lrp r7.xyz, r6.z, r6.x, c0
|
|
temp7.xyz = lerp(RecolorColor.xyz, temp6.xxx, temp6.zzz);
|
|
// mul r6.xyz, r7, v8
|
|
temp6.xyz = temp7.xyz * i.color.xyz;
|
|
// mad r7.xyz, r6, c11.x, -r6
|
|
temp7.xyz = temp6.xyz * expr11.xxx + -temp6.xyz;
|
|
// mad r4.xyz, c22.x, r7, r6
|
|
temp4.xyz = HouseColorPulse.xxx * temp7.xyz + temp6.xyz;
|
|
// mul r5.xyz, r1.w, r4
|
|
temp5.xyz = temp1.www * temp4.xyz;
|
|
// lrp r6, c14.x, r5, r4
|
|
temp6 = lerp(temp4, temp5, expr14.x);
|
|
// mul r3.xyz, r3, r6
|
|
temp3.xyz = temp3.xyz * temp6.xyz;
|
|
// mul oD0.xyz, r3, c2.z
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.w, c26.x
|
|
temp0.w = float1(1);
|
|
// dp4 r1.w, r0, c116
|
|
temp1.w = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// mov r3.x, c21.x
|
|
temp3.x = Opacity.x;
|
|
// mul r3.x, r3.x, c1.x
|
|
temp3.x = temp3.x * OpacityOverride.x;
|
|
// mul oD0.w, r6.w, r3.x
|
|
o.color.w = temp6.w * temp3.x;
|
|
// dp3 r3.x, r1, c6
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// mad r2.xyz, r2, r2.w, c6
|
|
temp2.xyz = temp2.xyz * temp2.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r2
|
|
temp4.xyz = normalize(temp2.xyz).xyz;
|
|
// dp3 r3.y, r1, r4
|
|
temp3.y = dot(temp1.xyz, temp4.xyz);
|
|
// mov r3.zw, c20.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r2, r3
|
|
temp2 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r1.xyz, c5
|
|
temp1.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r1.xyz, r1, c3
|
|
temp1.xyz = temp1.xyz * NoCloudMultiplier.xyz;
|
|
// mul r2.xzw, r2.z, r1.xyyz
|
|
temp2.xzw = temp2.zzz * temp1.xyz;
|
|
// mul r2.xzw, r2, c19.xyyz
|
|
temp2.xzw = temp2.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r2.xzww, c2.z
|
|
o.texcoord6 = temp2.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r1.xyz, r2.y, r1
|
|
temp1.xyz = temp2.yyy * temp1.xyz;
|
|
// mul r1.xyz, r1, c18
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz;
|
|
// mul r1.xyz, r6, r1
|
|
temp1.xyz = temp6.xyz * temp1.xyz;
|
|
// mul oT5.xyz, r1, c2.z
|
|
o.texcoord5 = temp1 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// lrp r1.xy, c23.x, r0, v7
|
|
temp1.xy = lerp(i.texcoord1.xy, temp0.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c24
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad oT1.xy, r1, r2, c16
|
|
o.texcoord1 = temp1 * temp2 + expr16;
|
|
// add r1.xy, r0, c25.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r1, c25
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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));
|
|
// rcp r2.x, r1.w
|
|
temp2.x = 1.0f / temp1.w;
|
|
// mad oT4.xyz, r1, r2.x, c27.xxyw
|
|
o.texcoord4.xyz = temp1.xyz * temp2.xxx + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r1.w
|
|
o.texcoord4.w = temp1.w;
|
|
// 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));
|
|
// mov oD1.w, c26.x
|
|
o.color1.w = float1(1);
|
|
// mov oT0.xy, v6
|
|
o.texcoord = i.texcoord;
|
|
// mov oT2.xy, c26.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_30 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_30_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_30_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_30_Output VS_M_Array_Shader_30(VS_M_Array_Shader_30_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 7
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 2
|
|
0 - ConstOutput: 14 ConstInput 4
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// mul r0.x, c6.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c2.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c14.x, r0.x, r1.x
|
|
expr14.x = temp0.x >= temp1.x;
|
|
// mul c15.xyz, c1.x, c0.xyz
|
|
expr15.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c16.xy, c6.x, c4.zw
|
|
expr16.xy = Time.x * TexCoordTransform_0.zw;
|
|
// mul c17.xy, c6.x, c5.zw
|
|
expr17.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_M_Array_Shader_30_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6, temp7;
|
|
float addr0;
|
|
float3 temp8;
|
|
// def c2, -2, 3, 0, 0
|
|
// def c28, 1, 0, 0.25, 0.5
|
|
// def c29, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_normal v1
|
|
// dcl_texcoord v2
|
|
// dcl_texcoord1 v3
|
|
// dcl_color v4
|
|
// mad r0, v0.xyzx, c28.xxxy, c28.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));
|
|
// 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));
|
|
// mov r1.w, c28.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 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));
|
|
// dp4 r0.x, r1, c116
|
|
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// dp3 r0.y, v1, c124
|
|
temp0.y = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz);
|
|
// dp3 r0.z, v1, c125
|
|
temp0.z = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz);
|
|
// dp3 r0.w, v1, c126
|
|
temp0.w = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz);
|
|
// add r2.xyz, -r1, c123
|
|
temp2.xyz = -temp1.xyz + EyePosition.xyz;
|
|
// dp3 r2.w, r2, r2
|
|
temp2.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r2.w, r2.w
|
|
temp2.w = 1 / sqrt(temp2.w);
|
|
// mul r3.xyz, r2, r2.w
|
|
temp3.xyz = temp2.xyz * temp2.www;
|
|
// dp3 r3.x, r3, r0.yzww
|
|
temp3.x = dot(temp3.xyz, temp0.yzw);
|
|
// mov r4.zw, c21.x
|
|
temp4.zw = Shininess.x;
|
|
// mov r3.yzw, c28.y
|
|
temp3.yzw = float3(0, 0, 0);
|
|
// mov r5, c28.yyyx
|
|
temp5 = float4(0, 0, 0, 1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r6.x, r5.w, r5.w
|
|
temp6.x = temp5.w + temp5.w;
|
|
// mova a0.x, r6.x
|
|
addr0.x = temp6.x;
|
|
// mad r6.xyz, r2, r2.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp2.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r4.y, r0.yzww, r7
|
|
temp4.y = dot(temp0.yzw, temp7.xyz);
|
|
// dp3 r4.x, r0.yzww, c6[a0.x]
|
|
temp4.x = dot(temp0.yzw, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// lit r6, r4
|
|
temp6 = lit(temp4.x, temp4.y, temp4.w);
|
|
// mad r5.xyz, c5[a0.x], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r3.yzw, c5[a0.x].xxyz, r6.y, r3
|
|
temp3.yzw = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.yyy + temp3.yzw;
|
|
// add r5.w, r5.w, c28.x
|
|
temp5.w = temp5.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mov r4.xyz, c4
|
|
temp4.xyz = AmbientLightColor.xyz;
|
|
// mov r6.xyz, c18
|
|
temp6.xyz = ColorAmbient.xyz;
|
|
// mad r4.xyz, r4, r6, c15
|
|
temp4.xyz = temp4.xyz * temp6.xyz + expr15.xyz;
|
|
// mad r3.yzw, r3, c19.xxyz, r4.xxyz
|
|
temp3.yzw = temp3.yzw * ColorDiffuse.xyz + temp4.xyz;
|
|
// abs r3.x, r3.x
|
|
temp3.x = abs(temp3.x);
|
|
// mul r3.x, r3.x, c12.x
|
|
temp3.x = temp3.x * expr12.x;
|
|
// max r3.x, r3.x, c28.y
|
|
temp3.x = max(temp3.x, float1(0));
|
|
// min r3.x, r3.x, c28.x
|
|
temp3.x = min(temp3.x, float1(1));
|
|
// mul r4.x, r3.x, r3.x
|
|
temp4.x = temp3.x * temp3.x;
|
|
// mad r3.x, r3.x, c2.x, c2.y
|
|
temp3.x = temp3.x * float1(-2) + float1(3);
|
|
// mul r3.x, r4.x, r3.x
|
|
temp3.x = temp4.x * temp3.x;
|
|
// mul r4.w, r3.x, v4.w
|
|
temp4.w = temp3.x * i.color.w;
|
|
// mov r6.w, v4.w
|
|
temp6.w = i.color.w;
|
|
// mov r7.xz, c28
|
|
temp7.xz = float2(1, 0.25);
|
|
// lrp r8.xyz, r7.z, r7.x, c0
|
|
temp8.xyz = lerp(RecolorColor.xyz, temp7.xxx, temp7.zzz);
|
|
// mul r7.xyz, r8, v4
|
|
temp7.xyz = temp8.xyz * i.color.xyz;
|
|
// mad r8.xyz, r7, c11.x, -r7
|
|
temp8.xyz = temp7.xyz * expr11.xxx + -temp7.xyz;
|
|
// mad r4.xyz, c23.x, r8, r7
|
|
temp4.xyz = HouseColorPulse.xxx * temp8.xyz + temp7.xyz;
|
|
// mul r6.xyz, r3.x, r4
|
|
temp6.xyz = temp3.xxx * temp4.xyz;
|
|
// lrp r7, c14.x, r6, r4
|
|
temp7 = lerp(temp4, temp6, expr14.x);
|
|
// mul r3.xyz, r3.yzww, r7
|
|
temp3.xyz = temp3.yzw * temp7.xyz;
|
|
// mul oD0.xyz, r3, c28.w
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r5, c20
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c28.w
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// dp3 r3.x, r0.yzww, c6
|
|
temp3.x = dot(temp0.yzw, DirectionalLight[0].Direction.xyz);
|
|
// mad r2.xyz, r2, r2.w, c6
|
|
temp2.xyz = temp2.xyz * temp2.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r2
|
|
temp4.xyz = normalize(temp2.xyz).xyz;
|
|
// dp3 r3.y, r0.yzww, r4
|
|
temp3.y = dot(temp0.yzw, temp4.xyz);
|
|
// mov r3.zw, c21.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r2, r3
|
|
temp2 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r3.xyz, c5
|
|
temp3.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r0.yzw, r3.xxyz, c3.xxyz
|
|
temp0.yzw = temp3.xyz * NoCloudMultiplier.xyz;
|
|
// mul r2.xzw, r2.z, r0.yyzw
|
|
temp2.xzw = temp2.zzz * temp0.yzw;
|
|
// mul r2.xzw, r2, c20.xyyz
|
|
temp2.xzw = temp2.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r2.xzww, c28.w
|
|
o.texcoord6 = temp2.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r0.yzw, r2.y, r0
|
|
temp0.yzw = temp2.yyy * temp0.yzw;
|
|
// mul r0.yzw, r0, c19.xxyz
|
|
temp0.yzw = temp0.yzw * ColorDiffuse.xyz;
|
|
// mul r0.yzw, r7.xxyz, r0
|
|
temp0.yzw = temp7.xyz * temp0.yzw;
|
|
// mul oT5.xyz, r0.yzww, c28.w
|
|
o.texcoord5 = temp0.yzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r2.x, c22.x
|
|
temp2.x = Opacity.x;
|
|
// mul r0.y, r2.x, c1.x
|
|
temp0.y = temp2.x * OpacityOverride.x;
|
|
// mul oD0.w, r7.w, r0.y
|
|
o.color.w = temp7.w * temp0.y;
|
|
// lrp r0.yz, c24.x, r1.xxyw, v3.xxyw
|
|
temp0.yz = lerp(i.texcoord1.xy, temp1.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c26
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad oT1.xy, r0.yzzw, r2, c17
|
|
o.texcoord1 = temp0.yzzw * temp2 + expr17;
|
|
// add r0.yz, r1.xxyw, c27.xzww
|
|
temp0.yz = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r0.yzzw, c27
|
|
o.texcoord3 = temp0.yzzw * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r0.y, r1, c113
|
|
temp0.y = 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));
|
|
// rcp r1.x, r0.x
|
|
temp1.x = 1.0f / temp0.x;
|
|
// mad oT4.xyz, r0.yzww, r1.x, c29.xxyw
|
|
o.texcoord4.xyz = temp0.yzw * temp1.xxx + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
// mov r0.xy, c25
|
|
temp0.xy = TexCoordTransform_0.xy;
|
|
// mad oT0.xy, v2, r0, c16
|
|
o.texcoord = i.texcoord * temp0 + expr16;
|
|
// mov oD1.w, c28.x
|
|
o.color1.w = float1(1);
|
|
// mov oT2.xy, c28.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_31 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_31_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_31_Output
|
|
{
|
|
float4 color1 : COLOR1;
|
|
float4 color : COLOR;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_31_Output VS_M_Array_Shader_31(VS_M_Array_Shader_31_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 7
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 2
|
|
0 - ConstOutput: 14 ConstInput 4
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// mul r0.x, c6.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c2.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c14.x, r0.x, r1.x
|
|
expr14.x = temp0.x >= temp1.x;
|
|
// mul c15.xyz, c1.x, c0.xyz
|
|
expr15.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c16.xy, c6.x, c4.zw
|
|
expr16.xy = Time.x * TexCoordTransform_0.zw;
|
|
// mul c17.xy, c6.x, c5.zw
|
|
expr17.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_M_Array_Shader_31_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
float2 addr0;
|
|
float3 temp7;
|
|
// def c2, -2, 3, 0.5, 0
|
|
// def c28, 1, -1, 0.25, 0
|
|
// def c29, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_position v1
|
|
// dcl_normal v2
|
|
// dcl_texcoord v3
|
|
// dcl_texcoord1 v4
|
|
// dcl_color v5
|
|
// frc r0.x, v0.x
|
|
temp0.x = frac(i.blendindices.x);
|
|
// slt r0.y, -r0.x, r0.x
|
|
temp0.y = (-temp0.x < temp0.x) ? 1 : 0;
|
|
// add r0.x, -r0.x, v0.x
|
|
temp0.x = -temp0.x + i.blendindices.x;
|
|
// slt r0.z, v0.x, -v0.x
|
|
temp0.z = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
|
|
// mad r0.x, r0.z, r0.y, r0.x
|
|
temp0.x = temp0.z * temp0.y + temp0.x;
|
|
// add r0.x, r0.x, r0.x
|
|
temp0.x = temp0.x + temp0.x;
|
|
// mova a0.x, r0.x
|
|
addr0.x = temp0.x;
|
|
// mul r0, v1.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v1.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v1.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c28.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;
|
|
// mul r1, v2.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v2.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c28.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;
|
|
// add r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mov r3.zw, c21.x
|
|
temp3.zw = Shininess.x;
|
|
// mov r4.xyz, c28.w
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r5.xyz, c28.w
|
|
temp5.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c28.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r4.w, r2.w, r2.w
|
|
temp4.w = temp2.w + temp2.w;
|
|
// mova a0.y, r4.w
|
|
addr0.y = temp4.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.y]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.y / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.y, r1, r7
|
|
temp3.y = dot(temp1.xyz, temp7.xyz);
|
|
// dp3 r3.x, r1, c6[a0.y]
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0 + (addr0.y / 2)].Direction.xyz);
|
|
// lit r6, r3
|
|
temp6 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mad r5.xyz, c5[a0.y], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.y / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r4.xyz, c5[a0.y], r6.y, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.y / 2)].Color.xyz * temp6.yyy + temp4.xyz;
|
|
// add r2.w, r2.w, c28.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mul r3.xyz, r5, c20
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c2.z
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// dp3 r2.w, r3, r1
|
|
temp2.w = dot(temp3.xyz, temp1.xyz);
|
|
// abs r2.w, r2.w
|
|
temp2.w = abs(temp2.w);
|
|
// mul r2.w, r2.w, c12.x
|
|
temp2.w = temp2.w * expr12.x;
|
|
// max r2.w, r2.w, c28.w
|
|
temp2.w = max(temp2.w, float1(0));
|
|
// min r2.w, r2.w, c28.x
|
|
temp2.w = min(temp2.w, float1(1));
|
|
// mul r3.x, r2.w, r2.w
|
|
temp3.x = temp2.w * temp2.w;
|
|
// mad r2.w, r2.w, c2.x, c2.y
|
|
temp2.w = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r2.w, r2.w, c129[a0.x].w
|
|
temp2.w = temp2.w * WorldBones[1 + addr0.x].w;
|
|
// mov r3.xyz, c4
|
|
temp3.xyz = AmbientLightColor.xyz;
|
|
// mov r5.xyz, c18
|
|
temp5.xyz = ColorAmbient.xyz;
|
|
// mad r3.xyz, r3, r5, c15
|
|
temp3.xyz = temp3.xyz * temp5.xyz + expr15.xyz;
|
|
// mad r3.xyz, r4, c19, r3
|
|
temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz;
|
|
// mul r4.w, r2.w, v5.w
|
|
temp4.w = temp2.w * i.color.w;
|
|
// mov r5.w, v5.w
|
|
temp5.w = i.color.w;
|
|
// mov r6.xz, c28
|
|
temp6.xz = float2(1, 0.25);
|
|
// lrp r7.xyz, r6.z, r6.x, c0
|
|
temp7.xyz = lerp(RecolorColor.xyz, temp6.xxx, temp6.zzz);
|
|
// mul r6.xyz, r7, v5
|
|
temp6.xyz = temp7.xyz * i.color.xyz;
|
|
// mad r7.xyz, r6, c11.x, -r6
|
|
temp7.xyz = temp6.xyz * expr11.xxx + -temp6.xyz;
|
|
// mad r4.xyz, c23.x, r7, r6
|
|
temp4.xyz = HouseColorPulse.xxx * temp7.xyz + temp6.xyz;
|
|
// mul r5.xyz, r2.w, r4
|
|
temp5.xyz = temp2.www * temp4.xyz;
|
|
// lrp r6, c14.x, r5, r4
|
|
temp6 = lerp(temp4, temp5, expr14.x);
|
|
// mul r3.xyz, r3, r6
|
|
temp3.xyz = temp3.xyz * temp6.xyz;
|
|
// mul oD0.xyz, r3, c2.z
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.w, c28.x
|
|
temp0.w = float1(1);
|
|
// dp4 r2.w, r0, c116
|
|
temp2.w = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// mov r3.x, c22.x
|
|
temp3.x = Opacity.x;
|
|
// mul r3.x, r3.x, c1.x
|
|
temp3.x = temp3.x * OpacityOverride.x;
|
|
// mul oD0.w, r6.w, r3.x
|
|
o.color.w = temp6.w * temp3.x;
|
|
// dp3 r3.x, r1, c6
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// mad r2.xyz, r2, r1.w, c6
|
|
temp2.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r2
|
|
temp4.xyz = normalize(temp2.xyz).xyz;
|
|
// dp3 r3.y, r1, r4
|
|
temp3.y = dot(temp1.xyz, temp4.xyz);
|
|
// mov r3.zw, c21.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r1, r3
|
|
temp1 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r2.xyz, c5
|
|
temp2.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r2.xyz, r2, c3
|
|
temp2.xyz = temp2.xyz * NoCloudMultiplier.xyz;
|
|
// mul r1.xzw, r1.z, r2.xyyz
|
|
temp1.xzw = temp1.zzz * temp2.xyz;
|
|
// mul r1.xzw, r1, c20.xyyz
|
|
temp1.xzw = temp1.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r1.xzww, c2.z
|
|
o.texcoord6 = temp1.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r1.xyz, r1.y, r2
|
|
temp1.xyz = temp1.yyy * temp2.xyz;
|
|
// mul r1.xyz, r1, c19
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz;
|
|
// mul r1.xyz, r6, r1
|
|
temp1.xyz = temp6.xyz * temp1.xyz;
|
|
// mul oT5.xyz, r1, c2.z
|
|
o.texcoord5 = temp1 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// lrp r1.xy, c24.x, r0, v4
|
|
temp1.xy = lerp(i.texcoord1.xy, temp0.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c26
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad oT1.xy, r1, r2, c17
|
|
o.texcoord1 = temp1 * temp2 + expr17;
|
|
// add r1.xy, r0, c27.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r1, c27
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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));
|
|
// rcp r1.w, r2.w
|
|
temp1.w = 1.0f / temp2.w;
|
|
// mad oT4.xyz, r1, r1.w, c29.xxyw
|
|
o.texcoord4.xyz = temp1.xyz * temp1.www + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r2.w
|
|
o.texcoord4.w = temp2.w;
|
|
