1253 lines
43 KiB
HLSL
1253 lines
43 KiB
HLSL
string DefaultParameterScopeBlock = "material"; // 1
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float3 AmbientLightColor <bool unmanaged = 1;> = { 0.3, 0.3, 0.3 };
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struct {
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float3 Color;
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float3 Direction;
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} DirectionalLight[3] <bool unmanaged = 1;> = { 1.625198, 1.512711, 1.097048, 0.62914, -0.34874, 0.69465, 0.5232916, 0.6654605, 0.7815244, -0.32877, 0.90329, 0.27563, 0.4420466, 0.4102767, 0.4420466, -0.80704, -0.58635, 0.06975 };
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struct {
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float3 Color;
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float3 Position;
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float2 Range_Inner_Outer;
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} PointLight[8] <bool unmanaged = 1;>;
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struct {
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float4 WorldPositionMultiplier_XYZZ;
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float2 CurrentOffsetUV;
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} Cloud <bool unmanaged = 1;>;
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float3 NoCloudMultiplier <bool unmanaged = 1;> = { 1, 1, 1 };
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float3 RecolorColorDummy <bool unmanaged = 1;>;
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row_major float4x4 ShadowMapWorldToShadow <bool unmanaged = 1;>;
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float OpacityOverride <bool unmanaged = 1;> = { 1 };
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float3 TintColor <bool unmanaged = 1;> = { 1, 1, 1 };
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float3 EyePosition <bool unmanaged = 1;>;
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row_major float4x4 ViewProjection <bool unmanaged = 1;>;
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float4 WorldBones[128] <bool unmanaged = 1;>;
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struct
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{
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float4 VideoTex_NumPerRow_LastFrame_SingleRow_isRand;
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float4 ColorAnimationFunctions[6];
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float4 TimeKeys;
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int ShaderType;
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float SpeedMultiplier;
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float2 ColorScaleRange;
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} Draw : register(vs_2_0, c40) <string UIWidget = "None"; string SasBindAddress = "Particle.Draw";> = { 4, 15, -1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 1, -0.1, 0.2 };
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struct
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{
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float3 Gravity;
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float3 DriftVelocity;
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float2 VelocityDampingRange;
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} Physics : register(vs_2_0, c72) <string UIWidget = "None"; string SasBindAddress = "Particle.Physics";> = { 0, 0, 0, 0, 0, 0, 1, 0 };
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struct
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{
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float3 Size_Rate_Damping__Min;
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float3 Size_Rate_Damping__Spread;
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float3 XYRotation_Rate_Damping__Min;
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float3 XYRotation_Rate_Damping__Spread;
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float3 ZRotation_Rate_Damping__Min;
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float3 ZRotation_Rate_Damping__Spread;
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} Update : register(vs_2_0, c58) <string UIWidget = "None"; string SasBindAddress = "Particle.Update";> = { 0, 0, 1, 10, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0 };
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int _SasGlobal : SasGlobal <string UIWidget = "None"; int3 SasVersion = int3(1, 0, 0); string RenderBin = "Distorter";>;
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texture NormalTexture <string UIWidget = "None"; string SasBindAddress = "Particle.Draw.Texture";>; // 10
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sampler2D NormalTextureSampler : register(ps_2_0, s0) <string Texture = "NormalTexture"; string UIWidget = "None"; string SasBindAddress = "Particle.Draw.Texture";> =
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sampler_state
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{
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Texture = <NormalTexture>; // 13
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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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texture DepthTexture <string SasBindAddress = "WW3D.DepthTexture";>; // 17
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sampler2D DepthTextureSampler : register(ps_2_0, s1) <string Texture = "DepthTexture"; string SasBindAddress = "WW3D.DepthTexture";> =
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sampler_state
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{
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Texture = <DepthTexture>; // 19
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MinFilter = 2;
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MagFilter = 2;
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MipFilter = 1;
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AddressU = 3;
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AddressV = 3;
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};
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bool ShouldDrawParticleSoft <string UIWidget = "None"; string SasBindAddress = "Particle.Draw.ShouldDrawParticleSoft";>;
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column_major float4x4 WorldView : WorldView : register(vs_2_0, c64);
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column_major float4x4 Projection : Projection : register(vs_2_0, c68);
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row_major float4x4 WorldViewProjection : WorldViewProjection;
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column_major float4x3 View : View : register(vs_2_0, c75);
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row_major float4x3 World : World;
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row_major float4x4 ProjectionI : ProjectionInverse;
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float Time : Time;
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// PS_Array_H_Shader_0 Pixel_2_0 Has PRES False
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struct PS_Array_H_Shader_0_Input
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{
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float2 texcoord : TEXCOORD;
