1845 lines
62 KiB
HLSL
1845 lines
62 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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{
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float3 Color;
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float3 Direction;
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} DirectionalLight[3] : register(ps_2_0, c5) : register(vs_2_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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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 : register(ps_2_0, c3) <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, c39) <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, c65) <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, c50) <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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texture ParticleTextureSampler <string UIWidget = "None"; string SasBindAddress = "Particle.Draw.Texture";>; // 8
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sampler2D ParticleTextureSamplerSampler : register(ps_2_0, s0) <string Texture = "ParticleTextureSampler"; string UIWidget = "None"; string SasBindAddress = "Particle.Draw.Texture";> =
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sampler_state
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{
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Texture = <ParticleTextureSampler>; // 11
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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 NextFrameTextureSampler <string UIWidget = "None"; string SasBindAddress = "Particle.Draw.Texture";>; // 15
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sampler2D NextFrameTextureSamplerSampler <string Texture = "NextFrameTextureSampler"; string UIWidget = "None"; string SasBindAddress = "Particle.Draw.Texture";> =
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sampler_state
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{
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Texture = <NextFrameTextureSampler>; // 18
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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 NormalTextureSampler <string UIWidget = "None"; string SasBindAddress = "Particle.Draw.DetailTexture";>; // 22
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sampler2D NormalTextureSamplerSampler : register(ps_2_0, s1) <string Texture = "NormalTextureSampler"; string UIWidget = "None"; string SasBindAddress = "Particle.Draw.DetailTexture";> =
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sampler_state
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{
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Texture = <NormalTextureSampler>; // 25
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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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column_major float4x4 WorldViewProjection : WorldViewProjection : register(vs_2_0, c61);
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column_major float4x3 View : View : register(vs_2_0, c68);
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row_major float4x3 World : World;
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float Time : Time;
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// PS_Array_Shader_0 Pixel_2_0 Has PRES False
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struct PS_Array_Shader_0_Input
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{
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float2 texcoord : TEXCOORD;
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float4 color : COLOR;
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float3 texcoord5 : TEXCOORD5;
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float3 texcoord6 : TEXCOORD6;
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float3 texcoord7 : TEXCOORD7;
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};
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float4 PS_Array_Shader_0(PS_Array_Shader_0_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0, temp1, temp2, temp3;
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// def c0, 2, -1, 10, 0
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// dcl t0.xy
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// dcl v0
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// dcl t5.xyz
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// dcl t6.xyz
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// dcl t7.xyz
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// dcl_2d s0
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// dcl_2d s1
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// texld r0, t0, s1
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temp0 = tex2D(NormalTextureSamplerSampler, i.texcoord.xy);
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// texld r1, t0, s0
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temp1 = tex2D(ParticleTextureSamplerSampler, 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.xyz, r0, c0.z
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temp0.xyz = temp0.xyz * float3(10, 10, 10);
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// nrm r2.xyz, r0
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temp2.xyz = normalize(temp0.xyz).xyz;
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// dp3 r2.w, r2, t6
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temp2.w = dot(temp2.xyz, i.texcoord6.xyz);
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// max r0.x, r2.w, c0.w
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temp0.x = max(temp2.w, float1(0));
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// mov r3.xyz, c3
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temp3.xyz = NoCloudMultiplier.xyz;
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// mul r0.yzw, r3.wzyx, c7.wzyx
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temp0.yzw = temp3.zyx * DirectionalLight[1].Color.zyx;
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// mul r0.xyz, r0.x, r0.wzyx
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temp0.xyz = temp0.xxx * temp0.wzy;
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// dp3 r0.w, r2, t5
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temp0.w = dot(temp2.xyz, i.texcoord5.xyz);
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// dp3 r3.w, r2, t7
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temp3.w = dot(temp2.xyz, i.texcoord7.xyz);
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// max r2.x, r0.w, c0.w
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temp2.x = max(temp0.w, float1(0));
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// mul r2.yzw, r3.wzyx, c5.wzyx
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temp2.yzw = temp3.zyx * DirectionalLight[0].Color.zyx;
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// mad r0.xyz, r2.wzyx, r2.x, r0
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temp0.xyz = temp2.wzy * temp2.xxx + temp0.xyz;
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// max r0.w, r3.w, c0.w
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temp0.w = max(temp3.w, float1(0));
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// mul r2.xyz, r3, c9
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temp2.xyz = temp3.xyz * DirectionalLight[2].Color.xyz;
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// mad r0.xyz, r2, r0.w, r0
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temp0.xyz = temp2.xyz * temp0.www + temp0.xyz;
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// mul r1, r1, v0
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temp1 = temp1 * i.color;
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// mul r1.xyz, r0, r1
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temp1.xyz = temp0.xyz * temp1.xyz;
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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_Shader_1 Pixel_2_0 Has PRES False
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struct PS_Array_Shader_1_Input