// 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));
|
|
// mov r0.xy, c25
|
|
temp0.xy = TexCoordTransform_0.xy;
|
|
// mad oT0.xy, v3, r0, c16
|
|
o.texcoord = i.texcoord * temp0 + expr16;
|
|
// mov oD1.w, c28.x
|
|
o.color1.w = float1(1);
|
|
// mov oT2.xy, c28.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_32 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_32_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 blendweight : BLENDWEIGHT;
|
|
float4 position : POSITION;
|
|
float4 position1 : POSITION1;
|
|
float4 normal : NORMAL;
|
|
float4 normal1 : NORMAL1;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_32_Output
|
|
{
|
|
float4 color1 : COLOR1;
|
|
float4 color : COLOR;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_32_Output VS_M_Array_Shader_32(VS_M_Array_Shader_32_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 7
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 2
|
|
0 - ConstOutput: 14 ConstInput 4
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
// Expression_2_1
|
|
// mul r0.x, c6.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c2.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c14.x, r0.x, r1.x
|
|
expr14.x = temp0.x >= temp1.x;
|
|
// mul c15.xyz, c1.x, c0.xyz
|
|
expr15.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul c16.xy, c6.x, c4.zw
|
|
expr16.xy = Time.x * TexCoordTransform_0.zw;
|
|
// mul c17.xy, c6.x, c5.zw
|
|
expr17.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_M_Array_Shader_32_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
float2 addr0;
|
|
float3 temp7;
|
|
// def c2, -2, 3, 0.5, 0
|
|
// def c28, 1, -1, 0.25, 0
|
|
// def c29, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_blendweight v1
|
|
// dcl_position v2
|
|
// dcl_position1 v3
|
|
// dcl_normal v4
|
|
// dcl_normal1 v5
|
|
// dcl_texcoord v6
|
|
// dcl_texcoord1 v7
|
|
// dcl_color v8
|
|
// frc r0.xy, v0
|
|
temp0.xy = frac(i.blendindices.xy);
|
|
// slt r0.zw, -r0.xyxy, r0.xyxy
|
|
temp0.zw = (-temp0.xy < temp0.xy) ? 1 : 0;
|
|
// add r0.xy, -r0, v0
|
|
temp0.xy = -temp0.xy + i.blendindices.xy;
|
|
// slt r1.xy, v0, -v0
|
|
temp1.xy = (i.blendindices.xy < -i.blendindices.xy) ? 1 : 0;
|
|
// mad r0.xy, r1, r0.zwzw, r0
|
|
temp0.xy = temp1.xy * temp0.zw + temp0.xy;
|
|
// add r0.xy, r0, r0
|
|
temp0.xy = temp0.xy + temp0.xy;
|
|
// mova a0.xy, r0
|
|
addr0.xy = temp0.xy;
|
|
// mul r0, v2.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v2.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v2.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c28.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;
|
|
// mul r1, v4.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v4.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v4.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c28.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;
|
|
// mul r2, v3.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.position1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v3.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.position1.xyzx + temp2;
|
|
// mul r3, v3.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.position1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c28.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// add r2.xyz, r2, c129[a0.y]
|
|
temp2.xyz = temp2.xyz + WorldBones[1 + addr0.y].xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r0.xyz, r0, v1.x, r2
|
|
temp0.xyz = temp0.xyz * i.blendweight.xxx + temp2.xyz;
|
|
// mul r2, v5.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.normal1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v5.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.normal1.xyzx + temp2;
|
|
// mul r3, v5.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.normal1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c28.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r1.xyz, r1, v1.x, r2
|
|
temp1.xyz = temp1.xyz * i.blendweight.xxx + temp2.xyz;
|
|
// mul r1.w, v1.y, c129[a0.y].w
|
|
temp1.w = i.blendweight.y * WorldBones[1 + addr0.y].w;
|
|
// mad r1.w, c129[a0.x].w, v1.x, r1.w
|
|
temp1.w = WorldBones[1 + addr0.x].w * i.blendweight.x + temp1.w;
|
|
// add r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r2.w, r2, r2
|
|
temp2.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r2.w, r2.w
|
|
temp2.w = 1 / sqrt(temp2.w);
|
|
// mov r3.zw, c21.x
|
|
temp3.zw = Shininess.x;
|
|
// mov r4.xyz, c28.w
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r5.xyz, c28.w
|
|
temp5.xyz = float3(0, 0, 0);
|
|
// mov r4.w, c28.x
|
|
temp4.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r5.w, r4.w, r4.w
|
|
temp5.w = temp4.w + temp4.w;
|
|
// mova a0.x, r5.w
|
|
addr0.x = temp5.w;
|
|
// mad r6.xyz, r2, r2.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp2.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.y, r1, r7
|
|
temp3.y = dot(temp1.xyz, temp7.xyz);
|
|
// dp3 r3.x, r1, c6[a0.x]
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// lit r6, r3
|
|
temp6 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mad r5.xyz, c5[a0.x], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r4.xyz, c5[a0.x], r6.y, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.yyy + temp4.xyz;
|
|
// add r4.w, r4.w, c28.x
|
|
temp4.w = temp4.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mul r3.xyz, r5, c20
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c2.z
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r2, r2.w
|
|
temp3.xyz = temp2.xyz * temp2.www;
|
|
// dp3 r3.x, r3, r1
|
|
temp3.x = dot(temp3.xyz, temp1.xyz);
|
|
// abs r3.x, r3.x
|
|
temp3.x = abs(temp3.x);
|
|
// mul r3.x, r3.x, c12.x
|
|
temp3.x = temp3.x * expr12.x;
|
|
// max r3.x, r3.x, c28.w
|
|
temp3.x = max(temp3.x, float1(0));
|
|
// min r3.x, r3.x, c28.x
|
|
temp3.x = min(temp3.x, float1(1));
|
|
// mul r3.y, r3.x, r3.x
|
|
temp3.y = temp3.x * temp3.x;
|
|
// mad r3.x, r3.x, c2.x, c2.y
|
|
temp3.x = temp3.x * float1(-2) + float1(3);
|
|
// mul r3.x, r3.y, r3.x
|
|
temp3.x = temp3.y * temp3.x;
|
|
// mul r1.w, r1.w, r3.x
|
|
temp1.w = temp1.w * temp3.x;
|
|
// mov r3.xyz, c4
|
|
temp3.xyz = AmbientLightColor.xyz;
|
|
// mov r5.xyz, c18
|
|
temp5.xyz = ColorAmbient.xyz;
|
|
// mad r3.xyz, r3, r5, c15
|
|
temp3.xyz = temp3.xyz * temp5.xyz + expr15.xyz;
|
|
// mad r3.xyz, r4, c19, r3
|
|
temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz;
|
|
// mul r4.w, r1.w, v8.w
|
|
temp4.w = temp1.w * i.color.w;
|
|
// mov r5.w, v8.w
|
|
temp5.w = i.color.w;
|
|
// mov r6.xz, c28
|
|
temp6.xz = float2(1, 0.25);
|
|
// lrp r7.xyz, r6.z, r6.x, c0
|
|
temp7.xyz = lerp(RecolorColor.xyz, temp6.xxx, temp6.zzz);
|
|
// mul r6.xyz, r7, v8
|
|
temp6.xyz = temp7.xyz * i.color.xyz;
|
|
// mad r7.xyz, r6, c11.x, -r6
|
|
temp7.xyz = temp6.xyz * expr11.xxx + -temp6.xyz;
|
|
// mad r4.xyz, c23.x, r7, r6
|
|
temp4.xyz = HouseColorPulse.xxx * temp7.xyz + temp6.xyz;
|
|
// mul r5.xyz, r1.w, r4
|
|
temp5.xyz = temp1.www * temp4.xyz;
|
|
// lrp r6, c14.x, r5, r4
|
|
temp6 = lerp(temp4, temp5, expr14.x);
|
|
// mul r3.xyz, r3, r6
|
|
temp3.xyz = temp3.xyz * temp6.xyz;
|
|
// mul oD0.xyz, r3, c2.z
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.w, c28.x
|
|
temp0.w = float1(1);
|
|
// dp4 r1.w, r0, c116
|
|
temp1.w = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// mov r3.x, c22.x
|
|
temp3.x = Opacity.x;
|
|
// mul r3.x, r3.x, c1.x
|
|
temp3.x = temp3.x * OpacityOverride.x;
|
|
// mul oD0.w, r6.w, r3.x
|
|
o.color.w = temp6.w * temp3.x;
|
|
// dp3 r3.x, r1, c6
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// mad r2.xyz, r2, r2.w, c6
|
|
temp2.xyz = temp2.xyz * temp2.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r2
|
|
temp4.xyz = normalize(temp2.xyz).xyz;
|
|
// dp3 r3.y, r1, r4
|
|
temp3.y = dot(temp1.xyz, temp4.xyz);
|
|
// mov r3.zw, c21.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r2, r3
|
|
temp2 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r1.xyz, c5
|
|
temp1.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r1.xyz, r1, c3
|
|
temp1.xyz = temp1.xyz * NoCloudMultiplier.xyz;
|
|
// mul r2.xzw, r2.z, r1.xyyz
|
|
temp2.xzw = temp2.zzz * temp1.xyz;
|
|
// mul r2.xzw, r2, c20.xyyz
|
|
temp2.xzw = temp2.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r2.xzww, c2.z
|
|
o.texcoord6 = temp2.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r1.xyz, r2.y, r1
|
|
temp1.xyz = temp2.yyy * temp1.xyz;
|
|
// mul r1.xyz, r1, c19
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz;
|
|
// mul r1.xyz, r6, r1
|
|
temp1.xyz = temp6.xyz * temp1.xyz;
|
|
// mul oT5.xyz, r1, c2.z
|
|
o.texcoord5 = temp1 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// lrp r1.xy, c24.x, r0, v7
|
|
temp1.xy = lerp(i.texcoord1.xy, temp0.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c26
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad oT1.xy, r1, r2, c17
|
|
o.texcoord1 = temp1 * temp2 + expr17;
|
|
// add r1.xy, r0, c27.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r1, c27
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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));
|
|
// rcp r2.x, r1.w
|
|
temp2.x = 1.0f / temp1.w;
|
|
// mad oT4.xyz, r1, r2.x, c29.xxyw
|
|
o.texcoord4.xyz = temp1.xyz * temp2.xxx + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r1.w
|
|
o.texcoord4.w = temp1.w;
|
|
// 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));
|
|
// mov r0.xy, c25
|
|
temp0.xy = TexCoordTransform_0.xy;
|
|
// mad oT0.xy, v6, r0, c16
|
|
o.texcoord = i.texcoord * temp0 + expr16;
|
|
// mov oD1.w, c28.x
|
|
o.color1.w = float1(1);
|
|
// mov oT2.xy, c28.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_33 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_33_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_33_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 color1 : COLOR1;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_33_Output VS_M_Array_Shader_33(VS_M_Array_Shader_33_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 12
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 3
|
|
0 - ConstOutput: 14 ConstInput 2
|
|
1 - ConstOutput: 21 ConstInput 2
|
|
2 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
float4 expr20;
|
|
float4 expr21;
|
|
float4 expr22;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float4 temp2;
|
|
// Expression_2_1
|
|
// mul r0.x, c6.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c2.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c14.x, r0.x, r1.x
|
|
expr14.x = temp0.x >= temp1.x;
|
|
// mul c15.xyz, c1.x, c0.xyz
|
|
expr15.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul r0.x, c4.x, c6.x
|
|
temp0.x = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x * Time.x;
|
|
// add r1.x, r0.x, c4.w
|
|
temp1.x = temp0.x + TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.w;
|
|
// rcp r0.x, c4.z
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z);
|
|
// mul r2.x, r1.x, r0.x
|
|
temp2.x = temp1.x * temp0.x;
|
|
// neg r0.x, r2.x
|
|
temp0.x = -temp2.x;
|
|
// ge r1.x, r2.x, r0.x
|
|
temp1.x = temp2.x >= temp0.x;
|
|
// max r1.y, r2.x, r0.x
|
|
temp1.y = max(temp2.x, temp0.x);
|
|
// frc r0.x, r1.y
|
|
temp0.x = frac(temp1.y);
|
|
// add r1.y, r0.x, r0.x
|
|
temp1.y = temp0.x + temp0.x;
|
|
// neg r1.z, r0.x
|
|
temp1.z = -temp0.x;
|
|
// mul r0.x, r1.x, r1.y
|
|
temp0.x = temp1.x * temp1.y;
|
|
// add r2.x, r1.z, r0.x
|
|
temp2.x = temp1.z + temp0.x;
|
|
// mul r0.x, r2.x, c4.z
|
|
temp0.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// lt r0.y, c4.x, (0)
|
|
temp0.y = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x < (0);
|
|
// mul r1.x, r0.y, c4.z
|
|
temp1.x = temp0.y * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// add r2.x, r0.x, r1.x
|
|
temp2.x = temp0.x + temp1.x;
|
|
// rcp r0.x, c4.y
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y);
|
|
// mul r1.y, r2.x, r0.x
|
|
temp1.y = temp2.x * temp0.x;
|
|
// neg r0.y, r1.y
|
|
temp0.y = -temp1.y;
|
|
// ge r2.x, r1.y, r0.y
|
|
temp2.x = temp1.y >= temp0.y;
|
|
// max r2.y, r1.y, r0.y
|
|
temp2.y = max(temp1.y, temp0.y);
|
|
// frc r0.y, r2.y
|
|
temp0.y = frac(temp2.y);
|
|
// add r1.z, r0.y, r0.y
|
|
temp1.z = temp0.y + temp0.y;
|
|
// neg r1.w, r0.y
|
|
temp1.w = -temp0.y;
|
|
// mul r0.y, r2.x, r1.z
|
|
temp0.y = temp2.x * temp1.z;
|
|
// add r2.x, r1.w, r0.y
|
|
temp2.x = temp1.w + temp0.y;
|
|
// mul r1.x, r2.x, c4.y
|
|
temp1.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y;
|
|
// frc r0.yz, r1.xy
|
|
temp0.yz = frac(temp1.xy);
|
|
// neg r1.zw, r0.yz
|
|
temp1.zw = -temp0.yz;
|
|
// add r0.yz, r1.xy, r1.zw
|
|
temp0.yz = temp1.xy + temp1.zw;
|
|
// mul c21.xy, r0.x, r0.yz
|
|
expr21.xy = temp0.x * temp0.yz;
|
|
// mul c22.xy, c6.x, c5.zw
|
|
expr22.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_M_Array_Shader_33_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6, temp7;
|
|
float addr0;
|
|
float3 temp8;
|
|
// def c2, -2, 3, 0, 0
|
|
// def c32, 1, 0, 0.25, 0.5
|
|
// def c33, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_normal v1
|
|
// dcl_texcoord v2
|
|
// dcl_texcoord1 v3
|
|
// dcl_color v4
|
|
// mad r0, v0.xyzx, c32.xxxy, c32.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));
|
|
// 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));
|
|
// mov r1.w, c32.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 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));
|
|
// dp4 r0.x, r1, c116
|
|
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// dp3 r0.y, v1, c124
|
|
temp0.y = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz);
|
|
// dp3 r0.z, v1, c125
|
|
temp0.z = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz);
|
|
// dp3 r0.w, v1, c126
|
|
temp0.w = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz);
|
|
// add r2.xyz, -r1, c123
|
|
temp2.xyz = -temp1.xyz + EyePosition.xyz;
|
|
// dp3 r2.w, r2, r2
|
|
temp2.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r2.w, r2.w
|
|
temp2.w = 1 / sqrt(temp2.w);
|
|
// mul r3.xyz, r2, r2.w
|
|
temp3.xyz = temp2.xyz * temp2.www;
|
|
// dp3 r3.x, r3, r0.yzww
|
|
temp3.x = dot(temp3.xyz, temp0.yzw);
|
|
// mov r4.zw, c26.x
|
|
temp4.zw = Shininess.x;
|
|
// mov r3.yzw, c32.y
|
|
temp3.yzw = float3(0, 0, 0);
|
|
// mov r5, c32.yyyx
|
|
temp5 = float4(0, 0, 0, 1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r6.x, r5.w, r5.w
|
|
temp6.x = temp5.w + temp5.w;
|
|
// mova a0.x, r6.x
|
|
addr0.x = temp6.x;
|
|
// mad r6.xyz, r2, r2.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp2.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r4.y, r0.yzww, r7
|
|
temp4.y = dot(temp0.yzw, temp7.xyz);
|
|
// dp3 r4.x, r0.yzww, c6[a0.x]
|
|
temp4.x = dot(temp0.yzw, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// lit r6, r4
|
|
temp6 = lit(temp4.x, temp4.y, temp4.w);
|
|
// mad r5.xyz, c5[a0.x], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r3.yzw, c5[a0.x].xxyz, r6.y, r3
|
|
temp3.yzw = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.yyy + temp3.yzw;
|
|
// add r5.w, r5.w, c32.x
|
|
temp5.w = temp5.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mov r4.xyz, c4
|
|
temp4.xyz = AmbientLightColor.xyz;
|
|
// mov r6.xyz, c23
|
|
temp6.xyz = ColorAmbient.xyz;
|
|
// mad r4.xyz, r4, r6, c15
|
|
temp4.xyz = temp4.xyz * temp6.xyz + expr15.xyz;
|
|
// mad r3.yzw, r3, c24.xxyz, r4.xxyz
|
|
temp3.yzw = temp3.yzw * ColorDiffuse.xyz + temp4.xyz;
|
|
// abs r3.x, r3.x
|
|
temp3.x = abs(temp3.x);
|
|
// mul r3.x, r3.x, c12.x
|
|
temp3.x = temp3.x * expr12.x;
|
|
// max r3.x, r3.x, c32.y
|
|
temp3.x = max(temp3.x, float1(0));
|
|
// min r3.x, r3.x, c32.x
|
|
temp3.x = min(temp3.x, float1(1));
|
|
// mul r4.x, r3.x, r3.x
|
|
temp4.x = temp3.x * temp3.x;
|
|
// mad r3.x, r3.x, c2.x, c2.y
|
|
temp3.x = temp3.x * float1(-2) + float1(3);
|
|
// mul r3.x, r4.x, r3.x
|
|
temp3.x = temp4.x * temp3.x;
|
|
// mul r4.w, r3.x, v4.w
|
|
temp4.w = temp3.x * i.color.w;
|
|
// mov r6.w, v4.w
|
|
temp6.w = i.color.w;
|
|
// mov r7.xz, c32
|
|
temp7.xz = float2(1, 0.25);
|
|
// lrp r8.xyz, r7.z, r7.x, c0
|
|
temp8.xyz = lerp(RecolorColor.xyz, temp7.xxx, temp7.zzz);
|
|
// mul r7.xyz, r8, v4
|
|
temp7.xyz = temp8.xyz * i.color.xyz;
|
|
// mad r8.xyz, r7, c11.x, -r7
|
|
temp8.xyz = temp7.xyz * expr11.xxx + -temp7.xyz;
|
|
// mad r4.xyz, c28.x, r8, r7
|
|
temp4.xyz = HouseColorPulse.xxx * temp8.xyz + temp7.xyz;
|
|
// mul r6.xyz, r3.x, r4
|
|
temp6.xyz = temp3.xxx * temp4.xyz;
|
|
// lrp r7, c14.x, r6, r4
|
|
temp7 = lerp(temp4, temp6, expr14.x);
|
|
// mul r3.xyz, r3.yzww, r7
|
|
temp3.xyz = temp3.yzw * temp7.xyz;
|
|
// mul oD0.xyz, r3, c32.w
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r5, c25
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c32.w
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// dp3 r3.x, r0.yzww, c6
|
|
temp3.x = dot(temp0.yzw, DirectionalLight[0].Direction.xyz);
|
|
// mad r2.xyz, r2, r2.w, c6
|
|
temp2.xyz = temp2.xyz * temp2.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r2
|
|
temp4.xyz = normalize(temp2.xyz).xyz;
|
|
// dp3 r3.y, r0.yzww, r4
|
|
temp3.y = dot(temp0.yzw, temp4.xyz);
|
|
// mov r3.zw, c26.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r2, r3
|
|
temp2 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r3.xyz, c5
|
|
temp3.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r0.yzw, r3.xxyz, c3.xxyz
|
|
temp0.yzw = temp3.xyz * NoCloudMultiplier.xyz;
|
|
// mul r2.xzw, r2.z, r0.yyzw
|
|
temp2.xzw = temp2.zzz * temp0.yzw;
|
|
// mul r2.xzw, r2, c25.xyyz
|