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float4 texcoord1 : TEXCOORD1;
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float3 texcoord2 : TEXCOORD2;
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float3 texcoord3 : TEXCOORD3;
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float3 texcoord4 : TEXCOORD4;
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};
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float4 PS_Array_H_Shader_0(PS_Array_H_Shader_0_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0, temp1;
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float3 temp2;
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// def c0, 2, -1, 0.5, 0
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// dcl t0.xy
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// dcl t1
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// dcl t2.xyz
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// dcl t3.xyz
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// dcl t4.xyz
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// dcl_2d s0
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// texld r0, t0, s0
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temp0 = tex2D(NormalTextureSampler, i.texcoord.xy);
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// mad r0.xyz, r0, c0.x, c0.y
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temp0.xyz = temp0.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
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// mul r1.w, r0.w, t1.w
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temp1.w = temp0.w * i.texcoord1.w;
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// nrm r2.xyz, r0
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temp2.xyz = normalize(temp0.xyz).xyz;
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// dp3 r0.x, r2, t2
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temp0.x = dot(temp2.xyz, i.texcoord2.xyz);
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// dp3 r0.y, r2, t3
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temp0.y = dot(temp2.xyz, i.texcoord3.xyz);
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// dp3 r0.z, r2, t4
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temp0.z = dot(temp2.xyz, i.texcoord4.xyz);
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// mul r0.xyz, r0, t1
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temp0.xyz = temp0.xyz * i.texcoord1.xyz;
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// mad r1.xyz, r0, c0.z, c0.z
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temp1.xyz = temp0.xyz * float3(0.5, 0.5, 0.5) + float3(0.5, 0.5, 0.5);
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// mov oC0, r1
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out_color = temp1;
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//
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return out_color;
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}
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// PS_Array_H_Shader_1 Pixel_2_0 Has PRES False
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struct PS_Array_H_Shader_1_Input
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{
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float2 texcoord : TEXCOORD;
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float4 texcoord1 : TEXCOORD1;
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float3 texcoord2 : TEXCOORD2;
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float3 texcoord3 : TEXCOORD3;
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float3 texcoord4 : TEXCOORD4;
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float4 texcoord5 : TEXCOORD5;
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float2 texcoord6 : TEXCOORD6;
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};
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float4 PS_Array_H_Shader_1(PS_Array_H_Shader_1_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0, temp1, temp2;
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// def c0, 2, -1, 0.5, -0.5
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// dcl t0.xy
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// dcl t1
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// dcl t2.xyz
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// dcl t3.xyz
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// dcl t4.xyz
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// dcl t5
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// dcl t6.xy
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// dcl_2d s0
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// dcl_2d s1
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// texld r0, t0, s0
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temp0 = tex2D(NormalTextureSampler, i.texcoord.xy);
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// mad r0.xyz, r0, c0.x, c0.y
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temp0.xyz = temp0.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
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// mul r0.w, r0.w, t1.w
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temp0.w = temp0.w * i.texcoord1.w;
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// nrm r1.xyz, r0
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temp1.xyz = normalize(temp0.xyz).xyz;
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// dp3 r0.x, r1, t2
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temp0.x = dot(temp1.xyz, i.texcoord2.xyz);
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// dp3 r0.y, r1, t3
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temp0.y = dot(temp1.xyz, i.texcoord3.xyz);
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// dp3 r0.z, r1, t4
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temp0.z = dot(temp1.xyz, i.texcoord4.xyz);
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// mul r0.xyz, r0, t1
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temp0.xyz = temp0.xyz * i.texcoord1.xyz;
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// mad r1.xyz, r0, c0.z, c0.z
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temp1.xyz = temp0.xyz * float3(0.5, 0.5, 0.5) + float3(0.5, 0.5, 0.5);
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// rcp r0.x, t5.w
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temp0.x = 1.0f / i.texcoord5.w;
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// mul r0.xy, r0.x, t5
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temp0.xy = temp0.xx * i.texcoord5.xy;
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// mad r0.xy, r0, -c0.wzyx, -c0.w
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temp0.xy = temp0.xy * float2(0.5, -0.5) + float2(0.5, 0.5);
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// texld r2, r0, s1
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temp2 = tex2D(DepthTextureSampler, temp0.xy);
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// mad_sat r0.x, r2.x, -t6.y, t6.x
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temp0.x = saturate(temp2.x * -i.texcoord6.y + i.texcoord6.x);
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// mul r1.w, r0.w, r0.x
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temp1.w = temp0.w * temp0.x;
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// mov oC0, r1