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{
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float2 texcoord : TEXCOORD;
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float4 color : COLOR;
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float3 texcoord5 : TEXCOORD5;
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float3 texcoord6 : TEXCOORD6;
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float3 texcoord7 : TEXCOORD7;
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};
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float4 PS_Array_Shader_1(PS_Array_Shader_1_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0, temp1, temp2, temp3;
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// def c0, 2, -1, 10, 0
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// dcl t0.xy
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// dcl v0
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// dcl t5.xyz
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// dcl t6.xyz
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// dcl t7.xyz
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// dcl_2d s0
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// dcl_2d s1
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// texld r0, t0, s1
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temp0 = tex2D(NormalTextureSamplerSampler, i.texcoord.xy);
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// texld r1, t0, s0
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temp1 = tex2D(ParticleTextureSamplerSampler, 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.xyz, r0, c0.z
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temp0.xyz = temp0.xyz * float3(10, 10, 10);
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// nrm r2.xyz, r0
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temp2.xyz = normalize(temp0.xyz).xyz;
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// dp3 r2.w, r2, t6
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temp2.w = dot(temp2.xyz, i.texcoord6.xyz);
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// max r0.x, r2.w, c0.w
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temp0.x = max(temp2.w, float1(0));
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// mov r3.xyz, c3
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temp3.xyz = NoCloudMultiplier.xyz;
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// mul r0.yzw, r3.wzyx, c7.wzyx
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temp0.yzw = temp3.zyx * DirectionalLight[1].Color.zyx;
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// mul r0.xyz, r0.x, r0.wzyx
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temp0.xyz = temp0.xxx * temp0.wzy;
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// dp3 r0.w, r2, t5
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temp0.w = dot(temp2.xyz, i.texcoord5.xyz);
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// dp3 r3.w, r2, t7
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temp3.w = dot(temp2.xyz, i.texcoord7.xyz);
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// max r2.x, r0.w, c0.w
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temp2.x = max(temp0.w, float1(0));
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// mul r2.yzw, r3.wzyx, c5.wzyx
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temp2.yzw = temp3.zyx * DirectionalLight[0].Color.zyx;
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// mad r0.xyz, r2.wzyx, r2.x, r0
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temp0.xyz = temp2.wzy * temp2.xxx + temp0.xyz;
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// max r0.w, r3.w, c0.w
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temp0.w = max(temp3.w, float1(0));
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// mul r2.xyz, r3, c9
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temp2.xyz = temp3.xyz * DirectionalLight[2].Color.xyz;
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// mad r0.xyz, r2, r0.w, r0
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temp0.xyz = temp2.xyz * temp0.www + temp0.xyz;
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// mul r1, r1, v0
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temp1 = temp1 * i.color;
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// mul r1.xyz, r0, r1
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temp1.xyz = temp0.xyz * temp1.xyz;
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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_Shader_2 Pixel_2_0 Has PRES False
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struct PS_Array_Shader_2_Input
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{
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float2 texcoord : TEXCOORD;
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float4 color : COLOR;
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float3 texcoord5 : TEXCOORD5;
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float3 texcoord6 : TEXCOORD6;
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float3 texcoord7 : TEXCOORD7;
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};
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float4 PS_Array_Shader_2(PS_Array_Shader_2_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0, temp1, temp2, temp3;
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// def c0, 2, -1, 10, 0
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// dcl t0.xy
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// dcl v0
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// dcl t5.xyz
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// dcl t6.xyz
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// dcl t7.xyz
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// dcl_2d s0
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// dcl_2d s1
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// texld r0, t0, s1
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temp0 = tex2D(NormalTextureSamplerSampler, i.texcoord.xy);
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// texld r1, t0, s0
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temp1 = tex2D(ParticleTextureSamplerSampler, 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.xyz, r0, c0.z
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temp0.xyz = temp0.xyz * float3(10, 10, 10);
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// nrm r2.xyz, r0
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temp2.xyz = normalize(temp0.xyz).xyz;
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// dp3 r2.w, r2, t6
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temp2.w = dot(temp2.xyz, i.texcoord6.xyz);
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// max r0.x, r2.w, c0.w
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temp0.x = max(temp2.w, float1(0));
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// mov r3.xyz, c3
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temp3.xyz = NoCloudMultiplier.xyz;
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// mul r0.yzw, r3.wzyx, c7.wzyx
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temp0.yzw = temp3.zyx * DirectionalLight[1].Color.zyx;
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// mul r0.xyz, r0.x, r0.wzyx
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temp0.xyz = temp0.xxx * temp0.wzy;
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// dp3 r0.w, r2, t5
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temp0.w = dot(temp2.xyz, i.texcoord5.xyz);
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// dp3 r3.w, r2, t7
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temp3.w = dot(temp2.xyz, i.texcoord7.xyz);
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// max r2.x, r0.w, c0.w
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temp2.x = max(temp0.w, float1(0));
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// mul r2.yzw, r3.wzyx, c5.wzyx
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temp2.yzw = temp3.zyx * DirectionalLight[0].Color.zyx;