|
temp2.xzw = temp2.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r2.xzww, c32.w
|
|
o.texcoord6 = temp2.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r0.yzw, r2.y, r0
|
|
temp0.yzw = temp2.yyy * temp0.yzw;
|
|
// mul r0.yzw, r0, c24.xxyz
|
|
temp0.yzw = temp0.yzw * ColorDiffuse.xyz;
|
|
// mul r0.yzw, r7.xxyz, r0
|
|
temp0.yzw = temp7.xyz * temp0.yzw;
|
|
// mul oT5.xyz, r0.yzww, c32.w
|
|
o.texcoord5 = temp0.yzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r2.x, c27.x
|
|
temp2.x = Opacity.x;
|
|
// mul r0.y, r2.x, c1.x
|
|
temp0.y = temp2.x * OpacityOverride.x;
|
|
// mul oD0.w, r7.w, r0.y
|
|
o.color.w = temp7.w * temp0.y;
|
|
// lrp r0.yz, c29.x, r1.xxyw, v3.xxyw
|
|
temp0.yz = lerp(i.texcoord1.xy, temp1.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c30
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad oT1.xy, r0.yzzw, r2, c22
|
|
o.texcoord1 = temp0.yzzw * temp2 + expr22;
|
|
// add r0.yz, r1.xxyw, c31.xzww
|
|
temp0.yz = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r0.yzzw, c31
|
|
o.texcoord3 = temp0.yzzw * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r0.y, r1, c113
|
|
temp0.y = 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));
|
|
// rcp r1.x, r0.x
|
|
temp1.x = 1.0f / temp0.x;
|
|
// mad oT4.xyz, r0.yzww, r1.x, c33.xxyw
|
|
o.texcoord4.xyz = temp0.yzw * temp1.xxx + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
// add oT0.xy, v2, c21
|
|
o.texcoord = i.texcoord + expr21;
|
|
// mov oD1.w, c32.x
|
|
o.color1.w = float1(1);
|
|
// mov oT2.xy, c32.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_34 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_34_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_34_Output
|
|
{
|
|
float4 color1 : COLOR1;
|
|
float4 color : COLOR;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_34_Output VS_M_Array_Shader_34(VS_M_Array_Shader_34_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 12
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 3
|
|
0 - ConstOutput: 14 ConstInput 2
|
|
1 - ConstOutput: 21 ConstInput 2
|
|
2 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
float4 expr20;
|
|
float4 expr21;
|
|
float4 expr22;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float4 temp2;
|
|
// Expression_2_1
|
|
// mul r0.x, c6.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c2.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c14.x, r0.x, r1.x
|
|
expr14.x = temp0.x >= temp1.x;
|
|
// mul c15.xyz, c1.x, c0.xyz
|
|
expr15.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul r0.x, c4.x, c6.x
|
|
temp0.x = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x * Time.x;
|
|
// add r1.x, r0.x, c4.w
|
|
temp1.x = temp0.x + TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.w;
|
|
// rcp r0.x, c4.z
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z);
|
|
// mul r2.x, r1.x, r0.x
|
|
temp2.x = temp1.x * temp0.x;
|
|
// neg r0.x, r2.x
|
|
temp0.x = -temp2.x;
|
|
// ge r1.x, r2.x, r0.x
|
|
temp1.x = temp2.x >= temp0.x;
|
|
// max r1.y, r2.x, r0.x
|
|
temp1.y = max(temp2.x, temp0.x);
|
|
// frc r0.x, r1.y
|
|
temp0.x = frac(temp1.y);
|
|
// add r1.y, r0.x, r0.x
|
|
temp1.y = temp0.x + temp0.x;
|
|
// neg r1.z, r0.x
|
|
temp1.z = -temp0.x;
|
|
// mul r0.x, r1.x, r1.y
|
|
temp0.x = temp1.x * temp1.y;
|
|
// add r2.x, r1.z, r0.x
|
|
temp2.x = temp1.z + temp0.x;
|
|
// mul r0.x, r2.x, c4.z
|
|
temp0.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// lt r0.y, c4.x, (0)
|
|
temp0.y = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x < (0);
|
|
// mul r1.x, r0.y, c4.z
|
|
temp1.x = temp0.y * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// add r2.x, r0.x, r1.x
|
|
temp2.x = temp0.x + temp1.x;
|
|
// rcp r0.x, c4.y
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y);
|
|
// mul r1.y, r2.x, r0.x
|
|
temp1.y = temp2.x * temp0.x;
|
|
// neg r0.y, r1.y
|
|
temp0.y = -temp1.y;
|
|
// ge r2.x, r1.y, r0.y
|
|
temp2.x = temp1.y >= temp0.y;
|
|
// max r2.y, r1.y, r0.y
|
|
temp2.y = max(temp1.y, temp0.y);
|
|
// frc r0.y, r2.y
|
|
temp0.y = frac(temp2.y);
|
|
// add r1.z, r0.y, r0.y
|
|
temp1.z = temp0.y + temp0.y;
|
|
// neg r1.w, r0.y
|
|
temp1.w = -temp0.y;
|
|
// mul r0.y, r2.x, r1.z
|
|
temp0.y = temp2.x * temp1.z;
|
|
// add r2.x, r1.w, r0.y
|
|
temp2.x = temp1.w + temp0.y;
|
|
// mul r1.x, r2.x, c4.y
|
|
temp1.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y;
|
|
// frc r0.yz, r1.xy
|
|
temp0.yz = frac(temp1.xy);
|
|
// neg r1.zw, r0.yz
|
|
temp1.zw = -temp0.yz;
|
|
// add r0.yz, r1.xy, r1.zw
|
|
temp0.yz = temp1.xy + temp1.zw;
|
|
// mul c21.xy, r0.x, r0.yz
|
|
expr21.xy = temp0.x * temp0.yz;
|
|
// mul c22.xy, c6.x, c5.zw
|
|
expr22.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_M_Array_Shader_34_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
float2 addr0;
|
|
float3 temp7;
|
|
// def c2, -2, 3, 0.5, 0
|
|
// def c32, 1, -1, 0.25, 0
|
|
// def c33, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_position v1
|
|
// dcl_normal v2
|
|
// dcl_texcoord v3
|
|
// dcl_texcoord1 v4
|
|
// dcl_color v5
|
|
// frc r0.x, v0.x
|
|
temp0.x = frac(i.blendindices.x);
|
|
// slt r0.y, -r0.x, r0.x
|
|
temp0.y = (-temp0.x < temp0.x) ? 1 : 0;
|
|
// add r0.x, -r0.x, v0.x
|
|
temp0.x = -temp0.x + i.blendindices.x;
|
|
// slt r0.z, v0.x, -v0.x
|
|
temp0.z = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
|
|
// mad r0.x, r0.z, r0.y, r0.x
|
|
temp0.x = temp0.z * temp0.y + temp0.x;
|
|
// add r0.x, r0.x, r0.x
|
|
temp0.x = temp0.x + temp0.x;
|
|
// mova a0.x, r0.x
|
|
addr0.x = temp0.x;
|
|
// mul r0, v1.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v1.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v1.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c32.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;
|
|
// mul r1, v2.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v2.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c32.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;
|
|
// add r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r1.w, r2, r2
|
|
temp1.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mov r3.zw, c26.x
|
|
temp3.zw = Shininess.x;
|
|
// mov r4.xyz, c32.w
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r5.xyz, c32.w
|
|
temp5.xyz = float3(0, 0, 0);
|
|
// mov r2.w, c32.x
|
|
temp2.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r4.w, r2.w, r2.w
|
|
temp4.w = temp2.w + temp2.w;
|
|
// mova a0.y, r4.w
|
|
addr0.y = temp4.w;
|
|
// mad r6.xyz, r2, r1.w, c6[a0.y]
|
|
temp6.xyz = temp2.xyz * temp1.www + DirectionalLight[0 + (addr0.y / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.y, r1, r7
|
|
temp3.y = dot(temp1.xyz, temp7.xyz);
|
|
// dp3 r3.x, r1, c6[a0.y]
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0 + (addr0.y / 2)].Direction.xyz);
|
|
// lit r6, r3
|
|
temp6 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mad r5.xyz, c5[a0.y], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.y / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r4.xyz, c5[a0.y], r6.y, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.y / 2)].Color.xyz * temp6.yyy + temp4.xyz;
|
|
// add r2.w, r2.w, c32.x
|
|
temp2.w = temp2.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mul r3.xyz, r5, c25
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c2.z
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r2, r1.w
|
|
temp3.xyz = temp2.xyz * temp1.www;
|
|
// dp3 r2.w, r3, r1
|
|
temp2.w = dot(temp3.xyz, temp1.xyz);
|
|
// abs r2.w, r2.w
|
|
temp2.w = abs(temp2.w);
|
|
// mul r2.w, r2.w, c12.x
|
|
temp2.w = temp2.w * expr12.x;
|
|
// max r2.w, r2.w, c32.w
|
|
temp2.w = max(temp2.w, float1(0));
|
|
// min r2.w, r2.w, c32.x
|
|
temp2.w = min(temp2.w, float1(1));
|
|
// mul r3.x, r2.w, r2.w
|
|
temp3.x = temp2.w * temp2.w;
|
|
// mad r2.w, r2.w, c2.x, c2.y
|
|
temp2.w = temp2.w * float1(-2) + float1(3);
|
|
// mul r2.w, r3.x, r2.w
|
|
temp2.w = temp3.x * temp2.w;
|
|
// mul r2.w, r2.w, c129[a0.x].w
|
|
temp2.w = temp2.w * WorldBones[1 + addr0.x].w;
|
|
// mov r3.xyz, c4
|
|
temp3.xyz = AmbientLightColor.xyz;
|
|
// mov r5.xyz, c23
|
|
temp5.xyz = ColorAmbient.xyz;
|
|
// mad r3.xyz, r3, r5, c15
|
|
temp3.xyz = temp3.xyz * temp5.xyz + expr15.xyz;
|
|
// mad r3.xyz, r4, c24, r3
|
|
temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz;
|
|
// mul r4.w, r2.w, v5.w
|
|
temp4.w = temp2.w * i.color.w;
|
|
// mov r5.w, v5.w
|
|
temp5.w = i.color.w;
|
|
// mov r6.xz, c32
|
|
temp6.xz = float2(1, 0.25);
|
|
// lrp r7.xyz, r6.z, r6.x, c0
|
|
temp7.xyz = lerp(RecolorColor.xyz, temp6.xxx, temp6.zzz);
|
|
// mul r6.xyz, r7, v5
|
|
temp6.xyz = temp7.xyz * i.color.xyz;
|
|
// mad r7.xyz, r6, c11.x, -r6
|
|
temp7.xyz = temp6.xyz * expr11.xxx + -temp6.xyz;
|
|
// mad r4.xyz, c28.x, r7, r6
|
|
temp4.xyz = HouseColorPulse.xxx * temp7.xyz + temp6.xyz;
|
|
// mul r5.xyz, r2.w, r4
|
|
temp5.xyz = temp2.www * temp4.xyz;
|
|
// lrp r6, c14.x, r5, r4
|
|
temp6 = lerp(temp4, temp5, expr14.x);
|
|
// mul r3.xyz, r3, r6
|
|
temp3.xyz = temp3.xyz * temp6.xyz;
|
|
// mul oD0.xyz, r3, c2.z
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.w, c32.x
|
|
temp0.w = float1(1);
|
|
// dp4 r2.w, r0, c116
|
|
temp2.w = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// mov r3.x, c27.x
|
|
temp3.x = Opacity.x;
|
|
// mul r3.x, r3.x, c1.x
|
|
temp3.x = temp3.x * OpacityOverride.x;
|
|
// mul oD0.w, r6.w, r3.x
|
|
o.color.w = temp6.w * temp3.x;
|
|
// dp3 r3.x, r1, c6
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// mad r2.xyz, r2, r1.w, c6
|
|
temp2.xyz = temp2.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r2
|
|
temp4.xyz = normalize(temp2.xyz).xyz;
|
|
// dp3 r3.y, r1, r4
|
|
temp3.y = dot(temp1.xyz, temp4.xyz);
|
|
// mov r3.zw, c26.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r1, r3
|
|
temp1 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r2.xyz, c5
|
|
temp2.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r2.xyz, r2, c3
|
|
temp2.xyz = temp2.xyz * NoCloudMultiplier.xyz;
|
|
// mul r1.xzw, r1.z, r2.xyyz
|
|
temp1.xzw = temp1.zzz * temp2.xyz;
|
|
// mul r1.xzw, r1, c25.xyyz
|
|
temp1.xzw = temp1.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r1.xzww, c2.z
|
|
o.texcoord6 = temp1.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r1.xyz, r1.y, r2
|
|
temp1.xyz = temp1.yyy * temp2.xyz;
|
|
// mul r1.xyz, r1, c24
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz;
|
|
// mul r1.xyz, r6, r1
|
|
temp1.xyz = temp6.xyz * temp1.xyz;
|
|
// mul oT5.xyz, r1, c2.z
|
|
o.texcoord5 = temp1 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// lrp r1.xy, c29.x, r0, v4
|
|
temp1.xy = lerp(i.texcoord1.xy, temp0.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c30
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad oT1.xy, r1, r2, c22
|
|
o.texcoord1 = temp1 * temp2 + expr22;
|
|
// add r1.xy, r0, c31.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r1, c31
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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));
|
|
// rcp r1.w, r2.w
|
|
temp1.w = 1.0f / temp2.w;
|
|
// mad oT4.xyz, r1, r1.w, c33.xxyw
|
|
o.texcoord4.xyz = temp1.xyz * temp1.www + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r2.w
|
|
o.texcoord4.w = temp2.w;
|
|
// 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 oT0.xy, v3, c21
|
|
o.texcoord = i.texcoord + expr21;
|
|
// mov oD1.w, c32.x
|
|
o.color1.w = float1(1);
|
|
// mov oT2.xy, c32.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_35 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_35_Input
|
|
{
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 blendweight : BLENDWEIGHT;
|
|
float4 position : POSITION;
|
|
float4 position1 : POSITION1;
|
|
float4 normal : NORMAL;
|
|
float4 normal1 : NORMAL1;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_35_Output
|
|
{
|
|
float4 color1 : COLOR1;
|
|
float4 color : COLOR;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float4 texcoord4 : TEXCOORD4;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
VS_M_Array_Shader_35_Output VS_M_Array_Shader_35(VS_M_Array_Shader_35_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 12
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 2
|
|
Mappings: 3
|
|
0 - ConstOutput: 14 ConstInput 2
|
|
1 - ConstOutput: 21 ConstInput 2
|
|
2 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
float4 expr20;
|
|
float4 expr21;
|
|
float4 expr22;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float4 temp2;
|
|
// Expression_2_1
|
|
// mul r0.x, c6.x, (0.3183098861837907)
|
|
temp0.x = Time.x * (0.3183098861837907);
|
|
// add r1.x, r0.x, (0.5)
|
|
temp1.x = temp0.x + (0.5);
|
|
// frc r0.x, r1.x
|
|
temp0.x = frac(temp1.x);
|
|
// mul r1.x, r0.x, (6.283185307179586)
|
|
temp1.x = temp0.x * (6.283185307179586);
|
|
// add r0.x, r1.x, (-3.141592653589793)
|
|
temp0.x = temp1.x + (-3.141592653589793);
|
|
// sin r1.y, r0.x
|
|
temp1.y = sin(temp0.x);
|
|
// add c11.x, r1.y, (1.2)
|
|
expr11.x = temp1.y + (1.2);
|
|
// rcp c12.x, c2.x
|
|
expr12.x = 1.0f / (EdgeFadeOut.x);
|
|
// add r0.x, c3.x, (-2)
|
|
temp0.x = BlendMode.x + (-2);
|
|
// mul r1.x, r0.x, r0.x
|
|
temp1.x = temp0.x * temp0.x;
|
|
// neg r0.x, r1.x
|
|
temp0.x = -temp1.x;
|
|
// ge c14.x, r0.x, r1.x
|
|
expr14.x = temp0.x >= temp1.x;
|
|
// mul c15.xyz, c1.x, c0.xyz
|
|
expr15.xyz = EmissiveHDRMultipler.x * ColorEmissive.xyz;
|
|
// mul r0.x, c4.x, c6.x
|
|
temp0.x = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x * Time.x;
|
|
// add r1.x, r0.x, c4.w
|
|
temp1.x = temp0.x + TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.w;
|
|
// rcp r0.x, c4.z
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z);
|
|
// mul r2.x, r1.x, r0.x
|
|
temp2.x = temp1.x * temp0.x;
|
|
// neg r0.x, r2.x
|
|
temp0.x = -temp2.x;
|
|
// ge r1.x, r2.x, r0.x
|
|
temp1.x = temp2.x >= temp0.x;
|
|
// max r1.y, r2.x, r0.x
|
|
temp1.y = max(temp2.x, temp0.x);
|
|
// frc r0.x, r1.y
|
|
temp0.x = frac(temp1.y);
|
|
// add r1.y, r0.x, r0.x
|
|
temp1.y = temp0.x + temp0.x;
|
|
// neg r1.z, r0.x
|
|
temp1.z = -temp0.x;
|
|
// mul r0.x, r1.x, r1.y
|
|
temp0.x = temp1.x * temp1.y;
|
|
// add r2.x, r1.z, r0.x
|
|
temp2.x = temp1.z + temp0.x;
|
|
// mul r0.x, r2.x, c4.z
|
|
temp0.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// lt r0.y, c4.x, (0)
|
|
temp0.y = TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.x < (0);
|
|
// mul r1.x, r0.y, c4.z
|
|
temp1.x = temp0.y * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.z;
|
|
// add r2.x, r0.x, r1.x
|
|
temp2.x = temp0.x + temp1.x;
|
|
// rcp r0.x, c4.y
|
|
temp0.x = 1.0f / (TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y);
|
|
// mul r1.y, r2.x, r0.x
|
|
temp1.y = temp2.x * temp0.x;
|
|
// neg r0.y, r1.y
|
|
temp0.y = -temp1.y;
|
|
// ge r2.x, r1.y, r0.y
|
|
temp2.x = temp1.y >= temp0.y;
|
|
// max r2.y, r1.y, r0.y
|
|
temp2.y = max(temp1.y, temp0.y);
|
|
// frc r0.y, r2.y
|
|
temp0.y = frac(temp2.y);
|
|
// add r1.z, r0.y, r0.y
|
|
temp1.z = temp0.y + temp0.y;
|
|
// neg r1.w, r0.y
|
|
temp1.w = -temp0.y;
|
|
// mul r0.y, r2.x, r1.z
|
|
temp0.y = temp2.x * temp1.z;
|
|
// add r2.x, r1.w, r0.y
|
|
temp2.x = temp1.w + temp0.y;
|
|
// mul r1.x, r2.x, c4.y
|
|
temp1.x = temp2.x * TextureAnimation_FPS_NumPerRow_LastFrame_FrameOffset_0.y;
|
|
// frc r0.yz, r1.xy
|
|
temp0.yz = frac(temp1.xy);
|
|
// neg r1.zw, r0.yz
|
|
temp1.zw = -temp0.yz;
|
|
// add r0.yz, r1.xy, r1.zw
|
|
temp0.yz = temp1.xy + temp1.zw;
|
|
// mul c21.xy, r0.x, r0.yz
|
|
expr21.xy = temp0.x * temp0.yz;
|
|
// mul c22.xy, c6.x, c5.zw
|
|
expr22.xy = Time.x * TexCoordTransform_1.zw;
|
|
}
|
|
|
|
VS_M_Array_Shader_35_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
float2 addr0;
|
|
float3 temp7;
|
|
// def c2, -2, 3, 0.5, 0
|
|
// def c32, 1, -1, 0.25, 0
|
|
// def c33, 0, -0.0015, 0, 0
|
|
// defi i0, 2, 0, 0, 0
|
|
// dcl_blendindices v0
|
|
// dcl_blendweight v1
|
|
// dcl_position v2
|
|
// dcl_position1 v3
|
|
// dcl_normal v4
|
|
// dcl_normal1 v5
|
|
// dcl_texcoord v6
|
|
// dcl_texcoord1 v7
|
|
// dcl_color v8
|
|
// frc r0.xy, v0
|
|
temp0.xy = frac(i.blendindices.xy);
|
|
// slt r0.zw, -r0.xyxy, r0.xyxy
|
|
temp0.zw = (-temp0.xy < temp0.xy) ? 1 : 0;
|
|
// add r0.xy, -r0, v0
|
|
temp0.xy = -temp0.xy + i.blendindices.xy;
|
|
// slt r1.xy, v0, -v0
|
|
temp1.xy = (i.blendindices.xy < -i.blendindices.xy) ? 1 : 0;
|
|
// mad r0.xy, r1, r0.zwzw, r0
|
|
temp0.xy = temp1.xy * temp0.zw + temp0.xy;
|
|
// add r0.xy, r0, r0
|
|
temp0.xy = temp0.xy + temp0.xy;
|
|
// mova a0.xy, r0
|
|
addr0.xy = temp0.xy;
|
|
// mul r0, v2.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v2.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v2.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c32.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;
|
|
// mul r1, v4.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v4.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
|
|
// mul r2, v4.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c32.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;
|
|
// mul r2, v3.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.position1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v3.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.position1.xyzx + temp2;
|
|
// mul r3, v3.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.position1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c32.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// add r2.xyz, r2, c129[a0.y]
|
|