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out_color = temp1;
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//
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return out_color;
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}
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PixelShader PS_Array_H[2] = {
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compile ps_2_0 PS_Array_H_Shader_0(), // 24
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compile ps_2_0 PS_Array_H_Shader_1(), // 25
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};
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// Default_M_PixelShader3 Pixel_2_0 Has PRES False
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struct Default_M_PixelShader3_Input
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{
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float2 texcoord : TEXCOORD;
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float4 texcoord1 : TEXCOORD1;
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float3 texcoord2 : TEXCOORD2;
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float3 texcoord3 : TEXCOORD3;
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float3 texcoord4 : TEXCOORD4;
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};
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float4 Default_M_PixelShader3(Default_M_PixelShader3_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0, temp1;
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float3 temp2;
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// def c0, 2, -1, 0.5, 0
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// dcl t0.xy
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// dcl t1
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// dcl t2.xyz
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// dcl t3.xyz
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// dcl t4.xyz
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// dcl_2d s0
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// texld r0, t0, s0
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temp0 = tex2D(NormalTextureSampler, i.texcoord.xy);
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// mad r0.xyz, r0, c0.x, c0.y
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temp0.xyz = temp0.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
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// mul r1.w, r0.w, t1.w
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temp1.w = temp0.w * i.texcoord1.w;
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// nrm r2.xyz, r0
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temp2.xyz = normalize(temp0.xyz).xyz;
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// dp3 r0.x, r2, t2
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temp0.x = dot(temp2.xyz, i.texcoord2.xyz);
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// dp3 r0.y, r2, t3
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temp0.y = dot(temp2.xyz, i.texcoord3.xyz);
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// dp3 r0.z, r2, t4
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temp0.z = dot(temp2.xyz, i.texcoord4.xyz);
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// mul r0.xyz, r0, t1
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temp0.xyz = temp0.xyz * i.texcoord1.xyz;
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// mad r1.xyz, r0, c0.z, c0.z
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temp1.xyz = temp0.xyz * float3(0.5, 0.5, 0.5) + float3(0.5, 0.5, 0.5);
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// mov oC0, r1
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out_color = temp1;
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//
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return out_color;
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}
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// Default_M_VertexShader4 Vertex_2_0 Has PRES True
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struct Default_M_VertexShader4_Input
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{
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float4 position : POSITION;
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float4 texcoord : TEXCOORD;
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float4 texcoord1 : TEXCOORD1;
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};
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struct Default_M_VertexShader4_Output
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{
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float3 texcoord2 : TEXCOORD2;
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float3 texcoord3 : TEXCOORD3;
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float3 texcoord4 : TEXCOORD4;
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float2 texcoord : TEXCOORD;
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float2 texcoord6 : TEXCOORD6;
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float4 position : POSITION;
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float4 texcoord5 : TEXCOORD5;
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float4 texcoord1 : TEXCOORD1;
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};
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Default_M_VertexShader4_Output Default_M_VertexShader4(Default_M_VertexShader4_Input i)
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{
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/*
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PRSI
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OutputRegisterOffset: 51
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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: 51
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Unknown6: 1
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Mappings: 2
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0 - ConstOutput: 53 ConstInput 5
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1 - ConstOutput: 0 ConstInput 0
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*/
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float4 expr51;
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float4 expr52;
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float4 expr53;
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float4 expr54;
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float4 expr55;
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float4 expr56;
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float4 expr57;
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{
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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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// mul c51.x, c7.x, (30)
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expr51.x = Time.x * (30);
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// mul r0.x, c0.z, c1.y
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temp0.x = (View._m00_m10_m20_m30).z * (View._m01_m11_m21_m31).y;
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// mul r0.y, c0.x, c1.z
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temp0.y = (View._m00_m10_m20_m30).x * (View._m01_m11_m21_m31).z;
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// mul r0.z, c0.y, c1.x