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// mad r0.xyz, r2.wzyx, r2.x, r0
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temp0.xyz = temp2.wzy * temp2.xxx + temp0.xyz;
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// max r0.w, r3.w, c0.w
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temp0.w = max(temp3.w, float1(0));
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// mul r2.xyz, r3, c9
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temp2.xyz = temp3.xyz * DirectionalLight[2].Color.xyz;
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// mad r0.xyz, r2, r0.w, r0
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temp0.xyz = temp2.xyz * temp0.www + temp0.xyz;
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// mul r1, r1, v0
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temp1 = temp1 * i.color;
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// mul r1.xyz, r0, r1
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temp1.xyz = temp0.xyz * temp1.xyz;
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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[3] = {
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compile ps_2_0 PS_Array_Shader_0(), // 29
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compile ps_2_0 PS_Array_Shader_1(), // 30
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compile ps_2_0 PS_Array_Shader_2(), // 31
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};
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// PSCreateShadowMap_Array_Shader_0 Pixel_2_0 Has PRES False
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float4 PSCreateShadowMap_Array_Shader_0(float texcoord3 : TEXCOORD3) : COLOR
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{
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float4 out_color;
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float4 temp0;
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// dcl t3.x
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// mov r0, t3.x
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temp0 = texcoord3.x;
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// mov oC0, r0
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out_color = temp0;
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//
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return out_color;
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}
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// PSCreateShadowMap_Array_Shader_1 Pixel_2_0 Has PRES False
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struct PSCreateShadowMap_Array_Shader_1_Input
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{
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float2 texcoord : TEXCOORD;
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float3 color : COLOR;
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float texcoord3 : TEXCOORD3;
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};
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float4 PSCreateShadowMap_Array_Shader_1(PSCreateShadowMap_Array_Shader_1_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0;
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// def c0, 1, -0.3, 0, 0
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// dcl t0.xy
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// dcl v0.xyz
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// dcl t3.x
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// dcl_2d s0
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// texld r0, t0, s0
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temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
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// mul r0.xyz, r0, v0
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temp0.xyz = temp0.xyz * i.color.xyz;
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// dp3 r0.x, r0, c0.x
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temp0.x = dot(temp0.xyz, float3(1, 1, 1));
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// add r0, r0.x, c0.y
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temp0 = temp0.x + float4(-0.3, -0.3, -0.3, -0.3);
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// texkill r0
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clip(temp0);
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// mov r0, t3.x
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temp0 = i.texcoord3.x;
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// mov oC0, r0
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out_color = temp0;
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//
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return out_color;
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}
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// PSCreateShadowMap_Array_Shader_2 Pixel_2_0 Has PRES False
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struct PSCreateShadowMap_Array_Shader_2_Input
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{
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float2 texcoord : TEXCOORD;
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float4 color : COLOR;
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float texcoord3 : TEXCOORD3;
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};
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float4 PSCreateShadowMap_Array_Shader_2(PSCreateShadowMap_Array_Shader_2_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0;
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// def c0, -0.1, 0, 0, 0
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// dcl t0.xy
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// dcl v0
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// dcl t3.x
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// dcl_2d s0
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// texld r0, t0, s0
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temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
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// mad r0, r0.w, v0.w, c0.x
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temp0 = temp0.w * i.color.w + float4(-0.1, -0.1, -0.1, -0.1);
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// texkill r0
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clip(temp0);
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// mov r0, t3.x
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temp0 = i.texcoord3.x;
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// mov oC0, r0
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out_color = temp0;
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//
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return out_color;
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}
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// PSCreateShadowMap_Array_Shader_3 Pixel_2_0 Has PRES False
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struct PSCreateShadowMap_Array_Shader_3_Input
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{
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float2 texcoord : TEXCOORD;
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float4 color : COLOR;
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float texcoord3 : TEXCOORD3;
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};
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float4 PSCreateShadowMap_Array_Shader_3(PSCreateShadowMap_Array_Shader_3_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0;
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// def c0, -0.1, 0, 0, 0
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// dcl t0.xy
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// dcl v0
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// dcl t3.x
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// dcl_2d s0
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// texld r0, t0, s0
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temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