temp2.xyz = temp2.xyz + WorldBones[1 + addr0.y].xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r0.xyz, r0, v1.x, r2
|
|
temp0.xyz = temp0.xyz * i.blendweight.xxx + temp2.xyz;
|
|
// mul r2, v5.zxyy, c128[a0.y].yzxy
|
|
temp2 = i.normal1.zxyy * WorldBones[0 + addr0.y].yzxy;
|
|
// mad r2, c128[a0.y].wwwx, v5.xyzx, r2
|
|
temp2 = WorldBones[0 + addr0.y].wwwx * i.normal1.xyzx + temp2;
|
|
// mul r3, v5.yzxz, c128[a0.y].zxyz
|
|
temp3 = i.normal1.yzxz * WorldBones[0 + addr0.y].zxyz;
|
|
// mad r2, r2, c32.xxxy, -r3
|
|
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r2.w, c128[a0.y]
|
|
temp3.xyz = temp2.www * WorldBones[0 + addr0.y].xyz;
|
|
// mad r3.xyz, c128[a0.y].w, r2, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].www * temp2.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.y].yzxw, r2.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.y].yzx * temp2.zxy + temp3.xyz;
|
|
// mad r2.xyz, c128[a0.y].zxyw, -r2.yzxw, r3
|
|
temp2.xyz = WorldBones[0 + addr0.y].zxy * -temp2.yzx + temp3.xyz;
|
|
// mul r2.xyz, r2, v1.y
|
|
temp2.xyz = temp2.xyz * i.blendweight.yyy;
|
|
// mad r1.xyz, r1, v1.x, r2
|
|
temp1.xyz = temp1.xyz * i.blendweight.xxx + temp2.xyz;
|
|
// mul r1.w, v1.y, c129[a0.y].w
|
|
temp1.w = i.blendweight.y * WorldBones[1 + addr0.y].w;
|
|
// mad r1.w, c129[a0.x].w, v1.x, r1.w
|
|
temp1.w = WorldBones[1 + addr0.x].w * i.blendweight.x + temp1.w;
|
|
// add r2.xyz, -r0, c123
|
|
temp2.xyz = -temp0.xyz + EyePosition.xyz;
|
|
// dp3 r2.w, r2, r2
|
|
temp2.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r2.w, r2.w
|
|
temp2.w = 1 / sqrt(temp2.w);
|
|
// mov r3.zw, c26.x
|
|
temp3.zw = Shininess.x;
|
|
// mov r4.xyz, c32.w
|
|
temp4.xyz = float3(0, 0, 0);
|
|
// mov r5.xyz, c32.w
|
|
temp5.xyz = float3(0, 0, 0);
|
|
// mov r4.w, c32.x
|
|
temp4.w = float1(1);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < int1(2); ++it0) {
|
|
// add r5.w, r4.w, r4.w
|
|
temp5.w = temp4.w + temp4.w;
|
|
// mova a0.x, r5.w
|
|
addr0.x = temp5.w;
|
|
// mad r6.xyz, r2, r2.w, c6[a0.x]
|
|
temp6.xyz = temp2.xyz * temp2.www + DirectionalLight[0 + (addr0.x / 2)].Direction.xyz;
|
|
// nrm r7.xyz, r6
|
|
temp7.xyz = normalize(temp6.xyz).xyz;
|
|
// dp3 r3.y, r1, r7
|
|
temp3.y = dot(temp1.xyz, temp7.xyz);
|
|
// dp3 r3.x, r1, c6[a0.x]
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0 + (addr0.x / 2)].Direction.xyz);
|
|
// lit r6, r3
|
|
temp6 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mad r5.xyz, c5[a0.x], r6.z, r5
|
|
temp5.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.zzz + temp5.xyz;
|
|
// mad r4.xyz, c5[a0.x], r6.y, r4
|
|
temp4.xyz = DirectionalLight[0 + (addr0.x / 2)].Color.xyz * temp6.yyy + temp4.xyz;
|
|
// add r4.w, r4.w, c32.x
|
|
temp4.w = temp4.w + float1(1);
|
|
// endrep
|
|
}
|
|
// mul r3.xyz, r5, c25
|
|
temp3.xyz = temp5.xyz * ColorSpecular.xyz;
|
|
// mul oD1.xyz, r3, c2.z
|
|
o.color1.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mul r3.xyz, r2, r2.w
|
|
temp3.xyz = temp2.xyz * temp2.www;
|
|
// dp3 r3.x, r3, r1
|
|
temp3.x = dot(temp3.xyz, temp1.xyz);
|
|
// abs r3.x, r3.x
|
|
temp3.x = abs(temp3.x);
|
|
// mul r3.x, r3.x, c12.x
|
|
temp3.x = temp3.x * expr12.x;
|
|
// max r3.x, r3.x, c32.w
|
|
temp3.x = max(temp3.x, float1(0));
|
|
// min r3.x, r3.x, c32.x
|
|
temp3.x = min(temp3.x, float1(1));
|
|
// mul r3.y, r3.x, r3.x
|
|
temp3.y = temp3.x * temp3.x;
|
|
// mad r3.x, r3.x, c2.x, c2.y
|
|
temp3.x = temp3.x * float1(-2) + float1(3);
|
|
// mul r3.x, r3.y, r3.x
|
|
temp3.x = temp3.y * temp3.x;
|
|
// mul r1.w, r1.w, r3.x
|
|
temp1.w = temp1.w * temp3.x;
|
|
// mov r3.xyz, c4
|
|
temp3.xyz = AmbientLightColor.xyz;
|
|
// mov r5.xyz, c23
|
|
temp5.xyz = ColorAmbient.xyz;
|
|
// mad r3.xyz, r3, r5, c15
|
|
temp3.xyz = temp3.xyz * temp5.xyz + expr15.xyz;
|
|
// mad r3.xyz, r4, c24, r3
|
|
temp3.xyz = temp4.xyz * ColorDiffuse.xyz + temp3.xyz;
|
|
// mul r4.w, r1.w, v8.w
|
|
temp4.w = temp1.w * i.color.w;
|
|
// mov r5.w, v8.w
|
|
temp5.w = i.color.w;
|
|
// mov r6.xz, c32
|
|
temp6.xz = float2(1, 0.25);
|
|
// lrp r7.xyz, r6.z, r6.x, c0
|
|
temp7.xyz = lerp(RecolorColor.xyz, temp6.xxx, temp6.zzz);
|
|
// mul r6.xyz, r7, v8
|
|
temp6.xyz = temp7.xyz * i.color.xyz;
|
|
// mad r7.xyz, r6, c11.x, -r6
|
|
temp7.xyz = temp6.xyz * expr11.xxx + -temp6.xyz;
|
|
// mad r4.xyz, c28.x, r7, r6
|
|
temp4.xyz = HouseColorPulse.xxx * temp7.xyz + temp6.xyz;
|
|
// mul r5.xyz, r1.w, r4
|
|
temp5.xyz = temp1.www * temp4.xyz;
|
|
// lrp r6, c14.x, r5, r4
|
|
temp6 = lerp(temp4, temp5, expr14.x);
|
|
// mul r3.xyz, r3, r6
|
|
temp3.xyz = temp3.xyz * temp6.xyz;
|
|
// mul oD0.xyz, r3, c2.z
|
|
o.color.xyz = temp3.xyz * float3(0.5, 0.5, 0.5);
|
|
// mov r0.w, c32.x
|
|
temp0.w = float1(1);
|
|
// dp4 r1.w, r0, c116
|
|
temp1.w = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// mov r3.x, c27.x
|
|
temp3.x = Opacity.x;
|
|
// mul r3.x, r3.x, c1.x
|
|
temp3.x = temp3.x * OpacityOverride.x;
|
|
// mul oD0.w, r6.w, r3.x
|
|
o.color.w = temp6.w * temp3.x;
|
|
// dp3 r3.x, r1, c6
|
|
temp3.x = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// mad r2.xyz, r2, r2.w, c6
|
|
temp2.xyz = temp2.xyz * temp2.www + DirectionalLight[0].Direction.xyz;
|
|
// nrm r4.xyz, r2
|
|
temp4.xyz = normalize(temp2.xyz).xyz;
|
|
// dp3 r3.y, r1, r4
|
|
temp3.y = dot(temp1.xyz, temp4.xyz);
|
|
// mov r3.zw, c26.x
|
|
temp3.zw = Shininess.x;
|
|
// lit r2, r3
|
|
temp2 = lit(temp3.x, temp3.y, temp3.w);
|
|
// mov r1.xyz, c5
|
|
temp1.xyz = DirectionalLight[0].Color.xyz;
|
|
// mul r1.xyz, r1, c3
|
|
temp1.xyz = temp1.xyz * NoCloudMultiplier.xyz;
|
|
// mul r2.xzw, r2.z, r1.xyyz
|
|
temp2.xzw = temp2.zzz * temp1.xyz;
|
|
// mul r2.xzw, r2, c25.xyyz
|
|
temp2.xzw = temp2.xzw * ColorSpecular.xyz;
|
|
// mul oT6.xyz, r2.xzww, c2.z
|
|
o.texcoord6 = temp2.xzww * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r1.xyz, r2.y, r1
|
|
temp1.xyz = temp2.yyy * temp1.xyz;
|
|
// mul r1.xyz, r1, c24
|
|
temp1.xyz = temp1.xyz * ColorDiffuse.xyz;
|
|
// mul r1.xyz, r6, r1
|
|
temp1.xyz = temp6.xyz * temp1.xyz;
|
|
// mul oT5.xyz, r1, c2.z
|
|
o.texcoord5 = temp1 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// lrp r1.xy, c29.x, r0, v7
|
|
temp1.xy = lerp(i.texcoord1.xy, temp0.xy, UseWorldCords.xx);
|
|
// mov r2.xy, c30
|
|
temp2.xy = TexCoordTransform_1.xy;
|
|
// mad oT1.xy, r1, r2, c22
|
|
o.texcoord1 = temp1 * temp2 + expr22;
|
|
// add r1.xy, r0, c31.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT3.xy, r1, c31
|
|
o.texcoord3 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// 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));
|
|
// rcp r2.x, r1.w
|
|
temp2.x = 1.0f / temp1.w;
|
|
// mad oT4.xyz, r1, r2.x, c33.xxyw
|
|
o.texcoord4.xyz = temp1.xyz * temp2.xxx + float3(0, 0, -0.0015);
|
|
// mov oT4.w, r1.w
|
|
o.texcoord4.w = temp1.w;
|
|
// 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 oT0.xy, v6, c21
|
|
o.texcoord = i.texcoord + expr21;
|
|
// mov oD1.w, c32.x
|
|
o.color1.w = float1(1);
|
|
// mov oT2.xy, c32.x
|
|
o.texcoord2 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
VertexShader VS_M_Array[36] = {
|
|
compile vs_2_0 VS_M_Array_Shader_0(), // 192
|
|
compile vs_2_0 VS_M_Array_Shader_1(), // 193
|
|
compile vs_2_0 VS_M_Array_Shader_2(), // 194
|
|
compile vs_2_0 VS_M_Array_Shader_3(), // 195
|
|
compile vs_2_0 VS_M_Array_Shader_4(), // 196
|
|
compile vs_2_0 VS_M_Array_Shader_5(), // 197
|
|
compile vs_2_0 VS_M_Array_Shader_6(), // 198
|
|
compile vs_2_0 VS_M_Array_Shader_7(), // 199
|
|
compile vs_2_0 VS_M_Array_Shader_8(), // 200
|
|
compile vs_2_0 VS_M_Array_Shader_9(), // 201
|
|
compile vs_2_0 VS_M_Array_Shader_10(), // 202
|
|
compile vs_2_0 VS_M_Array_Shader_11(), // 203
|
|
compile vs_2_0 VS_M_Array_Shader_12(), // 204
|
|
compile vs_2_0 VS_M_Array_Shader_13(), // 205
|
|
compile vs_2_0 VS_M_Array_Shader_14(), // 206
|
|
compile vs_2_0 VS_M_Array_Shader_15(), // 207
|
|
compile vs_2_0 VS_M_Array_Shader_16(), // 208
|
|
compile vs_2_0 VS_M_Array_Shader_17(), // 209
|
|
compile vs_2_0 VS_M_Array_Shader_18(), // 210
|
|
compile vs_2_0 VS_M_Array_Shader_19(), // 211
|
|
compile vs_2_0 VS_M_Array_Shader_20(), // 212
|
|
compile vs_2_0 VS_M_Array_Shader_21(), // 213
|
|
compile vs_2_0 VS_M_Array_Shader_22(), // 214
|
|
compile vs_2_0 VS_M_Array_Shader_23(), // 215
|
|
compile vs_2_0 VS_M_Array_Shader_24(), // 216
|
|
compile vs_2_0 VS_M_Array_Shader_25(), // 217
|
|
compile vs_2_0 VS_M_Array_Shader_26(), // 218
|
|
compile vs_2_0 VS_M_Array_Shader_27(), // 219
|
|
compile vs_2_0 VS_M_Array_Shader_28(), // 220
|
|
compile vs_2_0 VS_M_Array_Shader_29(), // 221
|
|
compile vs_2_0 VS_M_Array_Shader_30(), // 222
|
|
compile vs_2_0 VS_M_Array_Shader_31(), // 223
|
|
compile vs_2_0 VS_M_Array_Shader_32(), // 224
|
|
compile vs_2_0 VS_M_Array_Shader_33(), // 225
|
|
compile vs_2_0 VS_M_Array_Shader_34(), // 226
|
|
compile vs_2_0 VS_M_Array_Shader_35(), // 227
|
|
};
|
|
// PS_M_Array_Shader_0 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_0_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_0(PS_M_Array_Shader_0_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0;
|
|
float3 temp1, temp2;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// texld r0, t3, s0
|
|
temp0 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// add r1.xyz, r1, t5
|
|
temp1.xyz = temp1.xyz + i.texcoord5.xyz;
|
|
// mov r2.xyz, v1
|
|
temp2.xyz = i.color1.xyz;
|
|
// add r2.xyz, r2, t6
|
|
temp2.xyz = temp2.xyz + i.texcoord6.xyz;
|
|
// add r1.xyz, r1, r2
|
|
temp1.xyz = temp1.xyz + temp2.xyz;
|
|
// add r1.xyz, r1, r1
|
|
temp1.xyz = temp1.xyz + temp1.xyz;
|
|
// mul r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz * temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_1 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_1_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_1(PS_M_Array_Shader_1_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2;
|
|
float3 temp3;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r1, t3, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r2.xyz, v0
|
|
temp2.xyz = i.color.xyz;
|
|
// add r2.xyz, r2, t5
|
|
temp2.xyz = temp2.xyz + i.texcoord5.xyz;
|
|
// mov r3.xyz, v1
|
|
temp3.xyz = i.color1.xyz;
|
|
// add r3.xyz, r3, t6
|
|
temp3.xyz = temp3.xyz + i.texcoord6.xyz;
|
|
// add r2.xyz, r2, r3
|
|
temp2.xyz = temp2.xyz + temp3.xyz;
|
|
// mov r2.w, v0.w
|
|
temp2.w = i.color.w;
|
|
// mul r0, r0, r2
|
|
temp0 = temp0 * temp2;
|
|
// add r2.xyz, r0, r0
|
|
temp2.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r1, r2
|
|
temp0.xyz = temp1.xyz * temp2.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_2 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_2_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_2(PS_M_Array_Shader_2_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3;
|
|
float3 temp4;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t1.xy
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r1, t1, s1
|
|
temp1 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// texld r2, t3, s2
|
|
temp2 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.xyz, v0
|
|
temp3.xyz = i.color.xyz;
|
|
// add r3.xyz, r3, t5
|
|
temp3.xyz = temp3.xyz + i.texcoord5.xyz;
|
|
// mov r4.xyz, v1
|
|
temp4.xyz = i.color1.xyz;
|
|
// add r4.xyz, r4, t6
|
|
temp4.xyz = temp4.xyz + i.texcoord6.xyz;
|
|
// add r3.xyz, r3, r4
|
|
temp3.xyz = temp3.xyz + temp4.xyz;
|
|
// mov r3.w, v0.w
|
|
temp3.w = i.color.w;
|
|
// mul r0, r0, r3
|
|
temp0 = temp0 * temp3;
|
|
// mul r1.xyz, r1, r0
|
|
temp1.xyz = temp1.xyz * temp0.xyz;
|
|
// add r1.xyz, r1, r1
|
|
temp1.xyz = temp1.xyz + temp1.xyz;
|
|
// mul r0.xyz, r2, r1
|
|
temp0.xyz = temp2.xyz * temp1.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_3 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_3_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_3(PS_M_Array_Shader_3_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0;
|
|
float3 temp1, temp2;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// texld r0, t3, s0
|
|
temp0 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// add r1.xyz, r1, t5
|
|
temp1.xyz = temp1.xyz + i.texcoord5.xyz;
|
|
// mov r2.xyz, v1
|
|
temp2.xyz = i.color1.xyz;
|
|
// add r2.xyz, r2, t6
|
|
temp2.xyz = temp2.xyz + i.texcoord6.xyz;
|
|
// add r1.xyz, r1, r2
|
|
temp1.xyz = temp1.xyz + temp2.xyz;
|
|
// add r1.xyz, r1, r1
|
|
temp1.xyz = temp1.xyz + temp1.xyz;
|
|
// mul r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz * temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_4 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_4_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_4(PS_M_Array_Shader_4_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2;
|
|
float3 temp3;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r1, t3, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r2.xyz, v0
|
|
temp2.xyz = i.color.xyz;
|
|
// add r2.xyz, r2, t5
|
|
temp2.xyz = temp2.xyz + i.texcoord5.xyz;
|
|
// mov r3.xyz, v1
|
|
temp3.xyz = i.color1.xyz;
|
|
// add r3.xyz, r3, t6
|
|
temp3.xyz = temp3.xyz + i.texcoord6.xyz;
|
|
// add r2.xyz, r2, r3
|
|
temp2.xyz = temp2.xyz + temp3.xyz;
|
|
// mov r2.w, v0.w
|
|
temp2.w = i.color.w;
|
|
// mul r0, r0, r2
|
|
temp0 = temp0 * temp2;
|
|
// add r2.xyz, r0, r0
|
|
temp2.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r1, r2
|
|
temp0.xyz = temp1.xyz * temp2.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_5 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_5_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_5(PS_M_Array_Shader_5_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3;
|
|
float3 temp4;
|
|
// def c0, 4, 0, 0, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t1.xy
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r1, t1, s1
|
|
temp1 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// texld r2, t3, s2
|
|
temp2 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.xyz, v0
|
|
temp3.xyz = i.color.xyz;
|
|
// add r3.xyz, r3, t5
|
|
temp3.xyz = temp3.xyz + i.texcoord5.xyz;
|
|
// mov r4.xyz, v1
|
|
temp4.xyz = i.color1.xyz;
|
|
// add r4.xyz, r4, t6
|
|
temp4.xyz = temp4.xyz + i.texcoord6.xyz;
|
|
// add r3.xyz, r3, r4
|
|
temp3.xyz = temp3.xyz + temp4.xyz;
|
|
// mov r3.w, v0.w
|
|
temp3.w = i.color.w;
|
|
// mul r0, r0, r3
|
|
temp0 = temp0 * temp3;
|
|
// mul r1.xyz, r1, r0
|
|
temp1.xyz = temp1.xyz * temp0.xyz;
|
|
// mul r1.xyz, r1, c0.x
|
|
temp1.xyz = temp1.xyz * float3(4, 4, 4);
|
|
// mul r0.xyz, r2, r1
|
|
temp0.xyz = temp2.xyz * temp1.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_6 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_6_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_6(PS_M_Array_Shader_6_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0;
|
|
float3 temp1, temp2;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// texld r0, t3, s0
|
|
temp0 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// add r1.xyz, r1, t5
|
|
temp1.xyz = temp1.xyz + i.texcoord5.xyz;
|
|
// mov r2.xyz, v1
|
|
temp2.xyz = i.color1.xyz;
|
|
// add r2.xyz, r2, t6
|
|
temp2.xyz = temp2.xyz + i.texcoord6.xyz;
|
|
// add r1.xyz, r1, r2
|
|
temp1.xyz = temp1.xyz + temp2.xyz;
|
|
// add r1.xyz, r1, r1
|
|
temp1.xyz = temp1.xyz + temp1.xyz;
|
|
// mul r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz * temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_7 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_7_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_7(PS_M_Array_Shader_7_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2;
|
|
float3 temp3;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r1, t3, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r2.xyz, v0
|
|
temp2.xyz = i.color.xyz;
|
|
// add r2.xyz, r2, t5
|
|
temp2.xyz = temp2.xyz + i.texcoord5.xyz;
|
|
// mov r3.xyz, v1
|
|
temp3.xyz = i.color1.xyz;
|
|
// add r3.xyz, r3, t6
|
|
temp3.xyz = temp3.xyz + i.texcoord6.xyz;
|
|
// add r2.xyz, r2, r3
|
|
temp2.xyz = temp2.xyz + temp3.xyz;
|
|
// mov r2.w, v0.w
|
|
temp2.w = i.color.w;
|
|
// mul r0, r0, r2
|
|
temp0 = temp0 * temp2;
|
|
// add r2.xyz, r0, r0
|
|
temp2.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r1, r2
|
|
temp0.xyz = temp1.xyz * temp2.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_8 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_8_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_8(PS_M_Array_Shader_8_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3;
|
|
float3 temp4;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t1.xy
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// texld r0, t1, s1
|
|
temp0 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// texld r1, t0, s0
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r2, t3, s2
|
|
temp2 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.xyz, v0
|
|
temp3.xyz = i.color.xyz;
|
|
// add r3.xyz, r3, t5
|
|
temp3.xyz = temp3.xyz + i.texcoord5.xyz;
|
|
// mov r4.xyz, v1
|
|
temp4.xyz = i.color1.xyz;
|
|
// add r4.xyz, r4, t6
|
|
temp4.xyz = temp4.xyz + i.texcoord6.xyz;
|
|
// add r3.xyz, r3, r4
|
|
temp3.xyz = temp3.xyz + temp4.xyz;
|
|
// mad r0.xyz, r3, -r1, r0
|
|
temp0.xyz = temp3.xyz * -temp1.xyz + temp0.xyz;
|
|
// mov r3.w, v0.w
|
|
temp3.w = i.color.w;
|
|
// mul r1, r1, r3
|
|
temp1 = temp1 * temp3;
|
|
// mad r0.xyz, r1.w, r0, r1
|
|
temp0.xyz = temp1.www * temp0.xyz + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r1.xyz, r2, r0
|
|
temp1.xyz = temp2.xyz * temp0.xyz;
|
|
// mov oC0, r1