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temp0.z = (View._m00_m10_m20_m30).y * (View._m01_m11_m21_m31).x;
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// neg r1.xyz, r0.xyz
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temp1.xyz = -temp0.xyz;
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// mul r0.x, c0.y, c1.z
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temp0.x = (View._m00_m10_m20_m30).y * (View._m01_m11_m21_m31).z;
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// mul r0.y, c0.z, c1.x
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temp0.y = (View._m00_m10_m20_m30).z * (View._m01_m11_m21_m31).x;
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// mul r0.z, c0.x, c1.y
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temp0.z = (View._m00_m10_m20_m30).x * (View._m01_m11_m21_m31).y;
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// add r2.xyz, r1.xyz, r0.xyz
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temp2.xyz = temp1.xyz + temp0.xyz;
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// dot r0.xyz, r2.xyz, c3.xyz
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temp0.xyz = dot(temp2.xyz, (World._m00_m10_m20_m30).xyz);
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// dot r0.yzw, r2.xyz, c4.xyz
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temp0.yzw = dot(temp2.xyz, (World._m01_m11_m21_m31).xyz);
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// dot r0.zwx, r2.xyz, c5.xyz
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temp0.zwx = dot(temp2.xyz, (World._m02_m12_m22_m32).xyz);
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// dot r1.xyz, r0.xyz, r0.xyz
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temp1.xyz = dot(temp0.xyz, temp0.xyz);
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// rsq r0.w, r1.x
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temp0.w = 1.0f / sqrt(temp1.x);
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// mul r1.xyz, r0.w, r0.xyz
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temp1.xyz = temp0.w * temp0.xyz;
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// dot c55.xyz, r1.xyz, c0.xyz
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expr55.xyz = dot(temp1.xyz, (View._m00_m10_m20_m30).xyz);
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// dot c56.xyz, r1.xyz, c1.xyz
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expr56.xyz = dot(temp1.xyz, (View._m01_m11_m21_m31).xyz);
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// dot c57.xyz, r1.xyz, c2.xyz
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expr57.xyz = dot(temp1.xyz, (View._m02_m12_m22_m32).xyz);
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// rcp c53.x, c6.y
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expr53.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y);
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// rcp c54.x, c6.x
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expr54.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x);
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}
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Default_M_VertexShader4_Output o;
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float4 temp0, temp1, temp2, temp3, temp4, temp5;
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float4 addr0;
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float3 temp6;
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// def c36, 2.0625, 8.9375, 6.1875, 1.375
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// def c38, 1, -1, 0.5, 0
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// def c28, 0.5, -0.5, 16, -1
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// def c30, -0.5, 0.5, 0.1591549, 0.2
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// def c31, 0, 0, 6.283185, -3.141593
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// def c37, 0.1875, 4.8125, 2.75, 0
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// def c29, 0.5, 0.5, 1.0001, 0.6931472
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// def c27, -0.5, -0.5, 0, 0.1875
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// def c39, 2, 1, -1, 0
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// def c11, 0.957897, 0.3788705, 0.3635719, 0.3287609
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// def c12, 0.1762373, 0.9145751, 0.4360935, 0.3476284
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// def c13, 0.743219, 0.4425611, 0.9974546, 0.3622138
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// def c14, 0.4896626, 0.6664233, 0.8305699, 0.9742577
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// def c15, 0.8947675, 0.8236215, 0.9309705, 0.05219847
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// def c16, 0.1411007, 0.6527002, 0.008452523, 0.6430574
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// def c17, 0.229799, 0.897999, 0.753822, 0.1316504
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// def c18, 0.5815384, 0.2836916, 0.09156471, 0.407481
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// def c19, 0.2706044, 0.7228181, 0.1694367, 0.1469052
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// def c20, 0.5995556, 0.0964533, 0.8763983, 0.1172229
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// def c21, 0.5101711, 0.9421572, 0.1957888, 0.9167565
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// def c22, 0.03546793, 0.5340094, 0.1673218, 0.5576764
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// def c23, 0.861564, 0.2251601, 0.082332, 0.8790039
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// def c24, 0.1730866, 0.8935188, 0.01392406, 0.1787381
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// def c25, 0.8269383, 0.7718143, 0.4395359, 0.493963
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// def c26, 0.5423613, 0.7218617, 0.7697314, 0.5878567
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// def c32, -0.25, -0.25, 0, 0
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// def c33, 0.25, -0.25, 0, 0
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// def c34, 0.25, 0.25, 0, 0
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// def c35, -0.25, 0.25, 0, 0
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// def c0, -1.550099E-06, -2.170139E-05, 0.002604167, 0.0002604167
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// def c1, -0.02083333, -0.125, 1, 0.5
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// dcl_position v0
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// dcl_texcoord v1
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// dcl_texcoord1 v2
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// mov r0.w, c27.w
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temp0.w = float1(0.1875);
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// mad r0, v2.x, r0.w, c36
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temp0 = i.texcoord1.x * temp0.w + float4(2.0625, 8.9375, 6.1875, 1.375);
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// frc r0, r0
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temp0 = frac(temp0);
|
|
// mul r0, r0, c28.z
|
|
temp0 = temp0 * float4(16, 16, 16, 16);
|
|
// frc r1, r0
|
|
temp1 = frac(temp0);
|
|
// add r0, r0, -r1
|
|
temp0 = temp0 + -temp1;
|
|
// mova a0.w, r0.w
|
|
addr0.w = temp0.w;
|
|
// mov r1.xyz, c11[a0.w]
|
|
temp1.xyz = float3(0.957897, 0.37887052, 0.36357188);