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// mad r0, r0.w, v0.w, c0.x
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temp0 = temp0.w * i.color.w + float4(-0.1, -0.1, -0.1, -0.1);
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// texkill r0
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clip(temp0);
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// mov r0, t3.x
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temp0 = i.texcoord3.x;
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// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PSCreateShadowMap_Array_Shader_4 Pixel_2_0 Has PRES False
|
|
struct PSCreateShadowMap_Array_Shader_4_Input
|
|
{
|
|
float2 texcoord : TEXCOORD;
|
|
float4 color : COLOR;
|
|
float texcoord3 : TEXCOORD3;
|
|
};
|
|
|
|
float4 PSCreateShadowMap_Array_Shader_4(PSCreateShadowMap_Array_Shader_4_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0;
|
|
// def c0, -0.1, 0, 0, 0
|
|
// dcl t0.xy
|
|
// dcl v0
|
|
// dcl t3.x
|
|
// dcl_2d s0
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
|
|
// mad r0, r0.w, v0.w, c0.x
|
|
temp0 = temp0.w * i.color.w + float4(-0.1, -0.1, -0.1, -0.1);
|
|
// texkill r0
|
|
clip(temp0);
|
|
// mov r0, t3.x
|
|
temp0 = i.texcoord3.x;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PSCreateShadowMap_Array_Shader_5 Pixel_2_0 Has PRES False
|
|
struct PSCreateShadowMap_Array_Shader_5_Input
|
|
{
|
|
float2 texcoord : TEXCOORD;
|
|
float3 color : COLOR;
|
|
float texcoord3 : TEXCOORD3;
|
|
};
|
|
|
|
float4 PSCreateShadowMap_Array_Shader_5(PSCreateShadowMap_Array_Shader_5_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0;
|
|
// def c0, 1, 0.3, 0, 0
|
|
// dcl t0.xy
|
|
// dcl v0.xyz
|
|
// dcl t3.x
|
|
// dcl_2d s0
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
|
|
// mul r0.xyz, r0, v0
|
|
temp0.xyz = temp0.xyz * i.color.xyz;
|
|
// dp3 r0.x, r0, c0.x
|
|
temp0.x = dot(temp0.xyz, float3(1, 1, 1));
|
|
// add r0, -r0.x, c0.y
|
|
temp0 = -temp0.x + float4(0.3, 0.3, 0.3, 0.3);
|
|
// texkill r0
|
|
clip(temp0);
|
|
// mov r0, t3.x
|
|
temp0 = i.texcoord3.x;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
PixelShader PSCreateShadowMap_Array[6] = {
|
|
compile ps_2_0 PSCreateShadowMap_Array_Shader_0(), // 38
|
|
compile ps_2_0 PSCreateShadowMap_Array_Shader_1(), // 39
|
|
compile ps_2_0 PSCreateShadowMap_Array_Shader_2(), // 40
|
|
compile ps_2_0 PSCreateShadowMap_Array_Shader_3(), // 41
|
|
compile ps_2_0 PSCreateShadowMap_Array_Shader_4(), // 42
|
|
compile ps_2_0 PSCreateShadowMap_Array_Shader_5(), // 43
|
|
};
|
|
// _CreateShadowMap_Expression10 Expression_2_0 Has PRES False
|
|
float _CreateShadowMap_Expression10()
|
|
{
|
|
float1 expr0;
|
|
// min c0.x, c8.x, (5)
|
|
expr0.x = min(Draw.ShaderType.x, (5));
|
|
return expr0;
|
|
}
|
|
|
|
// _CreateShadowMap_VertexShader11 Vertex_2_0 Has PRES True
|
|
struct _CreateShadowMap_VertexShader11_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
struct _CreateShadowMap_VertexShader11_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float texcoord3 : TEXCOORD3;
|
|
float4 texcoord5 : TEXCOORD5;
|
|
float4 texcoord6 : TEXCOORD6;
|
|
float4 texcoord7 : TEXCOORD7;
|
|
float2 texcoord : TEXCOORD;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
_CreateShadowMap_VertexShader11_Output _CreateShadowMap_VertexShader11(_CreateShadowMap_VertexShader11_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 56
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 5
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 56
|
|
Unknown6: 1
|
|
Mappings: 2
|
|
0 - ConstOutput: 58 ConstInput 3
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr56;
|
|
float4 expr57;
|
|
float4 expr58;
|
|
float4 expr59;
|
|
float4 expr60;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float4 temp2;
|
|
// Expression_2_1
|
|
// mul c56.x, c6.x, (30)
|
|
expr56.x = Time.x * (30);
|
|
// mul r0.x, c3.z, c4.y
|
|
temp0.x = (View._m00_m10_m20_m30).z * (View._m01_m11_m21_m31).y;
|
|
// mul r0.y, c3.x, c4.z
|
|
temp0.y = (View._m00_m10_m20_m30).x * (View._m01_m11_m21_m31).z;
|
|
// mul r0.z, c3.y, c4.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, c3.y, c4.z
|
|
temp0.x = (View._m00_m10_m20_m30).y * (View._m01_m11_m21_m31).z;
|
|
// mul r0.y, c3.z, c4.x
|
|
temp0.y = (View._m00_m10_m20_m30).z * (View._m01_m11_m21_m31).x;
|
|
// mul r0.z, c3.x, c4.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, c0.xyz
|
|
temp0.xyz = dot(temp2.xyz, (World._m00_m10_m20_m30).xyz);
|
|
// dot r0.yzw, r2.xyz, c1.xyz
|
|
temp0.yzw = dot(temp2.xyz, (World._m01_m11_m21_m31).xyz);
|
|
// dot r0.zwx, r2.xyz, c2.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 c58.xyz, r0.w, r0.xyz
|
|
expr58.xyz = temp0.w * temp0.xyz;
|
|
// rcp c59.x, c5.y
|
|
expr59.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y);
|
|
// rcp c60.x, c5.x
|
|
expr60.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x);
|
|
}
|
|
|
|
_CreateShadowMap_VertexShader11_Output o;
|
|
float4 temp0, temp1, addr0, temp2, temp3, temp4;
|
|
// 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
|
|
// 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 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, r0
|
|
addr0 = temp0;
|
|
// mov r0.xy, c67
|
|
temp0.xy = Physics.VelocityDampingRange.xy;
|
|
// mad r0.x, c11[a0.y].x, r0.y, r0.x
|
|
temp0.x = float1(0.957897) * temp0.y + temp0.x;
|
|
// add r0.y, r0.x, c28.w
|
|
temp0.y = temp0.x + float1(-1);
|
|
// mul r0.y, r0.y, r0.y
|
|
temp0.y = temp0.y * temp0.y;
|
|
// sge r0.y, -r0.y, r0.y
|
|
temp0.y = (-temp0.y >= temp0.y) ? 1 : 0;
|
|
// lrp r1.x, r0.y, c29.z, r0.x
|
|
temp1.x = lerp(temp0.x, float1(1.0001), temp0.y);
|
|
// log r0.x, r1.x
|
|
temp0.x = log2(temp1.x);
|
|
// mul r0.y, r0.x, c29.w
|
|
temp0.y = temp0.x * float1(0.6931472);
|
|
// rcp r0.y, r0.y
|
|
temp0.y = 1.0f / temp0.y;
|
|
// add r0.z, -v1.w, c56.x
|
|
temp0.z = -i.texcoord.w + expr56.x;
|
|
// mul r0.x, r0.x, r0.z
|
|
temp0.x = temp0.x * temp0.z;
|
|
// exp r0.x, r0.x
|
|
temp0.x = exp2(temp0.x);
|
|
// add r0.x, r0.x, c28.w
|
|
temp0.x = temp0.x + float1(-1);
|
|
// mul r0.x, r0.y, r0.x
|
|
temp0.x = temp0.y * temp0.x;
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.position.xyz;
|
|
// mad r0.xyw, v1.xyzz, r0.x, r1.xyzz
|
|
temp0.xyw = i.texcoord.xyz * temp0.xxx + temp1.xyz;
|
|
// mul r1.x, r0.z, -c27.x
|
|
temp1.x = temp0.z * float1(0.5);
|
|
// mov r2.xyz, c65
|
|
temp2.xyz = Physics.Gravity.xyz;
|
|
// mad r1.xyz, r1.x, r2, c66
|
|
temp1.xyz = temp1.xxx * temp2.xyz + Physics.DriftVelocity.xyz;
|
|
// mad r0.xyw, r1.xyzz, r0.z, r0
|
|
temp0.xyw = temp1.xyz * temp0.zzz + temp0.xyw;
|
|
// add r1.xyz, r0.xyyw, -v0.xyyw
|
|
temp1.xyz = temp0.xyy + -i.position.xyy;
|
|
// mov r2.xyz, c11[a0.z]
|
|
temp2.xyz = float3(0.957897, 0.37887052, 0.36357188);
|
|
// mov r3.xyz, c53
|
|
temp3.xyz = Update.XYRotation_Rate_Damping__Spread.xyz;
|
|
// mad r2.xyz, r2, r3, c52
|
|
temp2.xyz = temp2.xyz * temp3.xyz + Update.XYRotation_Rate_Damping__Min.xyz;
|
|
// add r1.w, r2.z, c28.w
|
|
temp1.w = temp2.z + float1(-1);
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// sge r1.w, -r1.w, r1.w
|
|
temp1.w = (-temp1.w >= temp1.w) ? 1 : 0;
|
|
// lrp r3.x, r1.w, c29.z, r2.z
|
|
temp3.x = lerp(temp2.z, float1(1.0001), temp1.w);
|
|
// log r1.w, r3.x
|
|
temp1.w = log2(temp3.x);
|
|
// mul r2.z, r1.w, c29.w
|
|
temp2.z = temp1.w * float1(0.6931472);
|
|
// mul r1.w, r0.z, r1.w
|
|
temp1.w = temp0.z * temp1.w;
|
|
// rcp r2.z, r2.z
|
|
temp2.z = 1.0f / temp2.z;
|
|
// exp r1.w, r1.w
|
|
temp1.w = exp2(temp1.w);
|
|
// add r1.w, r1.w, c28.w
|
|
temp1.w = temp1.w + float1(-1);
|
|
// mul r1.w, r2.z, r1.w
|
|
temp1.w = temp2.z * temp1.w;
|
|
// mad r1.w, r2.y, r1.w, r2.x
|
|
temp1.w = temp2.y * temp1.w + temp2.x;
|
|
// mad r1.w, r1.w, c30.z, c30.y
|
|
temp1.w = temp1.w * float1(0.15915494) + float1(0.5);
|
|
// frc r1.w, r1.w
|
|
temp1.w = frac(temp1.w);
|
|
// mad r1.w, r1.w, c31.z, c31.w
|
|
temp1.w = temp1.w * float1(6.2831855) + float1(-3.1415927);
|
|
// sincos r2.xy, r1.w, c0, c1
|
|
temp2.xy = float2(cos(temp1.w), sin(temp1.w));