|
|
out_color = temp1;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_9 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_9_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_9(PS_M_Array_Shader_9_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0;
|
|
float3 temp1, temp2;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// texld r0, t3, s0
|
|
temp0 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// add r1.xyz, r1, t5
|
|
temp1.xyz = temp1.xyz + i.texcoord5.xyz;
|
|
// mov r2.xyz, v1
|
|
temp2.xyz = i.color1.xyz;
|
|
// add r2.xyz, r2, t6
|
|
temp2.xyz = temp2.xyz + i.texcoord6.xyz;
|
|
// add r1.xyz, r1, r2
|
|
temp1.xyz = temp1.xyz + temp2.xyz;
|
|
// add r1.xyz, r1, r1
|
|
temp1.xyz = temp1.xyz + temp1.xyz;
|
|
// mul r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz * temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_10 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_10_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_10(PS_M_Array_Shader_10_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2;
|
|
float3 temp3;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r1, t3, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r2.xyz, v0
|
|
temp2.xyz = i.color.xyz;
|
|
// add r2.xyz, r2, t5
|
|
temp2.xyz = temp2.xyz + i.texcoord5.xyz;
|
|
// mov r3.xyz, v1
|
|
temp3.xyz = i.color1.xyz;
|
|
// add r3.xyz, r3, t6
|
|
temp3.xyz = temp3.xyz + i.texcoord6.xyz;
|
|
// add r2.xyz, r2, r3
|
|
temp2.xyz = temp2.xyz + temp3.xyz;
|
|
// mov r2.w, v0.w
|
|
temp2.w = i.color.w;
|
|
// mul r0, r0, r2
|
|
temp0 = temp0 * temp2;
|
|
// add r2.xyz, r0, r0
|
|
temp2.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r1, r2
|
|
temp0.xyz = temp1.xyz * temp2.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_11 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_11_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_11(PS_M_Array_Shader_11_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r1, t3, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r2.xyz, v0
|
|
temp2.xyz = i.color.xyz;
|
|
// add r2.xyz, r2, t5
|
|
temp2.xyz = temp2.xyz + i.texcoord5.xyz;
|
|
// mov r2.w, v0.w
|
|
temp2.w = i.color.w;
|
|
// mul r0, r0, r2
|
|
temp0 = temp0 * temp2;
|
|
// mov r2.xyz, v1
|
|
temp2.xyz = i.color1.xyz;
|
|
// add r2.xyz, r2, t6
|
|
temp2.xyz = temp2.xyz + i.texcoord6.xyz;
|
|
// mad r2.xyz, r2, r0.w, r0
|
|
temp2.xyz = temp2.xyz * temp0.www + temp0.xyz;
|
|
// add r2.xyz, r2, r2
|
|
temp2.xyz = temp2.xyz + temp2.xyz;
|
|
// mul r0.xyz, r1, r2
|
|
temp0.xyz = temp1.xyz * temp2.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_12 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_12_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_12(PS_M_Array_Shader_12_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0;
|
|
float3 temp1, temp2;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// texld r0, t3, s0
|
|
temp0 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// add r1.xyz, r1, t5
|
|
temp1.xyz = temp1.xyz + i.texcoord5.xyz;
|
|
// mov r2.xyz, v1
|
|
temp2.xyz = i.color1.xyz;
|
|
// add r2.xyz, r2, t6
|
|
temp2.xyz = temp2.xyz + i.texcoord6.xyz;
|
|
// add r1.xyz, r1, r2
|
|
temp1.xyz = temp1.xyz + temp2.xyz;
|
|
// add r1.xyz, r1, r1
|
|
temp1.xyz = temp1.xyz + temp1.xyz;
|
|
// mul r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz * temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_13 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_13_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_13(PS_M_Array_Shader_13_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2;
|
|
float3 temp3;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r1, t3, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r2.xyz, v0
|
|
temp2.xyz = i.color.xyz;
|
|
// add r2.xyz, r2, t5
|
|
temp2.xyz = temp2.xyz + i.texcoord5.xyz;
|
|
// mov r3.xyz, v1
|
|
temp3.xyz = i.color1.xyz;
|
|
// add r3.xyz, r3, t6
|
|
temp3.xyz = temp3.xyz + i.texcoord6.xyz;
|
|
// add r2.xyz, r2, r3
|
|
temp2.xyz = temp2.xyz + temp3.xyz;
|
|
// mov r2.w, v0.w
|
|
temp2.w = i.color.w;
|
|
// mul r0, r0, r2
|
|
temp0 = temp0 * temp2;
|
|
// add r2.xyz, r0, r0
|
|
temp2.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r1, r2
|
|
temp0.xyz = temp1.xyz * temp2.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_14 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_14_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_14(PS_M_Array_Shader_14_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3;
|
|
float3 temp4;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t1.xy
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r1, t1, s1
|
|
temp1 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// texld r2, t3, s2
|
|
temp2 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.xyz, v0
|
|
temp3.xyz = i.color.xyz;
|
|
// add r3.xyz, r3, t5
|
|
temp3.xyz = temp3.xyz + i.texcoord5.xyz;
|
|
// mov r4.xyz, v1
|
|
temp4.xyz = i.color1.xyz;
|
|
// add r4.xyz, r4, t6
|
|
temp4.xyz = temp4.xyz + i.texcoord6.xyz;
|
|
// add r3.xyz, r3, r4
|
|
temp3.xyz = temp3.xyz + temp4.xyz;
|
|
// mov r3.w, v0.w
|
|
temp3.w = i.color.w;
|
|
// mul r0, r0, r3
|
|
temp0 = temp0 * temp3;
|
|
// mul r1.xyz, r1, r0
|
|
temp1.xyz = temp1.xyz * temp0.xyz;
|
|
// add r1.xyz, r1, r1
|
|
temp1.xyz = temp1.xyz + temp1.xyz;
|
|
// mul r0.xyz, r2, r1
|
|
temp0.xyz = temp2.xyz * temp1.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_15 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_15_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_15(PS_M_Array_Shader_15_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0;
|
|
float3 temp1, temp2;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// texld r0, t3, s0
|
|
temp0 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// add r1.xyz, r1, t5
|
|
temp1.xyz = temp1.xyz + i.texcoord5.xyz;
|
|
// mov r2.xyz, v1
|
|
temp2.xyz = i.color1.xyz;
|
|
// add r2.xyz, r2, t6
|
|
temp2.xyz = temp2.xyz + i.texcoord6.xyz;
|
|
// add r1.xyz, r1, r2
|
|
temp1.xyz = temp1.xyz + temp2.xyz;
|
|
// add r1.xyz, r1, r1
|
|
temp1.xyz = temp1.xyz + temp1.xyz;
|
|
// mul r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz * temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_16 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_16_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_16(PS_M_Array_Shader_16_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2;
|
|
float3 temp3;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r1, t3, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r2.xyz, v0
|
|
temp2.xyz = i.color.xyz;
|
|
// add r2.xyz, r2, t5
|
|
temp2.xyz = temp2.xyz + i.texcoord5.xyz;
|
|
// mov r3.xyz, v1
|
|
temp3.xyz = i.color1.xyz;
|
|
// add r3.xyz, r3, t6
|
|
temp3.xyz = temp3.xyz + i.texcoord6.xyz;
|
|
// add r2.xyz, r2, r3
|
|
temp2.xyz = temp2.xyz + temp3.xyz;
|
|
// mov r2.w, v0.w
|
|
temp2.w = i.color.w;
|
|
// mul r0, r0, r2
|
|
temp0 = temp0 * temp2;
|
|
// add r2.xyz, r0, r0
|
|
temp2.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r1, r2
|
|
temp0.xyz = temp1.xyz * temp2.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_17 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_17_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_17(PS_M_Array_Shader_17_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3;
|
|
float3 temp4;
|
|
// def c0, 4, 0, 0, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t1.xy
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r1, t1, s1
|
|
temp1 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// texld r2, t3, s2
|
|
temp2 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.xyz, v0
|
|
temp3.xyz = i.color.xyz;
|
|
// add r3.xyz, r3, t5
|
|
temp3.xyz = temp3.xyz + i.texcoord5.xyz;
|
|
// mov r4.xyz, v1
|
|
temp4.xyz = i.color1.xyz;
|
|
// add r4.xyz, r4, t6
|
|
temp4.xyz = temp4.xyz + i.texcoord6.xyz;
|
|
// add r3.xyz, r3, r4
|
|
temp3.xyz = temp3.xyz + temp4.xyz;
|
|
// mov r3.w, v0.w
|
|
temp3.w = i.color.w;
|
|
// mul r0, r0, r3
|
|
temp0 = temp0 * temp3;
|
|
// mul r1.xyz, r1, r0
|
|
temp1.xyz = temp1.xyz * temp0.xyz;
|
|
// mul r1.xyz, r1, c0.x
|
|
temp1.xyz = temp1.xyz * float3(4, 4, 4);
|
|
// mul r0.xyz, r2, r1
|
|
temp0.xyz = temp2.xyz * temp1.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_18 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_18_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_18(PS_M_Array_Shader_18_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0;
|
|
float3 temp1, temp2;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// texld r0, t3, s0
|
|
temp0 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// add r1.xyz, r1, t5
|
|
temp1.xyz = temp1.xyz + i.texcoord5.xyz;
|
|
// mov r2.xyz, v1
|
|
temp2.xyz = i.color1.xyz;
|
|
// add r2.xyz, r2, t6
|
|
temp2.xyz = temp2.xyz + i.texcoord6.xyz;
|
|
// add r1.xyz, r1, r2
|
|
temp1.xyz = temp1.xyz + temp2.xyz;
|
|
// add r1.xyz, r1, r1
|
|
temp1.xyz = temp1.xyz + temp1.xyz;
|
|
// mul r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz * temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_19 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_19_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_19(PS_M_Array_Shader_19_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2;
|
|
float3 temp3;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r1, t3, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r2.xyz, v0
|
|
temp2.xyz = i.color.xyz;
|
|
// add r2.xyz, r2, t5
|
|
temp2.xyz = temp2.xyz + i.texcoord5.xyz;
|
|
// mov r3.xyz, v1
|
|
temp3.xyz = i.color1.xyz;
|
|
// add r3.xyz, r3, t6
|
|
temp3.xyz = temp3.xyz + i.texcoord6.xyz;
|
|
// add r2.xyz, r2, r3
|
|
temp2.xyz = temp2.xyz + temp3.xyz;
|
|
// mov r2.w, v0.w
|
|
temp2.w = i.color.w;
|
|
// mul r0, r0, r2
|
|
temp0 = temp0 * temp2;
|
|
// add r2.xyz, r0, r0
|
|
temp2.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r1, r2
|
|
temp0.xyz = temp1.xyz * temp2.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_20 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_20_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_20(PS_M_Array_Shader_20_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3;
|
|
float3 temp4;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t1.xy
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// texld r0, t1, s1
|
|
temp0 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// texld r1, t0, s0
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r2, t3, s2
|
|
temp2 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.xyz, v0
|
|
temp3.xyz = i.color.xyz;
|
|
// add r3.xyz, r3, t5
|
|
temp3.xyz = temp3.xyz + i.texcoord5.xyz;
|
|
// mov r4.xyz, v1
|
|
temp4.xyz = i.color1.xyz;
|
|
// add r4.xyz, r4, t6
|
|
temp4.xyz = temp4.xyz + i.texcoord6.xyz;
|
|
// add r3.xyz, r3, r4
|
|
temp3.xyz = temp3.xyz + temp4.xyz;
|
|
// mad r0.xyz, r3, -r1, r0
|
|
temp0.xyz = temp3.xyz * -temp1.xyz + temp0.xyz;
|
|
// mov r3.w, v0.w
|
|
temp3.w = i.color.w;
|
|
// mul r1, r1, r3
|
|
temp1 = temp1 * temp3;
|
|
// mad r0.xyz, r1.w, r0, r1
|
|
temp0.xyz = temp1.www * temp0.xyz + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r1.xyz, r2, r0
|
|
temp1.xyz = temp2.xyz * temp0.xyz;
|
|
// mov oC0, r1
|
|
out_color = temp1;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_21 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_21_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_21(PS_M_Array_Shader_21_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0;
|
|
float3 temp1, temp2;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// texld r0, t3, s0
|
|
temp0 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// add r1.xyz, r1, t5
|
|
temp1.xyz = temp1.xyz + i.texcoord5.xyz;
|
|
// mov r2.xyz, v1
|
|
temp2.xyz = i.color1.xyz;
|
|
// add r2.xyz, r2, t6
|
|
temp2.xyz = temp2.xyz + i.texcoord6.xyz;
|
|
// add r1.xyz, r1, r2
|
|
temp1.xyz = temp1.xyz + temp2.xyz;
|
|
// add r1.xyz, r1, r1
|
|
temp1.xyz = temp1.xyz + temp1.xyz;
|
|
// mul r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz * temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_22 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_22_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_22(PS_M_Array_Shader_22_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2;
|
|
float3 temp3;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r1, t3, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r2.xyz, v0
|
|
temp2.xyz = i.color.xyz;
|
|
// add r2.xyz, r2, t5
|
|
temp2.xyz = temp2.xyz + i.texcoord5.xyz;
|
|
// mov r3.xyz, v1
|
|
temp3.xyz = i.color1.xyz;
|
|
// add r3.xyz, r3, t6
|
|
temp3.xyz = temp3.xyz + i.texcoord6.xyz;
|
|
// add r2.xyz, r2, r3
|
|
temp2.xyz = temp2.xyz + temp3.xyz;
|
|
// mov r2.w, v0.w
|
|
temp2.w = i.color.w;
|
|
// mul r0, r0, r2
|
|
temp0 = temp0 * temp2;
|
|
// add r2.xyz, r0, r0
|
|
temp2.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r1, r2
|
|
temp0.xyz = temp1.xyz * temp2.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_23 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_23_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_23(PS_M_Array_Shader_23_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r1, t3, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r2.xyz, v0
|
|
temp2.xyz = i.color.xyz;
|
|
// add r2.xyz, r2, t5
|
|
temp2.xyz = temp2.xyz + i.texcoord5.xyz;
|
|
// mov r2.w, v0.w
|
|
temp2.w = i.color.w;
|
|
// mul r0, r0, r2
|
|
temp0 = temp0 * temp2;
|
|
// mov r2.xyz, v1
|
|
temp2.xyz = i.color1.xyz;
|
|
// add r2.xyz, r2, t6
|
|
temp2.xyz = temp2.xyz + i.texcoord6.xyz;
|
|
// mad r2.xyz, r2, r0.w, r0
|
|
temp2.xyz = temp2.xyz * temp0.www + temp0.xyz;
|
|
// add r2.xyz, r2, r2
|
|
temp2.xyz = temp2.xyz + temp2.xyz;
|
|
// mul r0.xyz, r1, r2
|
|
temp0.xyz = temp1.xyz * temp2.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_24 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_24_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_24(PS_M_Array_Shader_24_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0;
|
|
float3 temp1, temp2;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// texld r0, t3, s0
|
|
temp0 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// add r1.xyz, r1, t5
|
|
temp1.xyz = temp1.xyz + i.texcoord5.xyz;
|
|
// mov r2.xyz, v1
|
|
temp2.xyz = i.color1.xyz;
|
|
// add r2.xyz, r2, t6
|
|
temp2.xyz = temp2.xyz + i.texcoord6.xyz;
|
|
// add r1.xyz, r1, r2
|
|
temp1.xyz = temp1.xyz + temp2.xyz;
|
|
// add r1.xyz, r1, r1
|
|
temp1.xyz = temp1.xyz + temp1.xyz;
|
|
// mul r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz * temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_25 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_25_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_25(PS_M_Array_Shader_25_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2;
|
|
float3 temp3;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r1, t3, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r2.xyz, v0
|
|
temp2.xyz = i.color.xyz;
|
|
// add r2.xyz, r2, t5
|
|
temp2.xyz = temp2.xyz + i.texcoord5.xyz;
|
|
// mov r3.xyz, v1
|
|
temp3.xyz = i.color1.xyz;
|
|
// add r3.xyz, r3, t6
|
|
temp3.xyz = temp3.xyz + i.texcoord6.xyz;
|
|
// add r2.xyz, r2, r3
|
|
temp2.xyz = temp2.xyz + temp3.xyz;
|
|
// mov r2.w, v0.w
|
|
temp2.w = i.color.w;
|
|
// mul r0, r0, r2
|
|
temp0 = temp0 * temp2;
|
|
// add r2.xyz, r0, r0
|
|
temp2.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r1, r2
|
|
temp0.xyz = temp1.xyz * temp2.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_26 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_26_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_26(PS_M_Array_Shader_26_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3;
|
|
float3 temp4;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t1.xy
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r1, t1, s1
|
|
temp1 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// texld r2, t3, s2
|
|
temp2 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.xyz, v0
|
|
temp3.xyz = i.color.xyz;
|
|
// add r3.xyz, r3, t5
|
|
temp3.xyz = temp3.xyz + i.texcoord5.xyz;
|
|
// mov r4.xyz, v1
|
|
temp4.xyz = i.color1.xyz;
|
|
// add r4.xyz, r4, t6
|
|
temp4.xyz = temp4.xyz + i.texcoord6.xyz;
|
|
// add r3.xyz, r3, r4
|
|
temp3.xyz = temp3.xyz + temp4.xyz;
|
|
// mov r3.w, v0.w
|
|
temp3.w = i.color.w;
|
|
// mul r0, r0, r3
|
|
temp0 = temp0 * temp3;
|
|
// mul r1.xyz, r1, r0
|
|
temp1.xyz = temp1.xyz * temp0.xyz;
|
|
// add r1.xyz, r1, r1
|
|
temp1.xyz = temp1.xyz + temp1.xyz;
|
|
// mul r0.xyz, r2, r1
|
|
temp0.xyz = temp2.xyz * temp1.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_27 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_27_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_27(PS_M_Array_Shader_27_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0;
|
|
float3 temp1, temp2;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// texld r0, t3, s0
|
|
temp0 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// add r1.xyz, r1, t5
|
|
temp1.xyz = temp1.xyz + i.texcoord5.xyz;
|
|
// mov r2.xyz, v1
|
|
temp2.xyz = i.color1.xyz;
|
|
// add r2.xyz, r2, t6
|
|
temp2.xyz = temp2.xyz + i.texcoord6.xyz;
|
|
// add r1.xyz, r1, r2
|
|
temp1.xyz = temp1.xyz + temp2.xyz;
|
|
// add r1.xyz, r1, r1
|
|
temp1.xyz = temp1.xyz + temp1.xyz;
|
|