|
|
// mov r2.xyz, c63
|
|
temp2.xyz = Update.ZRotation_Rate_Damping__Spread.xyz;
|
|
// mad r1.xyz, r1, r2, c62
|
|
temp1.xyz = temp1.xyz * temp2.xyz + Update.ZRotation_Rate_Damping__Min.xyz;
|
|
// add r0.w, r1.z, c28.w
|
|
temp0.w = temp1.z + float1(-1);
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// sge r0.w, -r0.w, r0.w
|
|
temp0.w = (-temp0.w >= temp0.w) ? 1 : 0;
|
|
// lrp r2.x, r0.w, c29.z, r1.z
|
|
temp2.x = lerp(temp1.z, float1(1.0001), temp0.w);
|
|
// log r0.w, r2.x
|
|
temp0.w = log2(temp2.x);
|
|
// mul r1.z, r0.w, c29.w
|
|
temp1.z = temp0.w * float1(0.6931472);
|
|
// rcp r1.z, r1.z
|
|
temp1.z = 1.0f / temp1.z;
|
|
// add r1.w, -v1.w, c51.x
|
|
temp1.w = -i.texcoord.w + expr51.x;
|
|
// mul r0.w, r0.w, r1.w
|
|
temp0.w = temp0.w * temp1.w;
|
|
// exp r0.w, r0.w
|
|
temp0.w = exp2(temp0.w);
|
|
// add r0.w, r0.w, c28.w
|
|
temp0.w = temp0.w + float1(-1);
|
|
// mul r0.w, r1.z, r0.w
|
|
temp0.w = temp1.z * temp0.w;
|
|
// mad r0.w, r1.y, r0.w, r1.x
|
|
temp0.w = temp1.y * temp0.w + temp1.x;
|
|
// mad r0.w, r0.w, c30.z, c30.y
|
|
temp0.w = temp0.w * float1(0.15915494) + float1(0.5);
|
|
// frc r0.w, r0.w
|
|
temp0.w = frac(temp0.w);
|
|
// mad r0.w, r0.w, c31.z, c31.w
|
|
temp0.w = temp0.w * float1(6.2831855) + float1(-3.1415927);
|
|
// sincos r2.xy, r0.w, c0, c1
|
|
temp2.xy = float2(cos(temp0.w), sin(temp0.w));
|
|
// mul r1.xyz, r2.y, c76
|
|
temp1.xyz = temp2.yyy * (View._m01_m11_m21_m31).xyz;
|
|
// mad r1.xyz, r2.x, c75, r1
|
|
temp1.xyz = temp2.xxx * (View._m00_m10_m20_m30).xyz + temp1.xyz;
|
|
// dp3 oT2.x, r1, c75
|
|
o.texcoord2.x = dot(temp1.xyz, (View._m00_m10_m20_m30).xyz);
|
|
// dp3 oT3.x, r1, c76
|
|
o.texcoord3.x = dot(temp1.xyz, (View._m01_m11_m21_m31).xyz);
|
|
// dp3 oT4.x, r1, c77
|
|
o.texcoord4.x = dot(temp1.xyz, (View._m02_m12_m22_m32).xyz);
|
|
// mul r1.xyz, r2.x, c76
|
|
temp1.xyz = temp2.xxx * (View._m01_m11_m21_m31).xyz;
|
|
// mad r1.xyz, -r2.y, c75, r1
|
|
temp1.xyz = -temp2.yyy * (View._m00_m10_m20_m30).xyz + temp1.xyz;
|
|
// dp3 oT2.y, r1, c75
|
|
o.texcoord2.y = dot(temp1.xyz, (View._m00_m10_m20_m30).xyz);
|
|
// dp3 oT3.y, r1, c76
|
|
o.texcoord3.y = dot(temp1.xyz, (View._m01_m11_m21_m31).xyz);
|
|
// dp3 oT4.y, r1, c77
|
|
o.texcoord4.y = dot(temp1.xyz, (View._m02_m12_m22_m32).xyz);
|
|
// mad r1.xy, v2.x, c37.x, c37.yzzw
|
|
temp1.xy = i.texcoord1.xx * float2(0.1875, 0.1875) + float2(4.8125, 2.75);
|
|
// frc r1.xy, r1
|
|
temp1.xy = frac(temp1.xy);
|
|
// mul r1.xy, r1, c28.z
|
|
temp1.xy = temp1.xy * float2(16, 16);
|
|
// frc r2.zw, r1.xyxy
|
|
temp2.zw = frac(temp1.xy);
|
|
// add r1.xy, r1, -r2.zwzw
|
|
temp1.xy = temp1.xy + -temp2.zw;
|
|
// mov r3.y, c40.y
|
|
temp3.y = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y;
|
|
// mova a0.w, r1.x
|
|
addr0.w = temp1.x;
|
|
// mul r0.w, r3.y, c11[a0.w].x
|
|
temp0.w = temp3.y * float1(0.957897);
|
|
// frc r0.w, r0.w
|
|
temp0.w = frac(temp0.w);
|
|
// mova a0.w, r1.x
|
|
addr0.w = temp1.x;
|
|
// mad r0.w, c11[a0.w].x, r3.y, -r0.w
|
|
temp0.w = float1(0.957897) * temp3.y + -temp0.w;
|
|
// mov r3.xy, c50
|
|
temp3.xy = Draw.ColorScaleRange.xy;
|
|
// mova a0.w, r1.y
|
|
addr0.w = temp1.y;
|
|
// mad r1.x, c11[a0.w].x, r3.y, r3.x
|
|
temp1.x = float1(0.957897) * temp3.y + temp3.x;
|
|
// mad r0.w, r1.w, c49.x, r0.w
|
|
temp0.w = temp1.w * Draw.SpeedMultiplier.x + temp0.w;
|
|
// mul r0.w, r0.w, c53.x
|
|
temp0.w = temp0.w * expr53.x;
|
|
// abs r1.y, r0.w
|
|
temp1.y = abs(temp0.w);
|
|
// sge r0.w, r0.w, -r0.w
|
|
temp0.w = (temp0.w >= -temp0.w) ? 1 : 0;
|
|
// frc r1.y, r1.y
|
|
temp1.y = frac(temp1.y);
|
|
// lrp r2.z, r0.w, r1.y, -r1.y
|
|
temp2.z = lerp(-temp1.y, temp1.y, temp0.w);
|
|
// mul r0.w, r2.z, c40.y
|
|
temp0.w = temp2.z * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y;
|
|
// mul r1.z, r0.w, c54.x
|
|
temp1.z = temp0.w * expr54.x;
|
|
// abs r0.w, r1.z
|
|
temp0.w = abs(temp1.z);
|
|
// frc r0.w, r0.w
|
|
temp0.w = frac(temp0.w);
|
|
// sge r2.z, r1.z, -r1.z
|
|
temp2.z = (temp1.z >= -temp1.z) ? 1 : 0;
|
|
// lrp r3.x, r2.z, r0.w, -r0.w
|
|
temp3.x = lerp(-temp0.w, temp0.w, temp2.z);
|
|
// mul r1.y, r3.x, c40.x
|
|
temp1.y = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
|
|
// frc r2.zw, r1.xyyz
|
|
temp2.zw = frac(temp1.yz);
|
|
// add r1.yz, r1, -r2.xzww
|
|
temp1.yz = temp1.yz + -temp2.zw;
|
|
// slt r0.w, v0.w, r1.w
|
|
temp0.w = (i.position.w < temp1.w) ? 1 : 0;
|
|
// mad r0.w, r0.w, -v2.y, v2.y
|
|
temp0.w = temp0.w * -i.texcoord1.y + i.texcoord1.y;
|
|
// frc r2.z, r0.w
|
|
temp2.z = frac(temp0.w);
|
|
// add r0.w, r0.w, -r2.z
|
|
temp0.w = temp0.w + -temp2.z;
|
|
// mova a0.w, r0.w
|
|
addr0.w = temp0.w;
|
|
// mov r3.xy, c27[a0.w]
|
|
temp3.xy = float2(-0.5, -0.5);
|
|
// mad r2.zw, r3.xyxy, c38.xyxy, c38.z
|
|
temp2.zw = temp3.xy * float2(1, -1) + float2(0.5, 0.5);
|
|
// add r1.yz, r1, r2.xzww
|
|
temp1.yz = temp1.yz + temp2.zw;
|
|
// mul oT0.xy, r1.yzzw, c54.x
|
|
o.texcoord = temp1.yzzw * expr54.x;
|
|
// mov r3.xy, c74
|
|
temp3.xy = Physics.VelocityDampingRange.xy;
|
|
// mova a0.w, r0.y
|
|
addr0.w = temp0.y;
|
|
// mad r0.y, c11[a0.w].x, r3.y, r3.x
|
|
temp0.y = float1(0.957897) * temp3.y + temp3.x;
|
|
// add r1.y, r0.y, c28.w
|
|
temp1.y = temp0.y + float1(-1);
|
|
// mul r1.y, r1.y, r1.y
|
|
temp1.y = temp1.y * temp1.y;
|
|
// sge r1.y, -r1.y, r1.y
|
|
temp1.y = (-temp1.y >= temp1.y) ? 1 : 0;
|
|
// lrp r2.z, r1.y, c29.z, r0.y
|
|
temp2.z = lerp(temp0.y, float1(1.0001), temp1.y);
|
|
// log r0.y, r2.z
|
|
temp0.y = log2(temp2.z);
|
|
// mul r1.y, r0.y, c29.w
|
|
temp1.y = temp0.y * float1(0.6931472);
|
|
// mul r0.y, r1.w, r0.y
|
|
temp0.y = temp1.w * temp0.y;
|
|
// rcp r1.y, r1.y
|
|
temp1.y = 1.0f / temp1.y;
|
|
// exp r0.y, r0.y
|
|
temp0.y = exp2(temp0.y);
|
|
// add r0.y, r0.y, c28.w
|
|
temp0.y = temp0.y + float1(-1);
|
|
// mul r0.y, r1.y, r0.y
|
|
temp0.y = temp1.y * temp0.y;
|
|
// mov r3.xyz, v0
|
|
temp3.xyz = i.position.xyz;
|
|
// mad r3.xyz, v1, r0.y, r3
|
|
temp3.xyz = i.texcoord.xyz * temp0.yyy + temp3.xyz;
|
|
// mul r0.y, r1.w, -c27.x
|
|
temp0.y = temp1.w * float1(0.5);
|
|
// mov r4.xyz, c72
|
|
temp4.xyz = Physics.Gravity.xyz;
|
|
// mad r4.xyz, r0.y, r4, c73
|
|
temp4.xyz = temp0.yyy * temp4.xyz + Physics.DriftVelocity.xyz;
|
|
// mad r3.xyz, r4, r1.w, r3
|
|
temp3.xyz = temp4.xyz * temp1.www + temp3.xyz;
|
|
// add r4.xyz, r3.xyyw, -v0.xyyw
|
|
temp4.xyz = temp3.xyy + -i.position.xyy;
|
|
// mova a0.w, r0.z
|
|
addr0.w = temp0.z;
|
|
// mov r5.xyz, c11[a0.w]
|
|
temp5.xyz = float3(0.957897, 0.37887052, 0.36357188);
|
|
// mov r6.xyz, c61
|
|
temp6.xyz = Update.XYRotation_Rate_Damping__Spread.xyz;
|
|
// mad r5.xyz, r5, r6, c60
|
|
temp5.xyz = temp5.xyz * temp6.xyz + Update.XYRotation_Rate_Damping__Min.xyz;
|
|
// mova a0.w, r0.x
|
|
addr0.w = temp0.x;
|
|
// mov r0.xyz, c11[a0.w]
|
|
temp0.xyz = float3(0.957897, 0.37887052, 0.36357188);
|
|
// mov r6.xyz, c59
|
|
temp6.xyz = Update.Size_Rate_Damping__Spread.xyz;
|
|
// mad r0.xyz, r0, r6, c58
|
|
temp0.xyz = temp0.xyz * temp6.xyz + Update.Size_Rate_Damping__Min.xyz;
|
|
// add r1.y, r5.z, c28.w
|
|
temp1.y = temp5.z + float1(-1);
|
|
// mul r1.y, r1.y, r1.y
|
|
temp1.y = temp1.y * temp1.y;
|
|
// sge r1.y, -r1.y, r1.y
|
|
temp1.y = (-temp1.y >= temp1.y) ? 1 : 0;
|
|
// lrp r2.z, r1.y, c29.z, r5.z
|
|
temp2.z = lerp(temp5.z, float1(1.0001), temp1.y);
|
|
// log r1.y, r2.z
|
|
temp1.y = log2(temp2.z);
|
|
// mul r1.z, r1.y, c29.w
|
|
temp1.z = temp1.y * float1(0.6931472);
|
|