|
|
// mul r1.yzw, r1.xxyz, r2.xxyx
|
|
temp1.yzw = temp1.xyz * temp2.xyx;
|
|
// mad r1.w, r1.x, -r2.y, r1.w
|
|
temp1.w = temp1.x * -temp2.y + temp1.w;
|
|
// add r1.x, r1.z, r1.y
|
|
temp1.x = temp1.z + temp1.y;
|
|
// add r0.xy, r1.xwzw, v0
|
|
temp0.xy = temp1.xw + i.position.xy;
|
|
// mov r1.xyz, c11[a0.w]
|
|
temp1.xyz = float3(0.957897, 0.37887052, 0.36357188);
|
|
// mov r2.xyz, c55
|
|
temp2.xyz = Update.ZRotation_Rate_Damping__Spread.xyz;
|
|
// mad r1.xyz, r1, r2, c54
|
|
temp1.xyz = temp1.xyz * temp2.xyz + Update.ZRotation_Rate_Damping__Min.xyz;
|
|
// mov r2.xyz, c11[a0.x]
|
|
temp2.xyz = float3(0.957897, 0.37887052, 0.36357188);
|
|
// mov r3.xyz, c51
|
|
temp3.xyz = Update.Size_Rate_Damping__Spread.xyz;
|
|
// mad r2.xyz, r2, r3, c50
|
|
temp2.xyz = temp2.xyz * temp3.xyz + Update.Size_Rate_Damping__Min.xyz;
|
|
// add r1.w, r1.z, c28.w
|
|
temp1.w = temp1.z + float1(-1);
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// sge r1.w, -r1.w, r1.w
|
|
temp1.w = (-temp1.w >= temp1.w) ? 1 : 0;
|
|
// lrp r2.w, r1.w, c29.z, r1.z
|
|
temp2.w = lerp(temp1.z, float1(1.0001), temp1.w);
|
|
// log r1.z, r2.w
|
|
temp1.z = log2(temp2.w);
|
|
// mul r1.w, r1.z, c29.w
|
|
temp1.w = temp1.z * float1(0.6931472);
|
|
// mul r1.z, r0.z, r1.z
|
|
temp1.z = temp0.z * temp1.z;
|
|
// rcp r1.w, r1.w
|
|
temp1.w = 1.0f / temp1.w;
|
|
// exp r1.z, r1.z
|
|
temp1.z = exp2(temp1.z);
|
|
// add r1.z, r1.z, c28.w
|
|
temp1.z = temp1.z + float1(-1);
|
|
// mul r1.z, r1.w, r1.z
|
|
temp1.z = temp1.w * temp1.z;
|
|
// mad r1.x, r1.y, r1.z, r1.x
|
|
temp1.x = temp1.y * temp1.z + temp1.x;
|
|
// mad r1.x, r1.x, c30.z, c30.y
|
|
temp1.x = temp1.x * float1(0.15915494) + float1(0.5);
|
|
// frc r1.x, r1.x
|
|
temp1.x = frac(temp1.x);
|
|
// mad r1.x, r1.x, c31.z, c31.w
|
|
temp1.x = temp1.x * float1(6.2831855) + float1(-3.1415927);
|
|
// sincos r3.xy, r1.x, c0, c1
|
|
temp3.xy = float2(cos(temp1.x), sin(temp1.x));
|
|
// slt r1.x, v0.w, r0.z
|
|
temp1.x = (i.position.w < temp0.z) ? 1 : 0;
|
|
// mad r1.x, r1.x, -v2.y, v2.y
|
|
temp1.x = temp1.x * -i.texcoord1.y + i.texcoord1.y;
|
|
// frc r1.y, r1.x
|
|
temp1.y = frac(temp1.x);
|
|
// add r1.x, r1.x, -r1.y
|
|
temp1.x = temp1.x + -temp1.y;
|
|
// mova a0.x, r1.x
|
|
addr0.x = temp1.x;
|
|
// mul r1.xyz, r3.xyxw, c27[a0.x].xyyw
|
|
temp1.xyz = temp3.xyx * float3(-0.5, -0.5, -0.5);
|
|
// mad r1.z, c27[a0.x].x, -r3.y, r1.z
|
|
temp1.z = float1(-0.5) * -temp3.y + temp1.z;
|
|
// add r1.x, r1.y, r1.x
|
|
temp1.x = temp1.y + temp1.x;
|
|
// mov r4.xy, c27[a0.x]
|
|
temp4.xy = float2(-0.5, -0.5);
|
|
// mad r1.yw, r4.xxzy, c38.xxzy, c38.z
|
|
temp1.yw = temp4.xy * float2(1, -1) + float2(0.5, 0.5);
|
|
// mul r4.xyz, r1.z, c69
|
|
temp4.xyz = temp1.zzz * (View._m01_m11_m21_m31).xyz;
|
|
// mad r4.xyz, r1.x, c68, r4
|
|
temp4.xyz = temp1.xxx * (View._m00_m10_m20_m30).xyz + temp4.xyz;
|
|
// add r1.x, r2.z, c28.w
|
|
temp1.x = temp2.z + float1(-1);
|
|
// mul r1.x, r1.x, r1.x
|
|
temp1.x = temp1.x * temp1.x;
|
|
// sge r1.x, -r1.x, r1.x
|
|
temp1.x = (-temp1.x >= temp1.x) ? 1 : 0;
|
|
// lrp r3.z, r1.x, c29.z, r2.z
|
|
temp3.z = lerp(temp2.z, float1(1.0001), temp1.x);
|
|
// log r1.x, r3.z
|
|
temp1.x = log2(temp3.z);
|
|
// mul r1.z, r1.x, c29.w
|
|
temp1.z = temp1.x * float1(0.6931472);
|
|
// mul r1.x, r0.z, r1.x
|
|
temp1.x = temp0.z * temp1.x;
|
|
// rcp r1.z, r1.z
|
|
temp1.z = 1.0f / temp1.z;
|
|
// exp r1.x, r1.x
|
|
temp1.x = exp2(temp1.x);
|
|
// add r1.x, r1.x, c28.w
|
|
temp1.x = temp1.x + float1(-1);
|
|
// mul r1.x, r1.z, r1.x
|
|
temp1.x = temp1.z * temp1.x;
|
|
// mad r1.x, r2.y, r1.x, r2.x
|
|
temp1.x = temp2.y * temp1.x + temp2.x;
|
|
// mad r2.xyz, r1.x, r4, r0.xyww
|
|
temp2.xyz = temp1.xxx * temp4.xyz + temp0.xyw;
|
|
// mov r2.w, -c28.w
|
|
temp2.w = float1(1);
|
|
// dp4 oPos.x, r2, c61
|
|
o.position.x = dot(temp2, (WorldViewProjection._m00_m10_m20_m30));
|
|
// dp4 oPos.y, r2, c62
|
|
o.position.y = dot(temp2, (WorldViewProjection._m01_m11_m21_m31));
|
|
// dp4 r0.y, r2, c64
|
|
temp0.y = dot(temp2, (WorldViewProjection._m03_m13_m23_m33));
|
|
// dp4 r0.x, r2, c63
|
|
temp0.x = dot(temp2, (WorldViewProjection._m02_m12_m22_m32));
|
|
// rcp r0.w, r0.y
|
|
temp0.w = 1.0f / temp0.y;
|
|
// mov oPos.zw, r0.xyxy
|
|
o.position.zw = temp0.xy;
|
|
// mul oT3.x, r0.x, r0.w
|
|
o.texcoord3 = temp0.x * temp0.w;
|
|
// mul r0.xyw, r3.y, c69.xyzz
|
|
temp0.xyw = temp3.yyy * (View._m01_m11_m21_m31).xyz;
|
|
// mad r0.xyw, -c68.xyzz, r3.x, r0
|
|
temp0.xyw = -(View._m00_m10_m20_m30).xyz * temp3.xxx + temp0.xyw;
|
|
// dp3 oT5.x, c6, r0.xyww
|
|
o.texcoord5.x = dot(DirectionalLight[0].Direction.xyz, temp0.xyw);
|
|
// mul r2.xyz, r3.x, c69
|
|
temp2.xyz = temp3.xxx * (View._m01_m11_m21_m31).xyz;
|
|
// mad r2.xyz, c68, r3.y, r2
|
|
temp2.xyz = (View._m00_m10_m20_m30).xyz * temp3.yyy + temp2.xyz;
|
|
// dp3 oT5.y, c6, r2
|
|
o.texcoord5.y = dot(DirectionalLight[0].Direction.xyz, temp2.xyz);
|
|
// mov r3.xyz, c6
|
|
temp3.xyz = DirectionalLight[0].Direction.xyz;
|
|
// dp3 oT5.z, r3, c58
|
|
o.texcoord5.z = dot(temp3.xyz, expr58.xyz);
|
|
// dp3 oT6.x, c8, r0.xyww
|
|
o.texcoord6.x = dot(DirectionalLight[1].Direction.xyz, temp0.xyw);
|
|
// dp3 oT7.x, c10, r0.xyww
|
|
o.texcoord7.x = dot(DirectionalLight[2].Direction.xyz, temp0.xyw);
|
|
// dp3 oT6.y, c8, r2
|
|
o.texcoord6.y = dot(DirectionalLight[1].Direction.xyz, temp2.xyz);
|
|
// dp3 oT7.y, c10, r2
|
|
o.texcoord7.y = dot(DirectionalLight[2].Direction.xyz, temp2.xyz);
|
|
// mov r2.xyz, c8
|
|
temp2.xyz = DirectionalLight[1].Direction.xyz;
|
|
// dp3 oT6.z, r2, c58
|
|
o.texcoord6.z = dot(temp2.xyz, expr58.xyz);
|
|
// mov r2.xyz, c10
|
|
temp2.xyz = DirectionalLight[2].Direction.xyz;
|
|
// dp3 oT7.z, r2, c58
|
|
o.texcoord7.z = dot(temp2.xyz, expr58.xyz);
|
|
// mad r0.xy, v2.x, c37.x, c37.yzzw
|
|
temp0.xy = i.texcoord1.xx * float2(0.1875, 0.1875) + float2(4.8125, 2.75);
|
|
// frc r0.xy, r0
|
|
temp0.xy = frac(temp0.xy);
|
|
// mul r0.xy, r0, c28.z
|
|
temp0.xy = temp0.xy * float2(16, 16);
|
|
// frc r1.xz, r0.xyyw
|
|
temp1.xz = frac(temp0.xy);
|
|
// add r0.xy, r0, -r1.xzzw
|
|
temp0.xy = temp0.xy + -temp1.xz;
|
|
// mova a0.xy, r0
|
|
addr0.xy = temp0.xy;
|
|
// mov r0.y, c39.y
|
|
temp0.y = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y;
|
|
// mul r0.x, r0.y, c11[a0.x].x
|
|
temp0.x = temp0.y * float1(0.957897);
|
|
// frc r0.x, r0.x
|
|
temp0.x = frac(temp0.x);
|
|
// mad r0.x, c11[a0.x].x, r0.y, -r0.x
|
|
temp0.x = float1(0.957897) * temp0.y + -temp0.x;
|
|
// mov r2.xy, c49
|
|
temp2.xy = Draw.ColorScaleRange.xy;
|
|
// mad r0.y, c11[a0.y].x, r2.y, r2.x
|
|
temp0.y = float1(0.957897) * temp2.y + temp2.x;
|
|
// mad r0.x, r0.z, c48.x, r0.x
|
|
temp0.x = temp0.z * Draw.SpeedMultiplier.x + temp0.x;
|
|
// mul r0.w, r0.x, c59.x
|
|
temp0.w = temp0.x * expr59.x;
|
|
// abs r1.x, r0.w
|
|
temp1.x = abs(temp0.w);
|
|
// sge r0.w, r0.w, -r0.w
|
|
temp0.w = (temp0.w >= -temp0.w) ? 1 : 0;
|
|
// frc r1.x, r1.x
|
|
temp1.x = frac(temp1.x);
|
|
// lrp r2.x, r0.w, r1.x, -r1.x
|
|
temp2.x = lerp(-temp1.x, temp1.x, temp0.w);
|
|
// mul r0.w, r2.x, c39.y
|
|
temp0.w = temp2.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y;
|
|
// mul r1.z, r0.w, c60.x
|
|
temp1.z = temp0.w * expr60.x;
|
|
// abs r0.w, r1.z
|
|
temp0.w = abs(temp1.z);
|
|
// frc r0.w, r0.w
|
|
temp0.w = frac(temp0.w);
|
|
// sge r2.x, r1.z, -r1.z
|
|
temp2.x = (temp1.z >= -temp1.z) ? 1 : 0;
|
|
// lrp r3.x, r2.x, r0.w, -r0.w
|
|
temp3.x = lerp(-temp0.w, temp0.w, temp2.x);
|
|
// mul r1.x, r3.x, c39.x
|
|
temp1.x = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
|
|
// frc r2.xy, r1.xzzw
|
|
temp2.xy = frac(temp1.xz);
|
|
// add r1.xz, r1, -r2.xyyw
|
|
temp1.xz = temp1.xz + -temp2.xy;
|
|
// add r1.xz, r1.yyww, r1
|
|
temp1.xz = temp1.yw + temp1.xz;
|
|
// mul oT0.xy, r1.xzzw, c60.x
|
|
o.texcoord = temp1.xzzw * expr60.x;
|
|
// add r0.w, r0.x, -c28.w
|
|
temp0.w = temp0.x + float1(1);
|
|
// frc oT4.z, r0.x
|
|
o.texcoord4.z = frac(temp0.x);
|
|
// mul r0.x, r0.w, c59.x
|
|
temp0.x = temp0.w * expr59.x;
|
|
// abs r0.w, r0.x
|
|
temp0.w = abs(temp0.x);
|
|
// sge r0.x, r0.x, -r0.x
|
|
temp0.x = (temp0.x >= -temp0.x) ? 1 : 0;
|
|