// mul r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz * temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_28 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_28_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_28(PS_M_Array_Shader_28_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2;
|
|
float3 temp3;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r1, t3, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r2.xyz, v0
|
|
temp2.xyz = i.color.xyz;
|
|
// add r2.xyz, r2, t5
|
|
temp2.xyz = temp2.xyz + i.texcoord5.xyz;
|
|
// mov r3.xyz, v1
|
|
temp3.xyz = i.color1.xyz;
|
|
// add r3.xyz, r3, t6
|
|
temp3.xyz = temp3.xyz + i.texcoord6.xyz;
|
|
// add r2.xyz, r2, r3
|
|
temp2.xyz = temp2.xyz + temp3.xyz;
|
|
// mov r2.w, v0.w
|
|
temp2.w = i.color.w;
|
|
// mul r0, r0, r2
|
|
temp0 = temp0 * temp2;
|
|
// add r2.xyz, r0, r0
|
|
temp2.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r1, r2
|
|
temp0.xyz = temp1.xyz * temp2.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_29 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_29_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_29(PS_M_Array_Shader_29_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3;
|
|
float3 temp4;
|
|
// def c0, 4, 0, 0, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t1.xy
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r1, t1, s1
|
|
temp1 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// texld r2, t3, s2
|
|
temp2 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.xyz, v0
|
|
temp3.xyz = i.color.xyz;
|
|
// add r3.xyz, r3, t5
|
|
temp3.xyz = temp3.xyz + i.texcoord5.xyz;
|
|
// mov r4.xyz, v1
|
|
temp4.xyz = i.color1.xyz;
|
|
// add r4.xyz, r4, t6
|
|
temp4.xyz = temp4.xyz + i.texcoord6.xyz;
|
|
// add r3.xyz, r3, r4
|
|
temp3.xyz = temp3.xyz + temp4.xyz;
|
|
// mov r3.w, v0.w
|
|
temp3.w = i.color.w;
|
|
// mul r0, r0, r3
|
|
temp0 = temp0 * temp3;
|
|
// mul r1.xyz, r1, r0
|
|
temp1.xyz = temp1.xyz * temp0.xyz;
|
|
// mul r1.xyz, r1, c0.x
|
|
temp1.xyz = temp1.xyz * float3(4, 4, 4);
|
|
// mul r0.xyz, r2, r1
|
|
temp0.xyz = temp2.xyz * temp1.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_30 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_30_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_30(PS_M_Array_Shader_30_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0;
|
|
float3 temp1, temp2;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// texld r0, t3, s0
|
|
temp0 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// add r1.xyz, r1, t5
|
|
temp1.xyz = temp1.xyz + i.texcoord5.xyz;
|
|
// mov r2.xyz, v1
|
|
temp2.xyz = i.color1.xyz;
|
|
// add r2.xyz, r2, t6
|
|
temp2.xyz = temp2.xyz + i.texcoord6.xyz;
|
|
// add r1.xyz, r1, r2
|
|
temp1.xyz = temp1.xyz + temp2.xyz;
|
|
// add r1.xyz, r1, r1
|
|
temp1.xyz = temp1.xyz + temp1.xyz;
|
|
// mul r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz * temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_31 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_31_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_31(PS_M_Array_Shader_31_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2;
|
|
float3 temp3;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r1, t3, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r2.xyz, v0
|
|
temp2.xyz = i.color.xyz;
|
|
// add r2.xyz, r2, t5
|
|
temp2.xyz = temp2.xyz + i.texcoord5.xyz;
|
|
// mov r3.xyz, v1
|
|
temp3.xyz = i.color1.xyz;
|
|
// add r3.xyz, r3, t6
|
|
temp3.xyz = temp3.xyz + i.texcoord6.xyz;
|
|
// add r2.xyz, r2, r3
|
|
temp2.xyz = temp2.xyz + temp3.xyz;
|
|
// mov r2.w, v0.w
|
|
temp2.w = i.color.w;
|
|
// mul r0, r0, r2
|
|
temp0 = temp0 * temp2;
|
|
// add r2.xyz, r0, r0
|
|
temp2.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r1, r2
|
|
temp0.xyz = temp1.xyz * temp2.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_32 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_32_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_32(PS_M_Array_Shader_32_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3;
|
|
float3 temp4;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t1.xy
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// texld r0, t1, s1
|
|
temp0 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// texld r1, t0, s0
|
|
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r2, t3, s2
|
|
temp2 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.xyz, v0
|
|
temp3.xyz = i.color.xyz;
|
|
// add r3.xyz, r3, t5
|
|
temp3.xyz = temp3.xyz + i.texcoord5.xyz;
|
|
// mov r4.xyz, v1
|
|
temp4.xyz = i.color1.xyz;
|
|
// add r4.xyz, r4, t6
|
|
temp4.xyz = temp4.xyz + i.texcoord6.xyz;
|
|
// add r3.xyz, r3, r4
|
|
temp3.xyz = temp3.xyz + temp4.xyz;
|
|
// mad r0.xyz, r3, -r1, r0
|
|
temp0.xyz = temp3.xyz * -temp1.xyz + temp0.xyz;
|
|
// mov r3.w, v0.w
|
|
temp3.w = i.color.w;
|
|
// mul r1, r1, r3
|
|
temp1 = temp1 * temp3;
|
|
// mad r0.xyz, r1.w, r0, r1
|
|
temp0.xyz = temp1.www * temp0.xyz + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r1.xyz, r2, r0
|
|
temp1.xyz = temp2.xyz * temp0.xyz;
|
|
// mov oC0, r1
|
|
out_color = temp1;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_33 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_33_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_33(PS_M_Array_Shader_33_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0;
|
|
float3 temp1, temp2;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// texld r0, t3, s0
|
|
temp0 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// add r1.xyz, r1, t5
|
|
temp1.xyz = temp1.xyz + i.texcoord5.xyz;
|
|
// mov r2.xyz, v1
|
|
temp2.xyz = i.color1.xyz;
|
|
// add r2.xyz, r2, t6
|
|
temp2.xyz = temp2.xyz + i.texcoord6.xyz;
|
|
// add r1.xyz, r1, r2
|
|
temp1.xyz = temp1.xyz + temp2.xyz;
|
|
// add r1.xyz, r1, r1
|
|
temp1.xyz = temp1.xyz + temp1.xyz;
|
|
// mul r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz * temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_34 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_34_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_34(PS_M_Array_Shader_34_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2;
|
|
float3 temp3;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r1, t3, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r2.xyz, v0
|
|
temp2.xyz = i.color.xyz;
|
|
// add r2.xyz, r2, t5
|
|
temp2.xyz = temp2.xyz + i.texcoord5.xyz;
|
|
// mov r3.xyz, v1
|
|
temp3.xyz = i.color1.xyz;
|
|
// add r3.xyz, r3, t6
|
|
temp3.xyz = temp3.xyz + i.texcoord6.xyz;
|
|
// add r2.xyz, r2, r3
|
|
temp2.xyz = temp2.xyz + temp3.xyz;
|
|
// mov r2.w, v0.w
|
|
temp2.w = i.color.w;
|
|
// mul r0, r0, r2
|
|
temp0 = temp0 * temp2;
|
|
// add r2.xyz, r0, r0
|
|
temp2.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r1, r2
|
|
temp0.xyz = temp1.xyz * temp2.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_35 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_35_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_35(PS_M_Array_Shader_35_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2;
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t3.xy
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r1, t3, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r2.xyz, v0
|
|
temp2.xyz = i.color.xyz;
|
|
// add r2.xyz, r2, t5
|
|
temp2.xyz = temp2.xyz + i.texcoord5.xyz;
|
|
// mov r2.w, v0.w
|
|
temp2.w = i.color.w;
|
|
// mul r0, r0, r2
|
|
temp0 = temp0 * temp2;
|
|
// mov r2.xyz, v1
|
|
temp2.xyz = i.color1.xyz;
|
|
// add r2.xyz, r2, t6
|
|
temp2.xyz = temp2.xyz + i.texcoord6.xyz;
|
|
// mad r2.xyz, r2, r0.w, r0
|
|
temp2.xyz = temp2.xyz * temp0.www + temp0.xyz;
|
|
// add r2.xyz, r2, r2
|
|
temp2.xyz = temp2.xyz + temp2.xyz;
|
|
// mul r0.xyz, r1, r2
|
|
temp0.xyz = temp1.xyz * temp2.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_36 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_36_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_36(PS_M_Array_Shader_36_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t3, s1
|
|
temp4 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r4.w, c0.x, r0
|
|
temp4.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r4.w, r4.w, c0.z
|
|
temp4.w = temp4.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r4.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp4.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r4.w, v1
|
|
temp1.xyz = temp1.xyz * temp4.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r4, r0
|
|
temp0.xyz = temp4.xyz * temp0.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_37 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_37_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_37(PS_M_Array_Shader_37_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t0, s1
|
|
temp4 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r5, t3, s2
|
|
temp5 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r5.w, c0.x, r0
|
|
temp5.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r5.w, r5.w, c0.z
|
|
temp5.w = temp5.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r5.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp5.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r5.w, v1
|
|
temp1.xyz = temp1.xyz * temp5.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mul r0, r4, r0
|
|
temp0 = temp4 * temp0;
|
|
// add r1.xyz, r0, r0
|
|
temp1.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r5, r1
|
|
temp0.xyz = temp5.xyz * temp1.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_38 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_38_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_38(PS_M_Array_Shader_38_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t1.xy
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// dcl_2d s3
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t0, s1
|
|
temp4 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r5, t1, s2
|
|
temp5 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// texld r6, t3, s3
|
|
temp6 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r5.w, c0.x, r0
|
|
temp5.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r5.w, r5.w, c0.z
|
|
temp5.w = temp5.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r5.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp5.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r5.w, v1
|
|
temp1.xyz = temp1.xyz * temp5.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mul r0, r4, r0
|
|
temp0 = temp4 * temp0;
|
|
// mul r1.xyz, r5, r0
|
|
temp1.xyz = temp5.xyz * temp0.xyz;
|
|
// add r1.xyz, r1, r1
|
|
temp1.xyz = temp1.xyz + temp1.xyz;
|
|
// mul r0.xyz, r6, r1
|
|
temp0.xyz = temp6.xyz * temp1.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_39 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_39_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_39(PS_M_Array_Shader_39_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t3, s1
|
|
temp4 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r4.w, c0.x, r0
|
|
temp4.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r4.w, r4.w, c0.z
|
|
temp4.w = temp4.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r4.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp4.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r4.w, v1
|
|
temp1.xyz = temp1.xyz * temp4.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r4, r0
|
|
temp0.xyz = temp4.xyz * temp0.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_40 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_40_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_40(PS_M_Array_Shader_40_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t0, s1
|
|
temp4 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r5, t3, s2
|
|
temp5 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r5.w, c0.x, r0
|
|
temp5.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r5.w, r5.w, c0.z
|
|
temp5.w = temp5.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r5.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp5.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r5.w, v1
|
|
temp1.xyz = temp1.xyz * temp5.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mul r0, r4, r0
|
|
temp0 = temp4 * temp0;
|
|
// add r1.xyz, r0, r0
|
|
temp1.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r5, r1
|
|
temp0.xyz = temp5.xyz * temp1.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_41 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_41_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_41(PS_M_Array_Shader_41_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
// def c0, 1, 0, 0.25, 4
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t1.xy
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// dcl_2d s3
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t0, s1
|
|
temp4 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r5, t1, s2
|
|
temp5 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// texld r6, t3, s3
|
|
temp6 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r5.w, c0.x, r0
|
|
temp5.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r5.w, r5.w, c0.z
|
|
temp5.w = temp5.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r5.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp5.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r5.w, v1
|
|
temp1.xyz = temp1.xyz * temp5.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mul r0, r4, r0
|
|
temp0 = temp4 * temp0;
|
|
// mul r1.xyz, r5, r0
|
|
temp1.xyz = temp5.xyz * temp0.xyz;
|
|
// mul r1.xyz, r1, c0.w
|
|
temp1.xyz = temp1.xyz * float3(4, 4, 4);
|
|
// mul r0.xyz, r6, r1
|
|
temp0.xyz = temp6.xyz * temp1.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_42 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_42_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_42(PS_M_Array_Shader_42_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t3, s1
|
|
temp4 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r4.w, c0.x, r0
|
|
temp4.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r4.w, r4.w, c0.z
|
|
temp4.w = temp4.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r4.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp4.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r4.w, v1
|
|
temp1.xyz = temp1.xyz * temp4.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r4, r0
|
|
temp0.xyz = temp4.xyz * temp0.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_43 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_43_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_43(PS_M_Array_Shader_43_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t0, s1
|
|
temp4 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r5, t3, s2
|
|
temp5 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r5.w, c0.x, r0
|
|
temp5.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r5.w, r5.w, c0.z
|
|
temp5.w = temp5.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r5.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp5.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r5.w, v1
|
|
temp1.xyz = temp1.xyz * temp5.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mul r0, r4, r0
|
|
temp0 = temp4 * temp0;
|
|
// add r1.xyz, r0, r0
|
|
temp1.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r5, r1
|
|
temp0.xyz = temp5.xyz * temp1.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_44 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_44_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_44(PS_M_Array_Shader_44_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t1.xy
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// dcl_2d s3
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t1, s2
|
|
temp4 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// texld r5, t0, s1
|
|
temp5 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r6, t3, s3
|
|
temp6 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r4.w, c0.x, r0
|
|
temp4.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r4.w, r4.w, c0.z
|
|
temp4.w = temp4.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r4.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp4.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r4.w, v1
|
|
temp1.xyz = temp1.xyz * temp4.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mad r1.xyz, r0, -r5, r4
|
|
temp1.xyz = temp0.xyz * -temp5.xyz + temp4.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mul r0, r5, r0
|
|
temp0 = temp5 * temp0;
|
|
// mad r1.xyz, r0.w, r1, r0
|
|
temp1.xyz = temp0.www * temp1.xyz + temp0.xyz;
|
|
// add r1.xyz, r1, r1
|
|
temp1.xyz = temp1.xyz + temp1.xyz;
|
|
// mul r0.xyz, r6, r1
|
|
temp0.xyz = temp6.xyz * temp1.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_45 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_45_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_45(PS_M_Array_Shader_45_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t3, s1
|
|
temp4 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r4.w, c0.x, r0
|
|
temp4.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r4.w, r4.w, c0.z
|
|
temp4.w = temp4.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r4.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp4.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r4.w, v1
|
|
temp1.xyz = temp1.xyz * temp4.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r4, r0
|
|
temp0.xyz = temp4.xyz * temp0.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_46 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_46_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_46(PS_M_Array_Shader_46_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t0, s1