// mul r1.y, r1.w, r1.y
|
|
temp1.y = temp1.w * temp1.y;
|
|
// rcp r1.z, r1.z
|
|
temp1.z = 1.0f / temp1.z;
|
|
// exp r1.y, r1.y
|
|
temp1.y = exp2(temp1.y);
|
|
// add r1.y, r1.y, c28.w
|
|
temp1.y = temp1.y + float1(-1);
|
|
// mul r1.y, r1.z, r1.y
|
|
temp1.y = temp1.z * temp1.y;
|
|
// mad r1.y, r5.y, r1.y, r5.x
|
|
temp1.y = temp5.y * temp1.y + temp5.x;
|
|
// mad r1.y, r1.y, c30.z, c30.y
|
|
temp1.y = temp1.y * float1(0.15915494) + float1(0.5);
|
|
// frc r1.y, r1.y
|
|
temp1.y = frac(temp1.y);
|
|
// mad r1.y, r1.y, c31.z, c31.w
|
|
temp1.y = temp1.y * float1(6.2831855) + float1(-3.1415927);
|
|
// sincos r5.xy, r1.y, c0, c1
|
|
temp5.xy = float2(cos(temp1.y), sin(temp1.y));
|
|
// mul r4.yzw, r4.xxyz, r5.xxyx
|
|
temp4.yzw = temp4.xyz * temp5.xyx;
|
|
// mad r1.z, r4.x, -r5.y, r4.w
|
|
temp1.z = temp4.x * -temp5.y + temp4.w;
|
|
// add r1.y, r4.z, r4.y
|
|
temp1.y = temp4.z + temp4.y;
|
|
// add r3.xy, r1.yzzw, v0
|
|
temp3.xy = temp1.yz + i.position.xy;
|
|
// mova a0.w, r0.w
|
|
addr0.w = temp0.w;
|
|
// mul r2.xzw, r2.xyyx, c27[a0.w].xyyy
|
|
temp2.xzw = temp2.xyx * float3(-0.5, -0.5, -0.5);
|
|
// mova a0.w, r0.w
|
|
addr0.w = temp0.w;
|
|
// mad r0.w, c27[a0.w].x, -r2.y, r2.w
|
|
temp0.w = float1(-0.5) * -temp2.y + temp2.w;
|
|
// add r1.y, r2.z, r2.x
|
|
temp1.y = temp2.z + temp2.x;
|
|
// mul r2.xyz, r0.w, c76
|
|
temp2.xyz = temp0.www * (View._m01_m11_m21_m31).xyz;
|
|
// mad r2.xyz, r1.y, c75, r2
|
|
temp2.xyz = temp1.yyy * (View._m00_m10_m20_m30).xyz + temp2.xyz;
|
|
// add r0.w, r0.z, c28.w
|
|
temp0.w = temp0.z + float1(-1);
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// sge r0.w, -r0.w, r0.w
|
|
temp0.w = (-temp0.w >= temp0.w) ? 1 : 0;
|
|
// lrp r1.y, r0.w, c29.z, r0.z
|
|
temp1.y = lerp(temp0.z, float1(1.0001), temp0.w);
|
|
// log r0.z, r1.y
|
|
temp0.z = log2(temp1.y);
|
|
// mul r0.w, r1.w, r0.z
|
|
temp0.w = temp1.w * temp0.z;
|
|
// mul r0.z, r0.z, c29.w
|
|
temp0.z = temp0.z * float1(0.6931472);
|
|
// exp r0.w, r0.w
|
|
temp0.w = exp2(temp0.w);
|
|
// add r0.w, r0.w, c28.w
|
|
temp0.w = temp0.w + float1(-1);
|
|
// rcp r0.z, r0.z
|
|
temp0.z = 1.0f / temp0.z;
|
|
// mul r0.z, r0.w, r0.z
|
|
temp0.z = temp0.w * temp0.z;
|
|
// mad r0.x, r0.y, r0.z, r0.x
|
|
temp0.x = temp0.y * temp0.z + temp0.x;
|
|
// mad r2.xyz, r0.x, r2, r3
|
|
temp2.xyz = temp0.xxx * temp2.xyz + temp3.xyz;
|
|
// mul r0.x, r0.x, c30.w
|
|
temp0.x = temp0.x * float1(0.2);
|
|
// mov r2.w, -c28.w
|
|
temp2.w = float1(1);
|
|
// dp4 r3.z, r2, c66
|
|
temp3.z = dot(temp2, (WorldView._m02_m12_m22_m32));
|
|
// rcp r0.x, r0.x
|
|
temp0.x = 1.0f / temp0.x;
|
|
// mul oT6.x, r3.z, r0.x
|
|
o.texcoord6.x = temp3.z * temp0.x;
|
|
// mov oT6.y, r0.x
|
|
o.texcoord6.y = temp0.x;
|
|
// dp4 r3.x, r2, c64
|
|
temp3.x = dot(temp2, (WorldView._m00_m10_m20_m30));
|
|
// dp4 r3.y, r2, c65
|
|
temp3.y = dot(temp2, (WorldView._m01_m11_m21_m31));
|
|
// dp4 r3.w, r2, c67
|
|
temp3.w = dot(temp2, (WorldView._m03_m13_m23_m33));
|
|
// dp4 r0.x, r3, c68
|
|
temp0.x = dot(temp3, (Projection._m00_m10_m20_m30));
|
|
// dp4 r0.y, r3, c69
|
|
temp0.y = dot(temp3, (Projection._m01_m11_m21_m31));
|
|
// dp4 r0.z, r3, c70
|
|
temp0.z = dot(temp3, (Projection._m02_m12_m22_m32));
|
|
// dp4 r0.w, r3, c71
|
|
temp0.w = dot(temp3, (Projection._m03_m13_m23_m33));
|
|
// mov oPos, r0
|
|
o.position = temp0;
|
|
// mov oT5, r0
|
|
o.texcoord5 = temp0;
|
|
// rcp r0.x, v0.w
|
|
temp0.x = 1.0f / i.position.w;
|
|
// mul r0.x, r1.w, r0.x
|
|
temp0.x = temp1.w * temp0.x;
|
|
// mov r2, c43
|
|
temp2 = Draw.ColorAnimationFunctions[2];
|
|
// mad r2, r2, r0.x, c44
|
|
temp2 = temp2 * temp0.x + Draw.ColorAnimationFunctions[3];
|
|
// mov r3, c45
|
|
temp3 = Draw.ColorAnimationFunctions[4];
|
|
// mad r3, r3, r0.x, c46
|
|
temp3 = temp3 * temp0.x + Draw.ColorAnimationFunctions[5];
|
|
// slt r0.yz, r0.x, c47
|
|
temp0.yz = (temp0.xx < Draw.TimeKeys.yz) ? 1 : 0;
|
|
// mov r4, c41
|
|
temp4 = Draw.ColorAnimationFunctions[0];
|
|
// mad r4, r4, r0.x, c42
|
|
temp4 = temp4 * temp0.x + Draw.ColorAnimationFunctions[1];
|
|
// lrp r5, r0.z, r2, r3
|
|
temp5 = lerp(temp3, temp2, temp0.z);
|
|
// lrp r2, r0.y, r4, r5
|
|
temp2 = lerp(temp5, temp4, temp0.y);
|
|
// mul r0, r1.x, r2
|
|
temp0 = temp1.x * temp2;
|
|
// mad oT1, r0, c39.xxxy, c39.zzzw
|
|
o.texcoord1 = temp0 * float4(2, 2, 2, 1) + float4(-1, -1, -1, 0);
|
|
// mov oT2.z, c55.x
|
|
o.texcoord2.z = expr55.x;
|
|
// mov oT3.z, c56.x
|
|
o.texcoord3.z = expr56.x;
|
|
// mov oT4.z, c57.x
|
|
o.texcoord4.z = expr57.x;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// Default_Expression5 Expression_2_0 Has PRES False
|
|
float Default_Expression5()
|
|
{
|
|
float1 expr0;
|
|
// mov c0.x, c0.x
|
|
expr0.x = ShouldDrawParticleSoft.x;
|
|
return expr0;
|
|
}
|
|
|
|
// Default_VertexShader6 Vertex_2_0 Has PRES True
|
|
struct Default_VertexShader6_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
struct Default_VertexShader6_Output
|
|
{
|
|
float3 texcoord2 : TEXCOORD2;
|
|
float3 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord6 : TEXCOORD6;
|
|
float4 position : POSITION;
|
|
float4 texcoord5 : TEXCOORD5;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
Default_VertexShader6_Output Default_VertexShader6(Default_VertexShader6_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 51
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 7
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 51
|
|
Unknown6: 1
|
|
Mappings: 2
|
|
0 - ConstOutput: 53 ConstInput 5
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr51;
|
|
float4 expr52;
|
|
float4 expr53;
|
|
float4 expr54;
|
|
float4 expr55;
|
|
float4 expr56;
|
|
float4 expr57;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float4 temp2;
|
|
// Expression_2_1
|
|
// mul c51.x, c7.x, (30)
|
|
expr51.x = Time.x * (30);
|
|
// mul r0.x, c0.z, c1.y
|
|
temp0.x = (View._m00_m10_m20_m30).z * (View._m01_m11_m21_m31).y;
|
|
// mul r0.y, c0.x, c1.z
|
|
temp0.y = (View._m00_m10_m20_m30).x * (View._m01_m11_m21_m31).z;
|
|
// mul r0.z, c0.y, c1.x
|
|
temp0.z = (View._m00_m10_m20_m30).y * (View._m01_m11_m21_m31).x;
|
|
// neg r1.xyz, r0.xyz
|
|
temp1.xyz = -temp0.xyz;
|
|
// mul r0.x, c0.y, c1.z
|
|
temp0.x = (View._m00_m10_m20_m30).y * (View._m01_m11_m21_m31).z;
|
|
// mul r0.y, c0.z, c1.x
|
|
temp0.y = (View._m00_m10_m20_m30).z * (View._m01_m11_m21_m31).x;
|
|
// mul r0.z, c0.x, c1.y
|
|
temp0.z = (View._m00_m10_m20_m30).x * (View._m01_m11_m21_m31).y;
|
|
// add r2.xyz, r1.xyz, r0.xyz
|
|
temp2.xyz = temp1.xyz + temp0.xyz;
|
|
// dot r0.xyz, r2.xyz, c3.xyz
|
|
temp0.xyz = dot(temp2.xyz, (World._m00_m10_m20_m30).xyz);
|
|
// dot r0.yzw, r2.xyz, c4.xyz
|
|
temp0.yzw = dot(temp2.xyz, (World._m01_m11_m21_m31).xyz);
|
|
// dot r0.zwx, r2.xyz, c5.xyz
|
|
temp0.zwx = dot(temp2.xyz, (World._m02_m12_m22_m32).xyz);
|
|
// dot r1.xyz, r0.xyz, r0.xyz
|
|
temp1.xyz = dot(temp0.xyz, temp0.xyz);
|
|
// rsq r0.w, r1.x
|
|
temp0.w = 1.0f / sqrt(temp1.x);
|
|
// mul r1.xyz, r0.w, r0.xyz
|
|
temp1.xyz = temp0.w * temp0.xyz;
|
|
// dot c55.xyz, r1.xyz, c0.xyz
|
|
expr55.xyz = dot(temp1.xyz, (View._m00_m10_m20_m30).xyz);
|
|
// dot c56.xyz, r1.xyz, c1.xyz
|
|
expr56.xyz = dot(temp1.xyz, (View._m01_m11_m21_m31).xyz);
|
|
// dot c57.xyz, r1.xyz, c2.xyz
|
|
expr57.xyz = dot(temp1.xyz, (View._m02_m12_m22_m32).xyz);
|
|
// rcp c53.x, c6.y
|
|
expr53.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y);
|
|
// rcp c54.x, c6.x
|
|
expr54.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x);