// frc r0.w, r0.w
|
|
temp0.w = frac(temp0.w);
|
|
// lrp r1.x, r0.x, r0.w, -r0.w
|
|
temp1.x = lerp(-temp0.w, temp0.w, temp0.x);
|
|
// mul r0.x, r1.x, c39.y
|
|
temp0.x = temp1.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y;
|
|
// mul r0.w, r0.x, c60.x
|
|
temp0.w = temp0.x * expr60.x;
|
|
// abs r1.x, r0.w
|
|
temp1.x = abs(temp0.w);
|
|
// frc r1.x, r1.x
|
|
temp1.x = frac(temp1.x);
|
|
// sge r1.z, r0.w, -r0.w
|
|
temp1.z = (temp0.w >= -temp0.w) ? 1 : 0;
|
|
// lrp r2.x, r1.z, r1.x, -r1.x
|
|
temp2.x = lerp(-temp1.x, temp1.x, temp1.z);
|
|
// mul r0.x, r2.x, c39.x
|
|
temp0.x = temp2.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
|
|
// frc r1.xz, r0.xyww
|
|
temp1.xz = frac(temp0.xw);
|
|
// add r0.xw, r0, -r1.xyzz
|
|
temp0.xw = temp0.xw + -temp1.xz;
|
|
// add r0.xw, r1.yyzw, r0
|
|
temp0.xw = temp1.yw + temp0.xw;
|
|
// mul oT4.xy, r0.xwzw, c60.x
|
|
o.texcoord4.xy = temp0.xw * expr60.xx;
|
|
// rcp r0.x, v0.w
|
|
temp0.x = 1.0f / i.position.w;
|
|
// mul r0.x, r0.z, r0.x
|
|
temp0.x = temp0.z * temp0.x;
|
|
// mov r1, c42
|
|
temp1 = Draw.ColorAnimationFunctions[2];
|
|
// mad r1, r1, r0.x, c43
|
|
temp1 = temp1 * temp0.x + Draw.ColorAnimationFunctions[3];
|
|
// mov r2, c44
|
|
temp2 = Draw.ColorAnimationFunctions[4];
|
|
// mad r2, r2, r0.x, c45
|
|
temp2 = temp2 * temp0.x + Draw.ColorAnimationFunctions[5];
|
|
// slt r0.zw, r0.x, c46.xyyz
|
|
temp0.zw = (temp0.xx < Draw.TimeKeys.yz) ? 1 : 0;
|
|
// mov r3, c40
|
|
temp3 = Draw.ColorAnimationFunctions[0];
|
|
// mad r3, r3, r0.x, c41
|
|
temp3 = temp3 * temp0.x + Draw.ColorAnimationFunctions[1];
|
|
// lrp r4, r0.w, r1, r2
|
|
temp4 = lerp(temp2, temp1, temp0.w);
|
|
// lrp r1, r0.z, r3, r4
|
|
temp1 = lerp(temp4, temp3, temp0.z);
|
|
// mul oD0, r0.y, r1
|
|
o.color = temp0.y * temp1;
|
|
// mov oT5.w, c27.z
|
|
o.texcoord5.w = float1(0);
|
|
// mov oT6.w, c27.z
|
|
o.texcoord6.w = float1(0);
|
|
// mov oT7.w, c27.z
|
|
o.texcoord7.w = float1(0);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// _Default_L_PixelShader12 Pixel_2_0 Has PRES False
|
|
struct _Default_L_PixelShader12_Input
|
|
{
|
|
float2 texcoord : TEXCOORD;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
float4 _Default_L_PixelShader12(_Default_L_PixelShader12_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0;
|
|
// dcl t0.xy
|
|
// dcl v0
|
|
// dcl_2d s0
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
|
|
// mul r0, r0, v0
|
|
temp0 = temp0 * i.color;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// _Default_L_VertexShader13 Vertex_2_0 Has PRES True
|
|
struct _Default_L_VertexShader13_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
struct _Default_L_VertexShader13_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
_Default_L_VertexShader13_Output _Default_L_VertexShader13(_Default_L_VertexShader13_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 61
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 3
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 61
|
|
Unknown6: 3
|
|
Mappings: 1
|
|
0 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr61;
|
|
float4 expr62;
|
|
float4 expr63;
|
|
{
|
|
// Expression_2_1
|
|
// mul c61.x, c1.x, (30)
|
|
expr61.x = Time.x * (30);
|
|
// rcp c62.x, c0.y
|
|
expr62.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y);
|
|
// rcp c63.x, c0.x
|
|
expr63.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x);
|
|
}
|
|
|
|
_Default_L_VertexShader13_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4;
|
|
float2 addr0, temp5;
|
|
// def c36, 0.1875, 2.0625, 6.1875, 0
|
|
// def c27, -0.5, -0.5, 16, -1
|
|
// def c37, 1, -1, 0.5, 0
|
|
// def c29, 0.5, 0.5, 0.1591549, 0
|
|
// def c30, -0.5, 0.5, 6.283185, -3.141593
|
|
// def c28, 0.5, -0.5, 1.0001, 0.6931472
|
|
// 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 c31, 0, 0, 0, 0
|
|
// 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
|
|
// mad r0.xy, v2.x, c36.x, c36.yzzw
|
|
temp0.xy = i.texcoord1.xx * float2(0.1875, 0.1875) + float2(2.0625, 6.1875);
|
|
// frc r0.xy, r0
|
|
temp0.xy = frac(temp0.xy);
|
|
// mul r0.xy, r0, c27.z
|
|
temp0.xy = temp0.xy * float2(16, 16);
|
|
// frc r0.zw, r0.xyxy
|
|
temp0.zw = frac(temp0.xy);
|
|
// add r0.xy, r0, -r0.zwzw
|
|
temp0.xy = temp0.xy + -temp0.zw;
|
|
// mova a0.xy, r0
|
|
addr0.xy = temp0.xy;
|
|
// mov r0.xyz, c49
|
|
temp0.xyz = Update.Size_Rate_Damping__Spread.xyz;
|
|
// mov r0.w, c60.y
|
|
temp0.w = Physics.VelocityDampingRange.y;
|
|
// mov r1.xyz, c48
|
|
temp1.xyz = Update.Size_Rate_Damping__Min.xyz;
|
|
// mov r1.w, c60.x
|
|
temp1.w = Physics.VelocityDampingRange.x;
|
|
// mad r0, c11[a0.x], r0, r1
|
|
temp0 = float4(0.957897, 0.37887052, 0.36357188, 0.32876092) * temp0 + temp1;
|
|
// add r1.xy, r0.zwzw, c27.w
|
|
temp1.xy = temp0.zw + float2(-1, -1);
|
|
// mul r1.xy, r1, r1
|
|
temp1.xy = temp1.xy * temp1.xy;
|
|
// sge r1.xy, -r1, r1
|
|
temp1.xy = (-temp1.xy >= temp1.xy) ? 1 : 0;
|
|
// lrp r2.xy, r1, c28.z, r0.zwzw
|
|
temp2.xy = lerp(temp0.zw, float2(1.0001, 1.0001), temp1.xy);
|
|
// log r0.z, r2.y
|
|
temp0.z = log2(temp2.y);
|
|
// log r0.w, r2.x
|
|
temp0.w = log2(temp2.x);
|
|
// mul r1.x, r0.z, c28.w
|
|
temp1.x = temp0.z * float1(0.6931472);
|
|
// rcp r1.x, r1.x
|
|
temp1.x = 1.0f / temp1.x;
|
|
// add r1.y, -v1.w, c61.x
|
|
temp1.y = -i.texcoord.w + expr61.x;
|
|
// mul r0.z, r0.z, r1.y
|
|
temp0.z = temp0.z * temp1.y;
|
|
// exp r0.z, r0.z
|
|
temp0.z = exp2(temp0.z);
|
|
// add r0.z, r0.z, c27.w
|
|
temp0.z = temp0.z + float1(-1);
|
|
// mul r0.z, r1.x, r0.z
|
|
temp0.z = temp1.x * temp0.z;
|
|
// mov r2.xyz, v0
|
|
temp2.xyz = i.position.xyz;
|
|
// mad r1.xzw, v1.xyyz, r0.z, r2.xyyz
|
|
temp1.xzw = i.texcoord.xyz * temp0.zzz + temp2.xyz;
|
|
// mul r0.z, r1.y, -c27.x
|
|
temp0.z = temp1.y * float1(0.5);
|
|
// mov r2.xyz, c58
|
|
temp2.xyz = Physics.Gravity.xyz;
|
|
// mad r2.xyz, r0.z, r2, c59
|
|
temp2.xyz = temp0.zzz * temp2.xyz + Physics.DriftVelocity.xyz;
|
|
// mad r1.xzw, r2.xyyz, r1.y, r1
|
|
temp1.xzw = temp2.xyz * temp1.yyy + temp1.xzw;
|
|
// add r2.xyz, r1.xzzw, -v0.xyyw
|
|
temp2.xyz = temp1.xzz + -i.position.xyy;
|
|
// mov r3.xy, c51
|
|
temp3.xy = Update.XYRotation_Rate_Damping__Spread.xy;
|
|
// mov r3.zw, c53.xyxy
|
|
temp3.zw = Update.ZRotation_Rate_Damping__Spread.xy;
|
|
// mov r4.xy, c50
|
|
temp4.xy = Update.XYRotation_Rate_Damping__Min.xy;
|
|
// mov r4.zw, c52.xyxy
|
|
temp4.zw = Update.ZRotation_Rate_Damping__Min.xy;
|
|
// mad r3, c11[a0.y], r3, r4
|
|
temp3 = float4(0.957897, 0.37887052, 0.36357188, 0.32876092) * temp3 + temp4;
|
|
// mad r3.xy, r3.ywzw, r1.y, r3.xzzw
|
|
temp3.xy = temp3.yw * temp1.yy + temp3.xz;
|
|
// mad r3.xy, r3, c29.z, c29.x
|
|
temp3.xy = temp3.xy * float2(0.15915494, 0.15915494) + float2(0.5, 0.5);
|
|
// frc r3.xy, r3
|
|
temp3.xy = frac(temp3.xy);
|
|
// mad r3.xy, r3, c30.z, c30.w
|
|
temp3.xy = temp3.xy * float2(6.2831855, 6.2831855) + float2(-3.1415927, -3.1415927);
|
|
// sincos r4.xy, r3.x, c0, c1
|
|
temp4.xy = float2(cos(temp3.x), sin(temp3.x));
|
|
// sincos r5.xy, r3.y, c0, c1
|
|
temp5.xy = float2(cos(temp3.y), sin(temp3.y));
|
|
// mul r2.yzw, r2.xxyz, r4.xxyx
|
|
temp2.yzw = temp2.xyz * temp4.xyx;
|
|
// mad r2.w, r2.x, -r4.y, r2.w
|
|
temp2.w = temp2.x * -temp4.y + temp2.w;
|
|
// add r2.x, r2.z, r2.y
|
|
temp2.x = temp2.z + temp2.y;
|
|
// add r1.xz, r2.xyww, v0.xyyw
|
|
temp1.xz = temp2.xw + i.position.xy;
|
|
// slt r0.z, v0.w, r1.y
|
|
temp0.z = (i.position.w < temp1.y) ? 1 : 0;
|
|
// mad r0.z, r0.z, -v2.y, v2.y
|
|
temp0.z = temp0.z * -i.texcoord1.y + i.texcoord1.y;
|
|
// frc r2.x, r0.z
|
|
temp2.x = frac(temp0.z);
|
|
// add r0.z, r0.z, -r2.x
|
|
temp0.z = temp0.z + -temp2.x;
|
|
// mova a0.x, r0.z
|
|
addr0.x = temp0.z;
|
|
// mul r2.xyz, r5.xyxw, c27[a0.x].xyyw
|
|
temp2.xyz = temp5.xyx * float3(-0.5, -0.5, -0.5);
|
|
// mad r0.z, c27[a0.x].x, -r5.y, r2.z
|
|
temp0.z = float1(-0.5) * -temp5.y + temp2.z;
|
|
// mov r3.xy, c27[a0.x]
|
|
temp3.xy = float2(-0.5, -0.5);
|
|
// mad r2.zw, r3.xyxy, c37.xyxy, c37.z
|
|
temp2.zw = temp3.xy * float2(1, -1) + float2(0.5, 0.5);
|
|
// add r2.x, r2.y, r2.x
|
|
temp2.x = temp2.y + temp2.x;
|
|
// mul r3.xyz, r0.z, c65