|
|
temp4 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r5, t3, s2
|
|
temp5 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r5.w, c0.x, r0
|
|
temp5.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r5.w, r5.w, c0.z
|
|
temp5.w = temp5.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r5.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp5.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r5.w, v1
|
|
temp1.xyz = temp1.xyz * temp5.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mul r0, r4, r0
|
|
temp0 = temp4 * temp0;
|
|
// add r1.xyz, r0, r0
|
|
temp1.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r5, r1
|
|
temp0.xyz = temp5.xyz * temp1.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_47 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_47_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_47(PS_M_Array_Shader_47_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t0, s1
|
|
temp4 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r5, t3, s2
|
|
temp5 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r5.w, c0.x, r0
|
|
temp5.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r5.w, r5.w, c0.z
|
|
temp5.w = temp5.w * float1(0.25);
|
|
// mov r0.xyz, t6
|
|
temp0.xyz = i.texcoord6.xyz;
|
|
// mad r0.xyz, r0, r5.w, v1
|
|
temp0.xyz = temp0.xyz * temp5.www + i.color1.xyz;
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r1.xyz, t5, r5.w, r1
|
|
temp1.xyz = i.texcoord5.xyz * temp5.www + temp1.xyz;
|
|
// mov r1.w, v0.w
|
|
temp1.w = i.color.w;
|
|
// mul r1, r4, r1
|
|
temp1 = temp4 * temp1;
|
|
// mad r0.xyz, r0, r1.w, r1
|
|
temp0.xyz = temp0.xyz * temp1.www + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r1.xyz, r5, r0
|
|
temp1.xyz = temp5.xyz * temp0.xyz;
|
|
// mov oC0, r1
|
|
out_color = temp1;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_48 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_48_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_48(PS_M_Array_Shader_48_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t3, s1
|
|
temp4 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r4.w, c0.x, r0
|
|
temp4.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r4.w, r4.w, c0.z
|
|
temp4.w = temp4.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r4.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp4.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r4.w, v1
|
|
temp1.xyz = temp1.xyz * temp4.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r4, r0
|
|
temp0.xyz = temp4.xyz * temp0.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_49 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_49_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_49(PS_M_Array_Shader_49_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t0, s1
|
|
temp4 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r5, t3, s2
|
|
temp5 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r5.w, c0.x, r0
|
|
temp5.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r5.w, r5.w, c0.z
|
|
temp5.w = temp5.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r5.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp5.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r5.w, v1
|
|
temp1.xyz = temp1.xyz * temp5.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mul r0, r4, r0
|
|
temp0 = temp4 * temp0;
|
|
// add r1.xyz, r0, r0
|
|
temp1.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r5, r1
|
|
temp0.xyz = temp5.xyz * temp1.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_50 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_50_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_50(PS_M_Array_Shader_50_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t1.xy
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// dcl_2d s3
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t0, s1
|
|
temp4 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r5, t1, s2
|
|
temp5 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// texld r6, t3, s3
|
|
temp6 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r5.w, c0.x, r0
|
|
temp5.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r5.w, r5.w, c0.z
|
|
temp5.w = temp5.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r5.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp5.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r5.w, v1
|
|
temp1.xyz = temp1.xyz * temp5.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mul r0, r4, r0
|
|
temp0 = temp4 * temp0;
|
|
// mul r1.xyz, r5, r0
|
|
temp1.xyz = temp5.xyz * temp0.xyz;
|
|
// add r1.xyz, r1, r1
|
|
temp1.xyz = temp1.xyz + temp1.xyz;
|
|
// mul r0.xyz, r6, r1
|
|
temp0.xyz = temp6.xyz * temp1.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_51 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_51_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_51(PS_M_Array_Shader_51_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t3, s1
|
|
temp4 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r4.w, c0.x, r0
|
|
temp4.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r4.w, r4.w, c0.z
|
|
temp4.w = temp4.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r4.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp4.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r4.w, v1
|
|
temp1.xyz = temp1.xyz * temp4.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r4, r0
|
|
temp0.xyz = temp4.xyz * temp0.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_52 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_52_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_52(PS_M_Array_Shader_52_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t0, s1
|
|
temp4 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r5, t3, s2
|
|
temp5 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r5.w, c0.x, r0
|
|
temp5.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r5.w, r5.w, c0.z
|
|
temp5.w = temp5.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r5.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp5.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r5.w, v1
|
|
temp1.xyz = temp1.xyz * temp5.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mul r0, r4, r0
|
|
temp0 = temp4 * temp0;
|
|
// add r1.xyz, r0, r0
|
|
temp1.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r5, r1
|
|
temp0.xyz = temp5.xyz * temp1.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_53 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_53_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_53(PS_M_Array_Shader_53_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
// def c0, 1, 0, 0.25, 4
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t1.xy
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// dcl_2d s3
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t0, s1
|
|
temp4 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r5, t1, s2
|
|
temp5 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// texld r6, t3, s3
|
|
temp6 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r5.w, c0.x, r0
|
|
temp5.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r5.w, r5.w, c0.z
|
|
temp5.w = temp5.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r5.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp5.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r5.w, v1
|
|
temp1.xyz = temp1.xyz * temp5.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mul r0, r4, r0
|
|
temp0 = temp4 * temp0;
|
|
// mul r1.xyz, r5, r0
|
|
temp1.xyz = temp5.xyz * temp0.xyz;
|
|
// mul r1.xyz, r1, c0.w
|
|
temp1.xyz = temp1.xyz * float3(4, 4, 4);
|
|
// mul r0.xyz, r6, r1
|
|
temp0.xyz = temp6.xyz * temp1.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_54 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_54_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_54(PS_M_Array_Shader_54_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t3, s1
|
|
temp4 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r4.w, c0.x, r0
|
|
temp4.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r4.w, r4.w, c0.z
|
|
temp4.w = temp4.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r4.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp4.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r4.w, v1
|
|
temp1.xyz = temp1.xyz * temp4.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r4, r0
|
|
temp0.xyz = temp4.xyz * temp0.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_55 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_55_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_55(PS_M_Array_Shader_55_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t0, s1
|
|
temp4 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r5, t3, s2
|
|
temp5 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r5.w, c0.x, r0
|
|
temp5.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r5.w, r5.w, c0.z
|
|
temp5.w = temp5.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r5.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp5.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r5.w, v1
|
|
temp1.xyz = temp1.xyz * temp5.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mul r0, r4, r0
|
|
temp0 = temp4 * temp0;
|
|
// add r1.xyz, r0, r0
|
|
temp1.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r5, r1
|
|
temp0.xyz = temp5.xyz * temp1.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_56 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_56_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_56(PS_M_Array_Shader_56_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t1.xy
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// dcl_2d s3
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t1, s2
|
|
temp4 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// texld r5, t0, s1
|
|
temp5 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r6, t3, s3
|
|
temp6 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r4.w, c0.x, r0
|
|
temp4.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r4.w, r4.w, c0.z
|
|
temp4.w = temp4.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r4.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp4.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r4.w, v1
|
|
temp1.xyz = temp1.xyz * temp4.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mad r1.xyz, r0, -r5, r4
|
|
temp1.xyz = temp0.xyz * -temp5.xyz + temp4.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mul r0, r5, r0
|
|
temp0 = temp5 * temp0;
|
|
// mad r1.xyz, r0.w, r1, r0
|
|
temp1.xyz = temp0.www * temp1.xyz + temp0.xyz;
|
|
// add r1.xyz, r1, r1
|
|
temp1.xyz = temp1.xyz + temp1.xyz;
|
|
// mul r0.xyz, r6, r1
|
|
temp0.xyz = temp6.xyz * temp1.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_57 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_57_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_57(PS_M_Array_Shader_57_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t3, s1
|
|
temp4 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r4.w, c0.x, r0
|
|
temp4.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r4.w, r4.w, c0.z
|
|
temp4.w = temp4.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r4.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp4.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r4.w, v1
|
|
temp1.xyz = temp1.xyz * temp4.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r4, r0
|
|
temp0.xyz = temp4.xyz * temp0.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_58 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_58_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_58(PS_M_Array_Shader_58_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t0, s1
|
|
temp4 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r5, t3, s2
|
|
temp5 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r5.w, c0.x, r0
|
|
temp5.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r5.w, r5.w, c0.z
|
|
temp5.w = temp5.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r5.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp5.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r5.w, v1
|
|
temp1.xyz = temp1.xyz * temp5.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mul r0, r4, r0
|
|
temp0 = temp4 * temp0;
|
|
// add r1.xyz, r0, r0
|
|
temp1.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r5, r1
|
|
temp0.xyz = temp5.xyz * temp1.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_59 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_59_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_59(PS_M_Array_Shader_59_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t0, s1
|
|
temp4 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r5, t3, s2
|
|
temp5 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r5.w, c0.x, r0
|
|
temp5.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r5.w, r5.w, c0.z
|
|
temp5.w = temp5.w * float1(0.25);
|
|
// mov r0.xyz, t6
|
|
temp0.xyz = i.texcoord6.xyz;
|
|
// mad r0.xyz, r0, r5.w, v1
|
|
temp0.xyz = temp0.xyz * temp5.www + i.color1.xyz;
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r1.xyz, t5, r5.w, r1
|
|
temp1.xyz = i.texcoord5.xyz * temp5.www + temp1.xyz;
|
|
// mov r1.w, v0.w
|
|
temp1.w = i.color.w;
|
|
// mul r1, r4, r1
|
|
temp1 = temp4 * temp1;
|
|
// mad r0.xyz, r0, r1.w, r1
|
|
temp0.xyz = temp0.xyz * temp1.www + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r1.xyz, r5, r0
|
|
temp1.xyz = temp5.xyz * temp0.xyz;
|
|
// mov oC0, r1
|
|
out_color = temp1;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_60 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_60_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_60(PS_M_Array_Shader_60_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t3, s1
|
|
temp4 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r4.w, c0.x, r0
|
|
temp4.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r4.w, r4.w, c0.z
|
|
temp4.w = temp4.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r4.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp4.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r4.w, v1
|
|
temp1.xyz = temp1.xyz * temp4.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r4, r0
|
|
temp0.xyz = temp4.xyz * temp0.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_61 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_61_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_61(PS_M_Array_Shader_61_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t0, s1
|
|
temp4 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r5, t3, s2
|
|
temp5 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r5.w, c0.x, r0
|
|
temp5.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r5.w, r5.w, c0.z
|
|
temp5.w = temp5.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r5.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp5.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r5.w, v1
|
|
temp1.xyz = temp1.xyz * temp5.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mul r0, r4, r0
|
|
temp0 = temp4 * temp0;
|
|
// add r1.xyz, r0, r0
|
|
temp1.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r5, r1
|
|
temp0.xyz = temp5.xyz * temp1.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_62 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_62_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_62(PS_M_Array_Shader_62_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t1.xy
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// dcl_2d s3
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t0, s1
|
|
temp4 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r5, t1, s2
|
|
temp5 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// texld r6, t3, s3
|
|
temp6 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r5.w, c0.x, r0
|
|
temp5.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r5.w, r5.w, c0.z
|
|
temp5.w = temp5.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r5.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp5.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r5.w, v1
|
|
temp1.xyz = temp1.xyz * temp5.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mul r0, r4, r0
|
|
temp0 = temp4 * temp0;
|
|
// mul r1.xyz, r5, r0
|
|
temp1.xyz = temp5.xyz * temp0.xyz;
|
|
// add r1.xyz, r1, r1
|
|
temp1.xyz = temp1.xyz + temp1.xyz;
|
|
// mul r0.xyz, r6, r1
|
|
temp0.xyz = temp6.xyz * temp1.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_63 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_63_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_63(PS_M_Array_Shader_63_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t3, s1
|
|
temp4 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r4.w, c0.x, r0
|
|
temp4.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r4.w, r4.w, c0.z
|
|
temp4.w = temp4.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r4.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp4.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r4.w, v1
|
|
temp1.xyz = temp1.xyz * temp4.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r4, r0
|
|
temp0.xyz = temp4.xyz * temp0.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_64 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_64_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_64(PS_M_Array_Shader_64_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t0, s1
|
|
temp4 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r5, t3, s2
|
|
temp5 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r5.w, c0.x, r0