|
|
}
|
|
|
|
Default_VertexShader6_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float4 addr0;
|
|
float3 temp6;
|
|
// def c36, 2.0625, 8.9375, 6.1875, 1.375
|
|
// def c38, 1, -1, 0.5, 0
|
|
// def c28, 0.5, -0.5, 16, -1
|
|
// def c30, -0.5, 0.5, 0.1591549, 0.2
|
|
// def c31, 0, 0, 6.283185, -3.141593
|
|
// def c37, 0.1875, 4.8125, 2.75, 0
|
|
// def c29, 0.5, 0.5, 1.0001, 0.6931472
|
|
// def c27, -0.5, -0.5, 0, 0.1875
|
|
// def c39, 2, 1, -1, 0
|
|
// def c11, 0.957897, 0.3788705, 0.3635719, 0.3287609
|
|
// def c12, 0.1762373, 0.9145751, 0.4360935, 0.3476284
|
|
// def c13, 0.743219, 0.4425611, 0.9974546, 0.3622138
|
|
// def c14, 0.4896626, 0.6664233, 0.8305699, 0.9742577
|
|
// def c15, 0.8947675, 0.8236215, 0.9309705, 0.05219847
|
|
// def c16, 0.1411007, 0.6527002, 0.008452523, 0.6430574
|
|
// def c17, 0.229799, 0.897999, 0.753822, 0.1316504
|
|
// def c18, 0.5815384, 0.2836916, 0.09156471, 0.407481
|
|
// def c19, 0.2706044, 0.7228181, 0.1694367, 0.1469052
|
|
// def c20, 0.5995556, 0.0964533, 0.8763983, 0.1172229
|
|
// def c21, 0.5101711, 0.9421572, 0.1957888, 0.9167565
|
|
// def c22, 0.03546793, 0.5340094, 0.1673218, 0.5576764
|
|
// def c23, 0.861564, 0.2251601, 0.082332, 0.8790039
|
|
// def c24, 0.1730866, 0.8935188, 0.01392406, 0.1787381
|
|
// def c25, 0.8269383, 0.7718143, 0.4395359, 0.493963
|
|
// def c26, 0.5423613, 0.7218617, 0.7697314, 0.5878567
|
|
// def c32, -0.25, -0.25, 0, 0
|
|
// def c33, 0.25, -0.25, 0, 0
|
|
// def c34, 0.25, 0.25, 0, 0
|
|
// def c35, -0.25, 0.25, 0, 0
|
|
// def c0, -1.550099E-06, -2.170139E-05, 0.002604167, 0.0002604167
|
|
// def c1, -0.02083333, -0.125, 1, 0.5
|
|
// dcl_position v0
|
|
// dcl_texcoord v1
|
|
// dcl_texcoord1 v2
|
|
// mov r0.w, c27.w
|
|
temp0.w = float1(0.1875);
|
|
// mad r0, v2.x, r0.w, c36
|
|
temp0 = i.texcoord1.x * temp0.w + float4(2.0625, 8.9375, 6.1875, 1.375);
|
|
// frc r0, r0
|
|
temp0 = frac(temp0);
|
|
// mul r0, r0, c28.z
|
|
temp0 = temp0 * float4(16, 16, 16, 16);
|
|
// frc r1, r0
|
|
temp1 = frac(temp0);
|
|
// add r0, r0, -r1
|
|
temp0 = temp0 + -temp1;
|
|
// mova a0.w, r0.w
|
|
addr0.w = temp0.w;
|
|
// mov r1.xyz, c11[a0.w]
|
|
temp1.xyz = float3(0.957897, 0.37887052, 0.36357188);
|
|
// mov r2.xyz, c63
|
|
temp2.xyz = Update.ZRotation_Rate_Damping__Spread.xyz;
|
|
// mad r1.xyz, r1, r2, c62
|
|
temp1.xyz = temp1.xyz * temp2.xyz + Update.ZRotation_Rate_Damping__Min.xyz;
|
|
// add r0.w, r1.z, c28.w
|
|
temp0.w = temp1.z + float1(-1);
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// sge r0.w, -r0.w, r0.w
|
|
temp0.w = (-temp0.w >= temp0.w) ? 1 : 0;
|
|
// lrp r2.x, r0.w, c29.z, r1.z
|
|
temp2.x = lerp(temp1.z, float1(1.0001), temp0.w);
|
|
// log r0.w, r2.x
|
|
temp0.w = log2(temp2.x);
|
|
// mul r1.z, r0.w, c29.w
|
|
temp1.z = temp0.w * float1(0.6931472);
|
|
// rcp r1.z, r1.z
|
|
temp1.z = 1.0f / temp1.z;
|
|
// add r1.w, -v1.w, c51.x
|
|
temp1.w = -i.texcoord.w + expr51.x;
|
|
// mul r0.w, r0.w, r1.w
|
|
temp0.w = temp0.w * temp1.w;
|
|
// exp r0.w, r0.w
|
|
temp0.w = exp2(temp0.w);
|
|
// add r0.w, r0.w, c28.w
|
|
temp0.w = temp0.w + float1(-1);
|
|
// mul r0.w, r1.z, r0.w
|
|
temp0.w = temp1.z * temp0.w;
|
|
// mad r0.w, r1.y, r0.w, r1.x
|
|
temp0.w = temp1.y * temp0.w + temp1.x;
|
|
// mad r0.w, r0.w, c30.z, c30.y
|
|
temp0.w = temp0.w * float1(0.15915494) + float1(0.5);
|
|
// frc r0.w, r0.w
|
|
temp0.w = frac(temp0.w);
|
|
// mad r0.w, r0.w, c31.z, c31.w
|
|
temp0.w = temp0.w * float1(6.2831855) + float1(-3.1415927);
|
|
// sincos r2.xy, r0.w, c0, c1
|
|
temp2.xy = float2(cos(temp0.w), sin(temp0.w));
|
|
// mul r1.xyz, r2.y, c76
|
|
temp1.xyz = temp2.yyy * (View._m01_m11_m21_m31).xyz;
|
|
// mad r1.xyz, r2.x, c75, r1
|
|
temp1.xyz = temp2.xxx * (View._m00_m10_m20_m30).xyz + temp1.xyz;
|
|
// dp3 oT2.x, r1, c75
|
|
o.texcoord2.x = dot(temp1.xyz, (View._m00_m10_m20_m30).xyz);
|
|
// dp3 oT3.x, r1, c76
|
|
o.texcoord3.x = dot(temp1.xyz, (View._m01_m11_m21_m31).xyz);
|
|
// dp3 oT4.x, r1, c77
|
|
o.texcoord4.x = dot(temp1.xyz, (View._m02_m12_m22_m32).xyz);
|
|
// mul r1.xyz, r2.x, c76
|
|
temp1.xyz = temp2.xxx * (View._m01_m11_m21_m31).xyz;
|
|
// mad r1.xyz, -r2.y, c75, r1
|
|
temp1.xyz = -temp2.yyy * (View._m00_m10_m20_m30).xyz + temp1.xyz;
|
|
// dp3 oT2.y, r1, c75
|
|
o.texcoord2.y = dot(temp1.xyz, (View._m00_m10_m20_m30).xyz);
|
|
// dp3 oT3.y, r1, c76
|
|
o.texcoord3.y = dot(temp1.xyz, (View._m01_m11_m21_m31).xyz);
|
|
// dp3 oT4.y, r1, c77
|
|
o.texcoord4.y = dot(temp1.xyz, (View._m02_m12_m22_m32).xyz);
|
|
// mad r1.xy, v2.x, c37.x, c37.yzzw
|
|
temp1.xy = i.texcoord1.xx * float2(0.1875, 0.1875) + float2(4.8125, 2.75);
|
|
// frc r1.xy, r1
|
|
temp1.xy = frac(temp1.xy);
|
|
// mul r1.xy, r1, c28.z
|
|
temp1.xy = temp1.xy * float2(16, 16);
|
|
// frc r2.zw, r1.xyxy
|
|
temp2.zw = frac(temp1.xy);
|
|
// add r1.xy, r1, -r2.zwzw
|
|
temp1.xy = temp1.xy + -temp2.zw;
|
|
// mov r3.y, c40.y
|
|
temp3.y = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y;
|
|
// mova a0.w, r1.x
|
|
addr0.w = temp1.x;
|
|
// mul r0.w, r3.y, c11[a0.w].x
|
|
temp0.w = temp3.y * float1(0.957897);
|
|
// frc r0.w, r0.w
|
|
temp0.w = frac(temp0.w);
|
|
// mova a0.w, r1.x
|
|
addr0.w = temp1.x;
|
|
// mad r0.w, c11[a0.w].x, r3.y, -r0.w
|
|
temp0.w = float1(0.957897) * temp3.y + -temp0.w;
|
|
// mov r3.xy, c50
|
|
temp3.xy = Draw.ColorScaleRange.xy;
|
|
// mova a0.w, r1.y
|
|
addr0.w = temp1.y;
|
|
// mad r1.x, c11[a0.w].x, r3.y, r3.x
|
|
temp1.x = float1(0.957897) * temp3.y + temp3.x;
|
|
// mad r0.w, r1.w, c49.x, r0.w
|
|
temp0.w = temp1.w * Draw.SpeedMultiplier.x + temp0.w;
|
|
// mul r0.w, r0.w, c53.x
|
|
temp0.w = temp0.w * expr53.x;
|
|
// abs r1.y, r0.w
|
|
temp1.y = abs(temp0.w);
|
|
// sge r0.w, r0.w, -r0.w
|
|
temp0.w = (temp0.w >= -temp0.w) ? 1 : 0;
|
|
// frc r1.y, r1.y
|
|
temp1.y = frac(temp1.y);
|
|
// lrp r2.z, r0.w, r1.y, -r1.y
|
|
temp2.z = lerp(-temp1.y, temp1.y, temp0.w);
|
|
// mul r0.w, r2.z, c40.y
|
|
temp0.w = temp2.z * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y;
|
|
// mul r1.z, r0.w, c54.x
|
|
temp1.z = temp0.w * expr54.x;
|
|
// abs r0.w, r1.z
|
|
temp0.w = abs(temp1.z);
|
|
// frc r0.w, r0.w
|
|
temp0.w = frac(temp0.w);
|
|
// sge r2.z, r1.z, -r1.z
|
|
temp2.z = (temp1.z >= -temp1.z) ? 1 : 0;
|
|
// lrp r3.x, r2.z, r0.w, -r0.w
|
|
temp3.x = lerp(-temp0.w, temp0.w, temp2.z);
|
|
// mul r1.y, r3.x, c40.x
|
|
temp1.y = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
|
|
// frc r2.zw, r1.xyyz
|
|
temp2.zw = frac(temp1.yz);
|
|
// add r1.yz, r1, -r2.xzww
|
|
temp1.yz = temp1.yz + -temp2.zw;
|
|
// slt r0.w, v0.w, r1.w
|
|
temp0.w = (i.position.w < temp1.w) ? 1 : 0;
|
|
// mad r0.w, r0.w, -v2.y, v2.y
|
|
temp0.w = temp0.w * -i.texcoord1.y + i.texcoord1.y;
|
|
// frc r2.z, r0.w
|
|
temp2.z = frac(temp0.w);
|
|
// add r0.w, r0.w, -r2.z
|
|
temp0.w = temp0.w + -temp2.z;
|
|
// mova a0.w, r0.w
|
|
addr0.w = temp0.w;
|
|
// mov r3.xy, c27[a0.w]
|
|
temp3.xy = float2(-0.5, -0.5);
|
|
// mad r2.zw, r3.xyxy, c38.xyxy, c38.z
|
|
temp2.zw = temp3.xy * float2(1, -1) + float2(0.5, 0.5);
|
|
// add r1.yz, r1, r2.xzww
|
|
temp1.yz = temp1.yz + temp2.zw;
|
|
// mul oT0.xy, r1.yzzw, c54.x
|
|
o.texcoord = temp1.yzzw * expr54.x;
|
|
// mov r3.xy, c74
|
|
temp3.xy = Physics.VelocityDampingRange.xy;
|
|
// mova a0.w, r0.y
|
|
addr0.w = temp0.y;
|
|
// mad r0.y, c11[a0.w].x, r3.y, r3.x
|
|
temp0.y = float1(0.957897) * temp3.y + temp3.x;
|
|
// add r1.y, r0.y, c28.w
|
|
temp1.y = temp0.y + float1(-1);
|
|