|
|
temp3.xyz = temp0.zzz * (View._m01_m11_m21_m31).xyz;
|
|
// mad r3.xyz, r2.x, c64, r3
|
|
temp3.xyz = temp2.xxx * (View._m00_m10_m20_m30).xyz + temp3.xyz;
|
|
// mul r0.z, r0.w, c28.w
|
|
temp0.z = temp0.w * float1(0.6931472);
|
|
// mul r0.w, r0.w, r1.y
|
|
temp0.w = temp0.w * temp1.y;
|
|
// rcp r0.z, r0.z
|
|
temp0.z = 1.0f / temp0.z;
|
|
// exp r0.w, r0.w
|
|
temp0.w = exp2(temp0.w);
|
|
// add r0.w, r0.w, c27.w
|
|
temp0.w = temp0.w + float1(-1);
|
|
// mul r0.z, r0.z, r0.w
|
|
temp0.z = temp0.z * temp0.w;
|
|
// mad r0.x, r0.y, r0.z, r0.x
|
|
temp0.x = temp0.y * temp0.z + temp0.x;
|
|
// mad r0.xyz, r0.x, r3, r1.xzww
|
|
temp0.xyz = temp0.xxx * temp3.xyz + temp1.xzw;
|
|
// mov r0.w, -c27.w
|
|
temp0.w = float1(1);
|
|
// dp4 oPos.x, r0, c54
|
|
o.position.x = dot(temp0, (WorldViewProjection._m00_m10_m20_m30));
|
|
// dp4 oPos.y, r0, c55
|
|
o.position.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31));
|
|
// dp4 oPos.z, r0, c56
|
|
o.position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32));
|
|
// dp4 oPos.w, r0, c57
|
|
o.position.w = dot(temp0, (WorldViewProjection._m03_m13_m23_m33));
|
|
// mul r0.x, r1.y, c47.x
|
|
temp0.x = temp1.y * Draw.SpeedMultiplier.x;
|
|
// mul r0.x, r0.x, c62.x
|
|
temp0.x = temp0.x * expr62.x;
|
|
// abs r0.y, r0.x
|
|
temp0.y = abs(temp0.x);
|
|
// sge r0.x, r0.x, -r0.x
|
|
temp0.x = (temp0.x >= -temp0.x) ? 1 : 0;
|
|
// frc r0.y, r0.y
|
|
temp0.y = frac(temp0.y);
|
|
// lrp r1.x, r0.x, r0.y, -r0.y
|
|
temp1.x = lerp(-temp0.y, temp0.y, temp0.x);
|
|
// mul r0.x, r1.x, c38.y
|
|
temp0.x = temp1.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y;
|
|
// mul r0.y, r0.x, c63.x
|
|
temp0.y = temp0.x * expr63.x;
|
|
// abs r0.z, r0.y
|
|
temp0.z = abs(temp0.y);
|
|
// frc r0.z, r0.z
|
|
temp0.z = frac(temp0.z);
|
|
// sge r0.w, r0.y, -r0.y
|
|
temp0.w = (temp0.y >= -temp0.y) ? 1 : 0;
|
|
// lrp r1.x, r0.w, r0.z, -r0.z
|
|
temp1.x = lerp(-temp0.z, temp0.z, temp0.w);
|
|
// mul r0.x, r1.x, c38.x
|
|
temp0.x = temp1.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
|
|
// frc r0.zw, r0.xyxy
|
|
temp0.zw = frac(temp0.xy);
|
|
// add r0.xy, r0, -r0.zwzw
|
|
temp0.xy = temp0.xy + -temp0.zw;
|
|
// add r0.xy, r2.zwzw, r0
|
|
temp0.xy = temp2.zw + temp0.xy;
|
|
// mul oT0.xy, r0, c63.x
|
|
o.texcoord = temp0 * expr63.x;
|
|
// rcp r0.x, v0.w
|
|
temp0.x = 1.0f / i.position.w;
|
|
// mul r0.x, r1.y, r0.x
|
|
temp0.x = temp1.y * temp0.x;
|
|
// mov r1, c41
|
|
temp1 = Draw.ColorAnimationFunctions[2];
|
|
// mad r1, r1, r0.x, c42
|
|
temp1 = temp1 * temp0.x + Draw.ColorAnimationFunctions[3];
|
|
// mov r2, c43
|
|
temp2 = Draw.ColorAnimationFunctions[4];
|
|
// mad r2, r2, r0.x, c44
|
|
temp2 = temp2 * temp0.x + Draw.ColorAnimationFunctions[5];
|
|
// slt r0.yz, r0.x, c45
|
|
temp0.yz = (temp0.xx < Draw.TimeKeys.yz) ? 1 : 0;
|
|
// mov r3, c39
|
|
temp3 = Draw.ColorAnimationFunctions[0];
|
|
// mad r3, r3, r0.x, c40
|
|
temp3 = temp3 * temp0.x + Draw.ColorAnimationFunctions[1];
|
|
// lrp r4, r0.z, r1, r2
|
|
temp4 = lerp(temp2, temp1, temp0.z);
|
|
// add r1, r3, -r4
|
|
temp1 = temp3 + -temp4;
|
|
// mad oD0, r0.y, r1, r4
|
|
o.color = temp0.y * temp1 + temp4;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// Default_M_Expression14 Expression_2_0 Has PRES False
|
|
float Default_M_Expression14()
|
|
{
|
|
float1 expr0;
|
|
// mov c0.x, (0)
|
|
expr0.x = (0);
|
|
return expr0;
|
|
}
|
|
|
|
// Default_M_VertexShader15 Vertex_2_0 Has PRES True
|
|
struct Default_M_VertexShader15_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
struct Default_M_VertexShader15_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float texcoord3 : TEXCOORD3;
|
|
float4 texcoord5 : TEXCOORD5;
|
|
float4 texcoord6 : TEXCOORD6;
|
|
float4 texcoord7 : TEXCOORD7;
|
|
float2 texcoord : TEXCOORD;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
Default_M_VertexShader15_Output Default_M_VertexShader15(Default_M_VertexShader15_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 56
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 5
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 56
|
|
Unknown6: 1
|
|
Mappings: 2
|
|
0 - ConstOutput: 58 ConstInput 3
|
|
1 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr56;
|
|
float4 expr57;
|
|
float4 expr58;
|
|
float4 expr59;
|
|
float4 expr60;
|
|
{
|
|
float4 temp0;
|
|
float4 temp1;
|
|
float4 temp2;
|
|
// Expression_2_1
|
|
// mul c56.x, c6.x, (30)
|
|
expr56.x = Time.x * (30);
|
|
// mul r0.x, c3.z, c4.y
|
|
temp0.x = (View._m00_m10_m20_m30).z * (View._m01_m11_m21_m31).y;
|
|
// mul r0.y, c3.x, c4.z
|
|
temp0.y = (View._m00_m10_m20_m30).x * (View._m01_m11_m21_m31).z;
|
|
// mul r0.z, c3.y, c4.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, c3.y, c4.z
|
|
temp0.x = (View._m00_m10_m20_m30).y * (View._m01_m11_m21_m31).z;
|
|
// mul r0.y, c3.z, c4.x
|
|
temp0.y = (View._m00_m10_m20_m30).z * (View._m01_m11_m21_m31).x;
|
|
// mul r0.z, c3.x, c4.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, c0.xyz
|
|
temp0.xyz = dot(temp2.xyz, (World._m00_m10_m20_m30).xyz);
|
|
// dot r0.yzw, r2.xyz, c1.xyz
|
|
temp0.yzw = dot(temp2.xyz, (World._m01_m11_m21_m31).xyz);
|
|
// dot r0.zwx, r2.xyz, c2.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 c58.xyz, r0.w, r0.xyz
|
|
expr58.xyz = temp0.w * temp0.xyz;
|
|
// rcp c59.x, c5.y
|
|
expr59.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y);
|
|
// rcp c60.x, c5.x
|
|
expr60.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x);
|
|
}
|
|
|
|
Default_M_VertexShader15_Output o;
|
|
float4 temp0, temp1, addr0, temp2, temp3, temp4;
|
|
// 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
|
|
// 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 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, r0
|
|
addr0 = temp0;
|
|
// mov r0.xy, c67
|
|
temp0.xy = Physics.VelocityDampingRange.xy;
|
|
// mad r0.x, c11[a0.y].x, r0.y, r0.x
|
|
temp0.x = float1(0.957897) * temp0.y + temp0.x;
|
|
// add r0.y, r0.x, c28.w
|
|
temp0.y = temp0.x + float1(-1);
|
|
// mul r0.y, r0.y, r0.y
|
|
temp0.y = temp0.y * temp0.y;
|
|
// sge r0.y, -r0.y, r0.y
|
|
temp0.y = (-temp0.y >= temp0.y) ? 1 : 0;
|
|
// lrp r1.x, r0.y, c29.z, r0.x
|
|
temp1.x = lerp(temp0.x, float1(1.0001), temp0.y);
|
|
// log r0.x, r1.x
|
|
temp0.x = log2(temp1.x);
|
|
// mul r0.y, r0.x, c29.w
|
|
temp0.y = temp0.x * float1(0.6931472);
|
|
// rcp r0.y, r0.y
|
|
temp0.y = 1.0f / temp0.y;
|
|
// add r0.z, -v1.w, c56.x
|
|
temp0.z = -i.texcoord.w + expr56.x;
|
|
// mul r0.x, r0.x, r0.z
|
|
temp0.x = temp0.x * temp0.z;
|
|
// exp r0.x, r0.x
|
|
temp0.x = exp2(temp0.x);
|
|
// add r0.x, r0.x, c28.w
|
|
temp0.x = temp0.x + float1(-1);
|
|
// mul r0.x, r0.y, r0.x
|
|
temp0.x = temp0.y * temp0.x;
|
|
// mov r1.xyz, v0
|
|
temp1.xyz = i.position.xyz;
|
|
// mad r0.xyw, v1.xyzz, r0.x, r1.xyzz
|
|
temp0.xyw = i.texcoord.xyz * temp0.xxx + temp1.xyz;
|
|
// mul r1.x, r0.z, -c27.x
|
|
temp1.x = temp0.z * float1(0.5);
|
|
// mov r2.xyz, c65
|
|
temp2.xyz = Physics.Gravity.xyz;
|
|
// mad r1.xyz, r1.x, r2, c66
|
|
temp1.xyz = temp1.xxx * temp2.xyz + Physics.DriftVelocity.xyz;
|
|
// mad r0.xyw, r1.xyzz, r0.z, r0
|
|
temp0.xyw = temp1.xyz * temp0.zzz + temp0.xyw;
|
|
// add r1.xyz, r0.xyyw, -v0.xyyw
|
|
temp1.xyz = temp0.xyy + -i.position.xyy;
|
|
// mov r2.xyz, c11[a0.z]
|
|
temp2.xyz = float3(0.957897, 0.37887052, 0.36357188);
|
|
// mov r3.xyz, c53
|
|
temp3.xyz = Update.XYRotation_Rate_Damping__Spread.xyz;
|
|
// mad r2.xyz, r2, r3, c52
|
|
temp2.xyz = temp2.xyz * temp3.xyz + Update.XYRotation_Rate_Damping__Min.xyz;
|
|
// add r1.w, r2.z, c28.w
|
|
temp1.w = temp2.z + float1(-1);
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// sge r1.w, -r1.w, r1.w
|
|
temp1.w = (-temp1.w >= temp1.w) ? 1 : 0;
|
|
// lrp r3.x, r1.w, c29.z, r2.z
|
|
temp3.x = lerp(temp2.z, float1(1.0001), temp1.w);
|
|
// log r1.w, r3.x
|
|
temp1.w = log2(temp3.x);
|
|
// mul r2.z, r1.w, c29.w
|
|
temp2.z = temp1.w * float1(0.6931472);
|
|
// mul r1.w, r0.z, r1.w
|
|
temp1.w = temp0.z * temp1.w;
|
|
// rcp r2.z, r2.z
|
|
temp2.z = 1.0f / temp2.z;
|
|
// exp r1.w, r1.w
|
|
temp1.w = exp2(temp1.w);
|
|
// add r1.w, r1.w, c28.w
|
|