|
|
temp5.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r5.w, r5.w, c0.z
|
|
temp5.w = temp5.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r5.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp5.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r5.w, v1
|
|
temp1.xyz = temp1.xyz * temp5.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mul r0, r4, r0
|
|
temp0 = temp4 * temp0;
|
|
// add r1.xyz, r0, r0
|
|
temp1.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r5, r1
|
|
temp0.xyz = temp5.xyz * temp1.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_65 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_65_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_65(PS_M_Array_Shader_65_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
// def c0, 1, 0, 0.25, 4
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t1.xy
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// dcl_2d s3
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t0, s1
|
|
temp4 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r5, t1, s2
|
|
temp5 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// texld r6, t3, s3
|
|
temp6 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r5.w, c0.x, r0
|
|
temp5.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r5.w, r5.w, c0.z
|
|
temp5.w = temp5.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r5.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp5.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r5.w, v1
|
|
temp1.xyz = temp1.xyz * temp5.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mul r0, r4, r0
|
|
temp0 = temp4 * temp0;
|
|
// mul r1.xyz, r5, r0
|
|
temp1.xyz = temp5.xyz * temp0.xyz;
|
|
// mul r1.xyz, r1, c0.w
|
|
temp1.xyz = temp1.xyz * float3(4, 4, 4);
|
|
// mul r0.xyz, r6, r1
|
|
temp0.xyz = temp6.xyz * temp1.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_66 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_66_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_66(PS_M_Array_Shader_66_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t3, s1
|
|
temp4 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r4.w, c0.x, r0
|
|
temp4.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r4.w, r4.w, c0.z
|
|
temp4.w = temp4.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r4.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp4.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r4.w, v1
|
|
temp1.xyz = temp1.xyz * temp4.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r4, r0
|
|
temp0.xyz = temp4.xyz * temp0.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_67 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_67_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_67(PS_M_Array_Shader_67_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t0, s1
|
|
temp4 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r5, t3, s2
|
|
temp5 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r5.w, c0.x, r0
|
|
temp5.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r5.w, r5.w, c0.z
|
|
temp5.w = temp5.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r5.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp5.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r5.w, v1
|
|
temp1.xyz = temp1.xyz * temp5.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mul r0, r4, r0
|
|
temp0 = temp4 * temp0;
|
|
// add r1.xyz, r0, r0
|
|
temp1.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r5, r1
|
|
temp0.xyz = temp5.xyz * temp1.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_68 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_68_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_68(PS_M_Array_Shader_68_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t1.xy
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// dcl_2d s3
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t1, s2
|
|
temp4 = tex2D(Texture_1Sampler, i.texcoord1.xy);
|
|
// texld r5, t0, s1
|
|
temp5 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r6, t3, s3
|
|
temp6 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r4.w, c0.x, r0
|
|
temp4.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r4.w, r4.w, c0.z
|
|
temp4.w = temp4.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r4.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp4.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r4.w, v1
|
|
temp1.xyz = temp1.xyz * temp4.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mad r1.xyz, r0, -r5, r4
|
|
temp1.xyz = temp0.xyz * -temp5.xyz + temp4.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mul r0, r5, r0
|
|
temp0 = temp5 * temp0;
|
|
// mad r1.xyz, r0.w, r1, r0
|
|
temp1.xyz = temp0.www * temp1.xyz + temp0.xyz;
|
|
// add r1.xyz, r1, r1
|
|
temp1.xyz = temp1.xyz + temp1.xyz;
|
|
// mul r0.xyz, r6, r1
|
|
temp0.xyz = temp6.xyz * temp1.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_69 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_69_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_69(PS_M_Array_Shader_69_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t3, s1
|
|
temp4 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r4.w, c0.x, r0
|
|
temp4.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r4.w, r4.w, c0.z
|
|
temp4.w = temp4.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r4.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp4.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r4.w, v1
|
|
temp1.xyz = temp1.xyz * temp4.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r4, r0
|
|
temp0.xyz = temp4.xyz * temp0.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_70 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_70_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_70(PS_M_Array_Shader_70_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t0, s1
|
|
temp4 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r5, t3, s2
|
|
temp5 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r5.w, c0.x, r0
|
|
temp5.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r5.w, r5.w, c0.z
|
|
temp5.w = temp5.w * float1(0.25);
|
|
// mov r0.xyz, v0
|
|
temp0.xyz = i.color.xyz;
|
|
// mad r0.xyz, t5, r5.w, r0
|
|
temp0.xyz = i.texcoord5.xyz * temp5.www + temp0.xyz;
|
|
// mov r1.xyz, t6
|
|
temp1.xyz = i.texcoord6.xyz;
|
|
// mad r1.xyz, r1, r5.w, v1
|
|
temp1.xyz = temp1.xyz * temp5.www + i.color1.xyz;
|
|
// add r0.xyz, r0, r1
|
|
temp0.xyz = temp0.xyz + temp1.xyz;
|
|
// mov r0.w, v0.w
|
|
temp0.w = i.color.w;
|
|
// mul r0, r4, r0
|
|
temp0 = temp4 * temp0;
|
|
// add r1.xyz, r0, r0
|
|
temp1.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r0.xyz, r5, r1
|
|
temp0.xyz = temp5.xyz * temp1.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_71 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_71_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float3 color1 : COLOR1;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float3 texcoord6 : TEXCOORD6;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_71(PS_M_Array_Shader_71_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
// def c0, 1, 0, 0.25, 0
|
|
// dcl v0
|
|
// dcl v1.xyz
|
|
// dcl t0.xy
|
|
// dcl t3.xy
|
|
// dcl t4.xyz
|
|
// dcl t5.xyz
|
|
// dcl t6.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, t4, c11.zxyw
|
|
temp0.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t4, c11.yzxw
|
|
temp1.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t4, c11.wzyx
|
|
temp2.xy = i.texcoord4.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t4, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// texld r4, t0, s1
|
|
temp4 = tex2D(Texture_0Sampler, i.texcoord.xy);
|
|
// texld r5, t3, s2
|
|
temp5 = tex2D(ShroudTextureSampler, i.texcoord3.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t4.z
|
|
temp0 = temp3 + -i.texcoord4.z;
|
|
// cmp r0, r0, c0.x, c0.y
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r5.w, c0.x, r0
|
|
temp5.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r5.w, r5.w, c0.z
|
|
temp5.w = temp5.w * float1(0.25);
|
|
// mov r0.xyz, t6
|
|
temp0.xyz = i.texcoord6.xyz;
|
|
// mad r0.xyz, r0, r5.w, v1
|
|
temp0.xyz = temp0.xyz * temp5.www + i.color1.xyz;
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.color.xyz;
|
|
// mad r1.xyz, t5, r5.w, r1
|
|
temp1.xyz = i.texcoord5.xyz * temp5.www + temp1.xyz;
|
|
// mov r1.w, v0.w
|
|
temp1.w = i.color.w;
|
|
// mul r1, r4, r1
|
|
temp1 = temp4 * temp1;
|
|
// mad r0.xyz, r0, r1.w, r1
|
|
temp0.xyz = temp0.xyz * temp1.www + temp1.xyz;
|
|
// add r0.xyz, r0, r0
|
|
temp0.xyz = temp0.xyz + temp0.xyz;
|
|
// mul r1.xyz, r5, r0
|
|
temp1.xyz = temp5.xyz * temp0.xyz;
|
|
// mov oC0, r1
|
|
out_color = temp1;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
PixelShader PS_M_Array[72] = {
|
|
compile ps_2_0 PS_M_Array_Shader_0(), // 228
|
|
compile ps_2_0 PS_M_Array_Shader_1(), // 229
|
|
compile ps_2_0 PS_M_Array_Shader_2(), // 230
|
|
compile ps_2_0 PS_M_Array_Shader_3(), // 231
|
|
compile ps_2_0 PS_M_Array_Shader_4(), // 232
|
|
compile ps_2_0 PS_M_Array_Shader_5(), // 233
|
|
compile ps_2_0 PS_M_Array_Shader_6(), // 234
|
|
compile ps_2_0 PS_M_Array_Shader_7(), // 235
|
|
compile ps_2_0 PS_M_Array_Shader_8(), // 236
|
|
compile ps_2_0 PS_M_Array_Shader_9(), // 237
|
|
compile ps_2_0 PS_M_Array_Shader_10(), // 238
|
|
compile ps_2_0 PS_M_Array_Shader_11(), // 239
|
|
compile ps_2_0 PS_M_Array_Shader_12(), // 240
|
|
compile ps_2_0 PS_M_Array_Shader_13(), // 241
|
|
compile ps_2_0 PS_M_Array_Shader_14(), // 242
|
|
compile ps_2_0 PS_M_Array_Shader_15(), // 243
|
|
compile ps_2_0 PS_M_Array_Shader_16(), // 244
|
|
compile ps_2_0 PS_M_Array_Shader_17(), // 245
|
|
compile ps_2_0 PS_M_Array_Shader_18(), // 246
|
|
compile ps_2_0 PS_M_Array_Shader_19(), // 247
|
|
compile ps_2_0 PS_M_Array_Shader_20(), // 248
|
|
compile ps_2_0 PS_M_Array_Shader_21(), // 249
|
|
compile ps_2_0 PS_M_Array_Shader_22(), // 250
|
|
compile ps_2_0 PS_M_Array_Shader_23(), // 251
|
|
compile ps_2_0 PS_M_Array_Shader_24(), // 252
|
|
compile ps_2_0 PS_M_Array_Shader_25(), // 253
|
|
compile ps_2_0 PS_M_Array_Shader_26(), // 254
|
|
compile ps_2_0 PS_M_Array_Shader_27(), // 255
|
|
compile ps_2_0 PS_M_Array_Shader_28(), // 256
|
|
compile ps_2_0 PS_M_Array_Shader_29(), // 257
|
|
compile ps_2_0 PS_M_Array_Shader_30(), // 258
|
|
compile ps_2_0 PS_M_Array_Shader_31(), // 259
|
|
compile ps_2_0 PS_M_Array_Shader_32(), // 260
|
|
compile ps_2_0 PS_M_Array_Shader_33(), // 261
|
|
compile ps_2_0 PS_M_Array_Shader_34(), // 262
|
|
compile ps_2_0 PS_M_Array_Shader_35(), // 263
|
|
compile ps_2_0 PS_M_Array_Shader_36(), // 264
|
|
compile ps_2_0 PS_M_Array_Shader_37(), // 265
|
|
compile ps_2_0 PS_M_Array_Shader_38(), // 266
|
|
compile ps_2_0 PS_M_Array_Shader_39(), // 267
|
|
compile ps_2_0 PS_M_Array_Shader_40(), // 268
|
|
compile ps_2_0 PS_M_Array_Shader_41(), // 269
|
|
compile ps_2_0 PS_M_Array_Shader_42(), // 270
|
|
compile ps_2_0 PS_M_Array_Shader_43(), // 271
|
|
compile ps_2_0 PS_M_Array_Shader_44(), // 272
|
|
compile ps_2_0 PS_M_Array_Shader_45(), // 273
|
|
compile ps_2_0 PS_M_Array_Shader_46(), // 274
|
|
compile ps_2_0 PS_M_Array_Shader_47(), // 275
|
|
compile ps_2_0 PS_M_Array_Shader_48(), // 276
|
|
compile ps_2_0 PS_M_Array_Shader_49(), // 277
|
|
compile ps_2_0 PS_M_Array_Shader_50(), // 278
|
|
compile ps_2_0 PS_M_Array_Shader_51(), // 279
|
|
compile ps_2_0 PS_M_Array_Shader_52(), // 280
|
|
compile ps_2_0 PS_M_Array_Shader_53(), // 281
|
|
compile ps_2_0 PS_M_Array_Shader_54(), // 282
|
|
compile ps_2_0 PS_M_Array_Shader_55(), // 283
|
|
compile ps_2_0 PS_M_Array_Shader_56(), // 284
|
|
compile ps_2_0 PS_M_Array_Shader_57(), // 285
|
|
compile ps_2_0 PS_M_Array_Shader_58(), // 286
|
|
compile ps_2_0 PS_M_Array_Shader_59(), // 287
|
|
compile ps_2_0 PS_M_Array_Shader_60(), // 288
|
|
compile ps_2_0 PS_M_Array_Shader_61(), // 289
|
|
compile ps_2_0 PS_M_Array_Shader_62(), // 290
|
|
compile ps_2_0 PS_M_Array_Shader_63(), // 291
|
|
compile ps_2_0 PS_M_Array_Shader_64(), // 292
|
|
compile ps_2_0 PS_M_Array_Shader_65(), // 293
|
|
compile ps_2_0 PS_M_Array_Shader_66(), // 294
|
|
compile ps_2_0 PS_M_Array_Shader_67(), // 295
|
|
compile ps_2_0 PS_M_Array_Shader_68(), // 296
|
|
compile ps_2_0 PS_M_Array_Shader_69(), // 297
|
|
compile ps_2_0 PS_M_Array_Shader_70(), // 298
|
|
compile ps_2_0 PS_M_Array_Shader_71(), // 299
|
|
};
|
|
// _Default_L_Expression217 Expression_2_0 Has PRES False
|
|
float _Default_L_Expression217()
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float1 expr0;
|
|
// min r0.x, c1.x, (2)
|
|
temp0.x = min(NumTextures.x, (2));
|
|
// mul r0.y, c2.x, (3)
|
|
temp0.y = SecondaryTextureBlendMode.x * (3);
|
|
// add r1.x, r0.x, r0.y
|
|
temp1.x = temp0.x + temp0.y;
|
|
// mul r0.x, c0.x, (36)
|
|
temp0.x = HasShadow.x * (36);
|
|
// add c0.x, r1.x, r0.x
|
|
expr0.x = temp1.x + temp0.x;
|
|
return expr0;
|
|
}
|
|
|
|
// _Default_L_Expression218 Expression_2_0 Has PRES False
|
|
float _Default_L_Expression218()
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float4 temp2;
|
|
float1 expr0;
|
|
// min r0.x, c3.x, (2)
|
|
temp0.x = min(TexCoordMapper_0.x, (2));
|
|
// mul r1.x, r0.x, (3)
|
|
temp1.x = temp0.x * (3);
|
|
// min r0.x, c1.x, (2)
|
|
temp0.x = min(NumJointsPerVertex.x, (2));
|
|
// add r2.x, r1.x, r0.x
|
|
temp2.x = temp1.x + temp0.x;
|
|
// min r0.x, c4.x, (1)
|
|
temp0.x = min(TexCoordMapper_1.x, (1));
|
|
// mul r1.x, r0.x, (9)
|
|
temp1.x = temp0.x * (9);
|
|
// add r0.x, r2.x, r1.x
|
|
temp0.x = temp2.x + temp1.x;
|
|
// mul r0.y, c0.x, c2.x
|
|
temp0.y = HasRecolorColors.x * UseRecolorColors.x;
|
|
// mul r1.x, r0.y, (18)
|
|
temp1.x = temp0.y * (18);
|
|
// add c0.x, r0.x, r1.x
|
|
expr0.x = temp0.x + temp1.x;
|
|
return expr0;
|
|
}
|
|
|
|
// _Default_M_Expression219 Expression_2_0 Has PRES False
|
|
float _Default_M_Expression219()
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float1 expr0;
|
|
// min r0.x, c1.x, (2)
|
|
temp0.x = min(NumTextures.x, (2));
|
|
// mul r0.y, c2.x, (3)
|
|
temp0.y = SecondaryTextureBlendMode.x * (3);
|
|
// add r1.x, r0.x, r0.y
|
|
temp1.x = temp0.x + temp0.y;
|
|
// mul r0.x, c0.x, (36)
|
|
temp0.x = HasShadow.x * (36);
|
|
// add c0.x, r1.x, r0.x
|
|
expr0.x = temp1.x + temp0.x;
|
|
return expr0;
|
|
}
|
|
|
|
// _Default_M_Expression220 Expression_2_0 Has PRES False
|
|
float _Default_M_Expression220()
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float4 temp2;
|
|
float1 expr0;
|
|
// min r0.x, c3.x, (2)
|
|
temp0.x = min(TexCoordMapper_0.x, (2));
|
|
// mul r1.x, r0.x, (3)
|
|
temp1.x = temp0.x * (3);
|
|
// min r0.x, c1.x, (2)
|
|
temp0.x = min(NumJointsPerVertex.x, (2));
|
|
// add r2.x, r1.x, r0.x
|
|
temp2.x = temp1.x + temp0.x;
|
|
// min r0.x, c4.x, (1)
|
|
temp0.x = min(TexCoordMapper_1.x, (1));
|
|
// mul r1.x, r0.x, (9)
|
|
temp1.x = temp0.x * (9);
|
|
// add r0.x, r2.x, r1.x
|
|
temp0.x = temp2.x + temp1.x;
|
|
// mul r0.y, c0.x, c2.x
|
|
temp0.y = HasRecolorColors.x * UseRecolorColors.x;
|
|
// mul r1.x, r0.y, (18)
|
|
temp1.x = temp0.y * (18);
|
|
// add c0.x, r0.x, r1.x
|
|
expr0.x = temp0.x + temp1.x;
|
|
return expr0;
|
|
}
|
|
|
|
// Default_Expression221 Expression_2_0 Has PRES False
|
|
float Default_Expression221()
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float1 expr0;
|
|
// min r0.x, c1.x, (2)
|
|
temp0.x = min(NumTextures.x, (2));
|
|
// mul r0.y, c2.x, (3)
|
|
temp0.y = SecondaryTextureBlendMode.x * (3);
|
|
// add r1.x, r0.x, r0.y
|
|
temp1.x = temp0.x + temp0.y;
|
|
// mul r0.x, c0.x, (36)
|
|
temp0.x = HasShadow.x * (36);
|
|
// add c0.x, r1.x, r0.x
|
|
expr0.x = temp1.x + temp0.x;
|
|
return expr0;
|
|
}
|
|
|
|
// Default_Expression222 Expression_2_0 Has PRES False
|
|
float Default_Expression222()
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float4 temp2;
|
|
float1 expr0;
|
|
// min r0.x, c3.x, (2)
|
|
temp0.x = min(TexCoordMapper_0.x, (2));
|
|
// mul r1.x, r0.x, (3)
|
|
temp1.x = temp0.x * (3);
|
|
// min r0.x, c1.x, (2)
|
|
temp0.x = min(NumJointsPerVertex.x, (2));
|
|
// add r2.x, r1.x, r0.x
|
|
temp2.x = temp1.x + temp0.x;
|
|
// min r0.x, c4.x, (1)
|
|
temp0.x = min(TexCoordMapper_1.x, (1));
|
|
// mul r1.x, r0.x, (9)
|
|
temp1.x = temp0.x * (9);
|
|
// add r0.x, r2.x, r1.x
|
|
temp0.x = temp2.x + temp1.x;
|
|
// mul r0.y, c0.x, c2.x
|
|
temp0.y = HasRecolorColors.x * UseRecolorColors.x;
|
|
// mul r1.x, r0.y, (18)
|
|
temp1.x = temp0.y * (18);
|
|
// add c0.x, r0.x, r1.x
|
|
expr0.x = temp0.x + temp1.x;
|
|
return expr0;
|
|
}
|
|
|
|
technique Default
|
|
{
|
|
pass P0 <string ExpressionEvaluator = "DefaultW3D";>
|
|
{
|
|
VertexShader = VS_Array[Default_Expression222()]; // 190
|
|
PixelShader = PS_Array[Default_Expression221()]; // 191
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
AlphaFunc = 7;
|
|
AlphaRef = 96;
|
|
}
|
|
}
|
|
|
|
technique _Default_M
|
|
{
|
|
pass P0 <string ExpressionEvaluator = "DefaultW3D";>
|
|
{
|
|
VertexShader = VS_M_Array[_Default_M_Expression220()]; // 301
|
|
PixelShader = PS_M_Array[_Default_M_Expression219()]; // 302
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
AlphaFunc = 7;
|
|
AlphaRef = 96;
|
|
}
|
|
}
|
|
|
|
technique _Default_L
|
|
{
|
|
pass P0 <string ExpressionEvaluator = "DefaultW3D";>
|
|
{
|
|
VertexShader = VS_M_Array[_Default_L_Expression218()]; // 304
|
|
PixelShader = PS_M_Array[_Default_L_Expression217()]; // 305
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
AlphaFunc = 7;
|
|
AlphaRef = 96;
|
|
}
|
|
}
|
|
|