// mul r1.y, r1.y, r1.y
|
|
temp1.y = temp1.y * temp1.y;
|
|
// sge r1.y, -r1.y, r1.y
|
|
temp1.y = (-temp1.y >= temp1.y) ? 1 : 0;
|
|
// lrp r2.z, r1.y, c29.z, r0.y
|
|
temp2.z = lerp(temp0.y, float1(1.0001), temp1.y);
|
|
// log r0.y, r2.z
|
|
temp0.y = log2(temp2.z);
|
|
// mul r1.y, r0.y, c29.w
|
|
temp1.y = temp0.y * float1(0.6931472);
|
|
// mul r0.y, r1.w, r0.y
|
|
temp0.y = temp1.w * temp0.y;
|
|
// rcp r1.y, r1.y
|
|
temp1.y = 1.0f / temp1.y;
|
|
// exp r0.y, r0.y
|
|
temp0.y = exp2(temp0.y);
|
|
// add r0.y, r0.y, c28.w
|
|
temp0.y = temp0.y + float1(-1);
|
|
// mul r0.y, r1.y, r0.y
|
|
temp0.y = temp1.y * temp0.y;
|
|
// mov r3.xyz, v0
|
|
temp3.xyz = i.position.xyz;
|
|
// mad r3.xyz, v1, r0.y, r3
|
|
temp3.xyz = i.texcoord.xyz * temp0.yyy + temp3.xyz;
|
|
// mul r0.y, r1.w, -c27.x
|
|
temp0.y = temp1.w * float1(0.5);
|
|
// mov r4.xyz, c72
|
|
temp4.xyz = Physics.Gravity.xyz;
|
|
// mad r4.xyz, r0.y, r4, c73
|
|
temp4.xyz = temp0.yyy * temp4.xyz + Physics.DriftVelocity.xyz;
|
|
// mad r3.xyz, r4, r1.w, r3
|
|
temp3.xyz = temp4.xyz * temp1.www + temp3.xyz;
|
|
// add r4.xyz, r3.xyyw, -v0.xyyw
|
|
temp4.xyz = temp3.xyy + -i.position.xyy;
|
|
// mova a0.w, r0.z
|
|
addr0.w = temp0.z;
|
|
// mov r5.xyz, c11[a0.w]
|
|
temp5.xyz = float3(0.957897, 0.37887052, 0.36357188);
|
|
// mov r6.xyz, c61
|
|
temp6.xyz = Update.XYRotation_Rate_Damping__Spread.xyz;
|
|
// mad r5.xyz, r5, r6, c60
|
|
temp5.xyz = temp5.xyz * temp6.xyz + Update.XYRotation_Rate_Damping__Min.xyz;
|
|
// mova a0.w, r0.x
|
|
addr0.w = temp0.x;
|
|
// mov r0.xyz, c11[a0.w]
|
|
temp0.xyz = float3(0.957897, 0.37887052, 0.36357188);
|
|
// mov r6.xyz, c59
|
|
temp6.xyz = Update.Size_Rate_Damping__Spread.xyz;
|
|
// mad r0.xyz, r0, r6, c58
|
|
temp0.xyz = temp0.xyz * temp6.xyz + Update.Size_Rate_Damping__Min.xyz;
|
|
// add r1.y, r5.z, c28.w
|
|
temp1.y = temp5.z + float1(-1);
|
|
// mul r1.y, r1.y, r1.y
|
|
temp1.y = temp1.y * temp1.y;
|
|
// sge r1.y, -r1.y, r1.y
|
|
temp1.y = (-temp1.y >= temp1.y) ? 1 : 0;
|
|
// lrp r2.z, r1.y, c29.z, r5.z
|
|
temp2.z = lerp(temp5.z, float1(1.0001), temp1.y);
|
|
// log r1.y, r2.z
|
|
temp1.y = log2(temp2.z);
|
|
// mul r1.z, r1.y, c29.w
|
|
temp1.z = temp1.y * float1(0.6931472);
|
|
// mul r1.y, r1.w, r1.y
|
|
temp1.y = temp1.w * temp1.y;
|
|
// rcp r1.z, r1.z
|
|
temp1.z = 1.0f / temp1.z;
|
|
// exp r1.y, r1.y
|
|
temp1.y = exp2(temp1.y);
|
|
// add r1.y, r1.y, c28.w
|
|
temp1.y = temp1.y + float1(-1);
|
|
// mul r1.y, r1.z, r1.y
|
|
temp1.y = temp1.z * temp1.y;
|
|
// mad r1.y, r5.y, r1.y, r5.x
|
|
temp1.y = temp5.y * temp1.y + temp5.x;
|
|
// mad r1.y, r1.y, c30.z, c30.y
|
|
temp1.y = temp1.y * float1(0.15915494) + float1(0.5);
|
|
// frc r1.y, r1.y
|
|
temp1.y = frac(temp1.y);
|
|
// mad r1.y, r1.y, c31.z, c31.w
|
|
temp1.y = temp1.y * float1(6.2831855) + float1(-3.1415927);
|
|
// sincos r5.xy, r1.y, c0, c1
|
|
temp5.xy = float2(cos(temp1.y), sin(temp1.y));
|
|
// mul r4.yzw, r4.xxyz, r5.xxyx
|
|
temp4.yzw = temp4.xyz * temp5.xyx;
|
|
// mad r1.z, r4.x, -r5.y, r4.w
|
|
temp1.z = temp4.x * -temp5.y + temp4.w;
|
|
// add r1.y, r4.z, r4.y
|
|
temp1.y = temp4.z + temp4.y;
|
|
// add r3.xy, r1.yzzw, v0
|
|
temp3.xy = temp1.yz + i.position.xy;
|
|
// mova a0.w, r0.w
|
|
addr0.w = temp0.w;
|
|
// mul r2.xzw, r2.xyyx, c27[a0.w].xyyy
|
|
temp2.xzw = temp2.xyx * float3(-0.5, -0.5, -0.5);
|
|
// mova a0.w, r0.w
|
|
addr0.w = temp0.w;
|
|
// mad r0.w, c27[a0.w].x, -r2.y, r2.w
|
|
temp0.w = float1(-0.5) * -temp2.y + temp2.w;
|
|
// add r1.y, r2.z, r2.x
|
|
temp1.y = temp2.z + temp2.x;
|
|
// mul r2.xyz, r0.w, c76
|
|
temp2.xyz = temp0.www * (View._m01_m11_m21_m31).xyz;
|
|
// mad r2.xyz, r1.y, c75, r2
|
|
temp2.xyz = temp1.yyy * (View._m00_m10_m20_m30).xyz + temp2.xyz;
|
|
// add r0.w, r0.z, c28.w
|
|
temp0.w = temp0.z + float1(-1);
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// sge r0.w, -r0.w, r0.w
|
|
temp0.w = (-temp0.w >= temp0.w) ? 1 : 0;
|
|
// lrp r1.y, r0.w, c29.z, r0.z
|
|
temp1.y = lerp(temp0.z, float1(1.0001), temp0.w);
|
|
// log r0.z, r1.y
|
|
temp0.z = log2(temp1.y);
|
|
// mul r0.w, r1.w, r0.z
|
|
temp0.w = temp1.w * temp0.z;
|
|
// mul r0.z, r0.z, c29.w
|
|
temp0.z = temp0.z * float1(0.6931472);
|
|
// exp r0.w, r0.w
|
|
temp0.w = exp2(temp0.w);
|
|
// add r0.w, r0.w, c28.w
|
|
temp0.w = temp0.w + float1(-1);
|
|
// rcp r0.z, r0.z
|
|
temp0.z = 1.0f / temp0.z;
|
|
// mul r0.z, r0.w, r0.z
|
|
temp0.z = temp0.w * temp0.z;
|
|
// mad r0.x, r0.y, r0.z, r0.x
|
|
temp0.x = temp0.y * temp0.z + temp0.x;
|
|
// mad r2.xyz, r0.x, r2, r3
|
|
temp2.xyz = temp0.xxx * temp2.xyz + temp3.xyz;
|
|
// mul r0.x, r0.x, c30.w
|
|
temp0.x = temp0.x * float1(0.2);
|
|
// mov r2.w, -c28.w
|
|
temp2.w = float1(1);
|
|
// dp4 r3.z, r2, c66
|
|
temp3.z = dot(temp2, (WorldView._m02_m12_m22_m32));
|
|
// rcp r0.x, r0.x
|
|
temp0.x = 1.0f / temp0.x;
|
|
// mul oT6.x, r3.z, r0.x
|
|
o.texcoord6.x = temp3.z * temp0.x;
|
|
// mov oT6.y, r0.x
|
|
o.texcoord6.y = temp0.x;
|
|
// dp4 r3.x, r2, c64
|
|
temp3.x = dot(temp2, (WorldView._m00_m10_m20_m30));
|
|
// dp4 r3.y, r2, c65
|
|
temp3.y = dot(temp2, (WorldView._m01_m11_m21_m31));
|
|
// dp4 r3.w, r2, c67
|
|
temp3.w = dot(temp2, (WorldView._m03_m13_m23_m33));
|
|
// dp4 r0.x, r3, c68
|
|
temp0.x = dot(temp3, (Projection._m00_m10_m20_m30));
|
|
// dp4 r0.y, r3, c69
|
|
temp0.y = dot(temp3, (Projection._m01_m11_m21_m31));
|
|
// dp4 r0.z, r3, c70
|
|
temp0.z = dot(temp3, (Projection._m02_m12_m22_m32));
|
|
// dp4 r0.w, r3, c71
|
|
temp0.w = dot(temp3, (Projection._m03_m13_m23_m33));
|
|
// mov oPos, r0
|
|
o.position = temp0;
|
|
// mov oT5, r0
|
|
o.texcoord5 = temp0;
|
|
// rcp r0.x, v0.w
|
|
temp0.x = 1.0f / i.position.w;
|
|
// mul r0.x, r1.w, r0.x
|
|
temp0.x = temp1.w * temp0.x;
|
|
// mov r2, c43
|
|
temp2 = Draw.ColorAnimationFunctions[2];
|
|
// mad r2, r2, r0.x, c44
|
|
temp2 = temp2 * temp0.x + Draw.ColorAnimationFunctions[3];
|
|
// mov r3, c45
|
|
temp3 = Draw.ColorAnimationFunctions[4];
|
|
// mad r3, r3, r0.x, c46
|
|
temp3 = temp3 * temp0.x + Draw.ColorAnimationFunctions[5];
|
|
// slt r0.yz, r0.x, c47
|
|
temp0.yz = (temp0.xx < Draw.TimeKeys.yz) ? 1 : 0;
|
|
// mov r4, c41
|
|
temp4 = Draw.ColorAnimationFunctions[0];
|
|
// mad r4, r4, r0.x, c42
|
|
temp4 = temp4 * temp0.x + Draw.ColorAnimationFunctions[1];
|
|
// lrp r5, r0.z, r2, r3
|
|
temp5 = lerp(temp3, temp2, temp0.z);
|
|
// lrp r2, r0.y, r4, r5
|
|
temp2 = lerp(temp5, temp4, temp0.y);
|
|
// mul r0, r1.x, r2
|
|
temp0 = temp1.x * temp2;
|
|
// mad oT1, r0, c39.xxxy, c39.zzzw
|
|
o.texcoord1 = temp0 * float4(2, 2, 2, 1) + float4(-1, -1, -1, 0);
|
|
// mov oT2.z, c55.x
|
|
o.texcoord2.z = expr55.x;
|
|
// mov oT3.z, c56.x
|
|
o.texcoord3.z = expr56.x;
|
|
// mov oT4.z, c57.x
|
|
o.texcoord4.z = expr57.x;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
technique Default
|
|
{
|
|
pass P0 <string ExpressionEvaluator = "Particle";>
|
|
{
|
|
VertexShader = compile vs_2_0 Default_VertexShader6(); // 27
|
|
PixelShader = PS_Array_H[Default_Expression5()]; // 28
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 1;
|
|
AlphaFunc = 7;
|
|
AlphaRef = 96;
|
|
}
|
|
}
|
|
|
|
technique Default_M
|
|
{
|
|
pass P0 <string ExpressionEvaluator = "Particle";>
|
|
{
|
|
VertexShader = compile vs_2_0 Default_M_VertexShader4(); // 30
|
|
PixelShader = compile ps_2_0 Default_M_PixelShader3(); // 31
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 1;
|
|
AlphaFunc = 7;
|
|
AlphaRef = 96;
|
|
}
|
|
}
|
|
|
|
technique Default_L
|
|
{
|
|
}
|
|
|