temp1.w = temp1.w + float1(-1);
|
|
// mul r1.w, r2.z, r1.w
|
|
temp1.w = temp2.z * temp1.w;
|
|
// mad r1.w, r2.y, r1.w, r2.x
|
|
temp1.w = temp2.y * temp1.w + temp2.x;
|
|
// mad r1.w, r1.w, c30.z, c30.y
|
|
temp1.w = temp1.w * float1(0.15915494) + float1(0.5);
|
|
// frc r1.w, r1.w
|
|
temp1.w = frac(temp1.w);
|
|
// mad r1.w, r1.w, c31.z, c31.w
|
|
temp1.w = temp1.w * float1(6.2831855) + float1(-3.1415927);
|
|
// sincos r2.xy, r1.w, c0, c1
|
|
temp2.xy = float2(cos(temp1.w), sin(temp1.w));
|
|
// mul r1.yzw, r1.xxyz, r2.xxyx
|
|
temp1.yzw = temp1.xyz * temp2.xyx;
|
|
// mad r1.w, r1.x, -r2.y, r1.w
|
|
temp1.w = temp1.x * -temp2.y + temp1.w;
|
|
// add r1.x, r1.z, r1.y
|
|
temp1.x = temp1.z + temp1.y;
|
|
// add r0.xy, r1.xwzw, v0
|
|
temp0.xy = temp1.xw + i.position.xy;
|
|
// mov r1.xyz, c11[a0.w]
|
|
temp1.xyz = float3(0.957897, 0.37887052, 0.36357188);
|
|
// mov r2.xyz, c55
|
|
temp2.xyz = Update.ZRotation_Rate_Damping__Spread.xyz;
|
|
// mad r1.xyz, r1, r2, c54
|
|
temp1.xyz = temp1.xyz * temp2.xyz + Update.ZRotation_Rate_Damping__Min.xyz;
|
|
// mov r2.xyz, c11[a0.x]
|
|
temp2.xyz = float3(0.957897, 0.37887052, 0.36357188);
|
|
// mov r3.xyz, c51
|
|
temp3.xyz = Update.Size_Rate_Damping__Spread.xyz;
|
|
// mad r2.xyz, r2, r3, c50
|
|
temp2.xyz = temp2.xyz * temp3.xyz + Update.Size_Rate_Damping__Min.xyz;
|
|
// add r1.w, r1.z, c28.w
|
|
temp1.w = temp1.z + float1(-1);
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// sge r1.w, -r1.w, r1.w
|
|
temp1.w = (-temp1.w >= temp1.w) ? 1 : 0;
|
|
// lrp r2.w, r1.w, c29.z, r1.z
|
|
temp2.w = lerp(temp1.z, float1(1.0001), temp1.w);
|
|
// log r1.z, r2.w
|
|
temp1.z = log2(temp2.w);
|
|
// mul r1.w, r1.z, c29.w
|
|
temp1.w = temp1.z * float1(0.6931472);
|
|
// mul r1.z, r0.z, r1.z
|
|
temp1.z = temp0.z * temp1.z;
|
|
// rcp r1.w, r1.w
|
|
temp1.w = 1.0f / temp1.w;
|
|
// exp r1.z, r1.z
|
|
temp1.z = exp2(temp1.z);
|
|
// add r1.z, r1.z, c28.w
|
|
temp1.z = temp1.z + float1(-1);
|
|
// mul r1.z, r1.w, r1.z
|
|
temp1.z = temp1.w * temp1.z;
|
|
// mad r1.x, r1.y, r1.z, r1.x
|
|
temp1.x = temp1.y * temp1.z + temp1.x;
|
|
// mad r1.x, r1.x, c30.z, c30.y
|
|
temp1.x = temp1.x * float1(0.15915494) + float1(0.5);
|
|
// frc r1.x, r1.x
|
|
temp1.x = frac(temp1.x);
|
|
// mad r1.x, r1.x, c31.z, c31.w
|
|
temp1.x = temp1.x * float1(6.2831855) + float1(-3.1415927);
|
|
// sincos r3.xy, r1.x, c0, c1
|
|
temp3.xy = float2(cos(temp1.x), sin(temp1.x));
|
|
// slt r1.x, v0.w, r0.z
|
|
temp1.x = (i.position.w < temp0.z) ? 1 : 0;
|
|
// mad r1.x, r1.x, -v2.y, v2.y
|
|
temp1.x = temp1.x * -i.texcoord1.y + i.texcoord1.y;
|
|
// frc r1.y, r1.x
|
|
temp1.y = frac(temp1.x);
|
|
// add r1.x, r1.x, -r1.y
|
|
temp1.x = temp1.x + -temp1.y;
|
|
// mova a0.x, r1.x
|
|
addr0.x = temp1.x;
|
|
// mul r1.xyz, r3.xyxw, c27[a0.x].xyyw
|
|
temp1.xyz = temp3.xyx * float3(-0.5, -0.5, -0.5);
|
|
// mad r1.z, c27[a0.x].x, -r3.y, r1.z
|
|
temp1.z = float1(-0.5) * -temp3.y + temp1.z;
|
|
// add r1.x, r1.y, r1.x
|
|
temp1.x = temp1.y + temp1.x;
|
|
// mov r4.xy, c27[a0.x]
|
|
temp4.xy = float2(-0.5, -0.5);
|
|
// mad r1.yw, r4.xxzy, c38.xxzy, c38.z
|
|
temp1.yw = temp4.xy * float2(1, -1) + float2(0.5, 0.5);
|
|
// mul r4.xyz, r1.z, c69
|
|
temp4.xyz = temp1.zzz * (View._m01_m11_m21_m31).xyz;
|
|
// mad r4.xyz, r1.x, c68, r4
|
|
temp4.xyz = temp1.xxx * (View._m00_m10_m20_m30).xyz + temp4.xyz;
|
|
// add r1.x, r2.z, c28.w
|
|
temp1.x = temp2.z + float1(-1);
|
|
// mul r1.x, r1.x, r1.x
|
|
temp1.x = temp1.x * temp1.x;
|
|
// sge r1.x, -r1.x, r1.x
|
|
temp1.x = (-temp1.x >= temp1.x) ? 1 : 0;
|
|
// lrp r3.z, r1.x, c29.z, r2.z
|
|
temp3.z = lerp(temp2.z, float1(1.0001), temp1.x);
|
|
// log r1.x, r3.z
|
|
temp1.x = log2(temp3.z);
|
|
// mul r1.z, r1.x, c29.w
|
|
temp1.z = temp1.x * float1(0.6931472);
|
|
// mul r1.x, r0.z, r1.x
|
|
temp1.x = temp0.z * temp1.x;
|
|
// rcp r1.z, r1.z
|
|
temp1.z = 1.0f / temp1.z;
|
|
// exp r1.x, r1.x
|
|
temp1.x = exp2(temp1.x);
|
|
// add r1.x, r1.x, c28.w
|
|
temp1.x = temp1.x + float1(-1);
|
|
// mul r1.x, r1.z, r1.x
|
|
temp1.x = temp1.z * temp1.x;
|
|
// mad r1.x, r2.y, r1.x, r2.x
|
|
temp1.x = temp2.y * temp1.x + temp2.x;
|
|
// mad r2.xyz, r1.x, r4, r0.xyww
|
|
temp2.xyz = temp1.xxx * temp4.xyz + temp0.xyw;
|
|
// mov r2.w, -c28.w
|
|
temp2.w = float1(1);
|
|
// dp4 oPos.x, r2, c61
|
|
o.position.x = dot(temp2, (WorldViewProjection._m00_m10_m20_m30));
|
|
// dp4 oPos.y, r2, c62
|
|
o.position.y = dot(temp2, (WorldViewProjection._m01_m11_m21_m31));
|
|
// dp4 r0.y, r2, c64
|
|
temp0.y = dot(temp2, (WorldViewProjection._m03_m13_m23_m33));
|
|
// dp4 r0.x, r2, c63
|
|
temp0.x = dot(temp2, (WorldViewProjection._m02_m12_m22_m32));
|
|
// rcp r0.w, r0.y
|
|
temp0.w = 1.0f / temp0.y;
|
|
// mov oPos.zw, r0.xyxy
|
|
o.position.zw = temp0.xy;
|
|
// mul oT3.x, r0.x, r0.w
|
|
o.texcoord3 = temp0.x * temp0.w;
|
|
// mul r0.xyw, r3.y, c69.xyzz
|
|
temp0.xyw = temp3.yyy * (View._m01_m11_m21_m31).xyz;
|
|
// mad r0.xyw, -c68.xyzz, r3.x, r0
|
|
temp0.xyw = -(View._m00_m10_m20_m30).xyz * temp3.xxx + temp0.xyw;
|
|
// dp3 oT5.x, c6, r0.xyww
|
|
o.texcoord5.x = dot(DirectionalLight[0].Direction.xyz, temp0.xyw);
|
|
// mul r2.xyz, r3.x, c69
|
|
temp2.xyz = temp3.xxx * (View._m01_m11_m21_m31).xyz;
|
|
// mad r2.xyz, c68, r3.y, r2
|
|
temp2.xyz = (View._m00_m10_m20_m30).xyz * temp3.yyy + temp2.xyz;
|
|
// dp3 oT5.y, c6, r2
|
|
o.texcoord5.y = dot(DirectionalLight[0].Direction.xyz, temp2.xyz);
|
|
// mov r3.xyz, c6
|
|
temp3.xyz = DirectionalLight[0].Direction.xyz;
|
|
// dp3 oT5.z, r3, c58
|
|
o.texcoord5.z = dot(temp3.xyz, expr58.xyz);
|
|
// dp3 oT6.x, c8, r0.xyww
|
|
o.texcoord6.x = dot(DirectionalLight[1].Direction.xyz, temp0.xyw);
|
|
// dp3 oT7.x, c10, r0.xyww
|
|
o.texcoord7.x = dot(DirectionalLight[2].Direction.xyz, temp0.xyw);
|
|
// dp3 oT6.y, c8, r2
|
|
o.texcoord6.y = dot(DirectionalLight[1].Direction.xyz, temp2.xyz);
|
|
// dp3 oT7.y, c10, r2
|
|
o.texcoord7.y = dot(DirectionalLight[2].Direction.xyz, temp2.xyz);
|
|
// mov r2.xyz, c8
|
|
temp2.xyz = DirectionalLight[1].Direction.xyz;
|
|
// dp3 oT6.z, r2, c58
|
|
o.texcoord6.z = dot(temp2.xyz, expr58.xyz);
|
|
// mov r2.xyz, c10
|
|
temp2.xyz = DirectionalLight[2].Direction.xyz;
|
|
// dp3 oT7.z, r2, c58
|
|
o.texcoord7.z = dot(temp2.xyz, expr58.xyz);
|
|
// mad r0.xy, v2.x, c37.x, c37.yzzw
|
|
temp0.xy = i.texcoord1.xx * float2(0.1875, 0.1875) + float2(4.8125, 2.75);
|
|
// frc r0.xy, r0
|
|
temp0.xy = frac(temp0.xy);
|
|
// mul r0.xy, r0, c28.z
|
|
temp0.xy = temp0.xy * float2(16, 16);
|
|
// frc r1.xz, r0.xyyw
|
|
temp1.xz = frac(temp0.xy);
|
|
// add r0.xy, r0, -r1.xzzw
|
|
temp0.xy = temp0.xy + -temp1.xz;
|
|
// mova a0.xy, r0
|
|
addr0.xy = temp0.xy;
|
|
// mov r0.y, c39.y
|
|
temp0.y = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y;
|
|
// mul r0.x, r0.y, c11[a0.x].x
|
|
temp0.x = temp0.y * float1(0.957897);
|
|
// frc r0.x, r0.x
|
|
temp0.x = frac(temp0.x);
|
|
// mad r0.x, c11[a0.x].x, r0.y, -r0.x
|
|
temp0.x = float1(0.957897) * temp0.y + -temp0.x;
|
|
// mov r2.xy, c49
|
|
temp2.xy = Draw.ColorScaleRange.xy;
|
|
// mad r0.y, c11[a0.y].x, r2.y, r2.x
|
|
temp0.y = float1(0.957897) * temp2.y + temp2.x;
|
|
// mad r0.x, r0.z, c48.x, r0.x
|
|
temp0.x = temp0.z * Draw.SpeedMultiplier.x + temp0.x;
|
|
// mul r0.w, r0.x, c59.x
|
|
temp0.w = temp0.x * expr59.x;
|
|
// abs r1.x, r0.w
|
|
temp1.x = abs(temp0.w);
|
|
// sge r0.w, r0.w, -r0.w
|
|
temp0.w = (temp0.w >= -temp0.w) ? 1 : 0;
|
|
// frc r1.x, r1.x
|
|
temp1.x = frac(temp1.x);
|
|
// lrp r2.x, r0.w, r1.x, -r1.x
|
|
temp2.x = lerp(-temp1.x, temp1.x, temp0.w);
|
|
// mul r0.w, r2.x, c39.y
|
|
temp0.w = temp2.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y;
|
|
// mul r1.z, r0.w, c60.x
|
|
temp1.z = temp0.w * expr60.x;
|
|
// abs r0.w, r1.z
|
|
temp0.w = abs(temp1.z);
|
|
// frc r0.w, r0.w
|
|
temp0.w = frac(temp0.w);
|
|
// sge r2.x, r1.z, -r1.z
|
|
temp2.x = (temp1.z >= -temp1.z) ? 1 : 0;
|
|
// lrp r3.x, r2.x, r0.w, -r0.w
|
|
temp3.x = lerp(-temp0.w, temp0.w, temp2.x);
|
|
// mul r1.x, r3.x, c39.x
|
|
temp1.x = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
|
|
// frc r2.xy, r1.xzzw
|
|
temp2.xy = frac(temp1.xz);
|
|
// add r1.xz, r1, -r2.xyyw
|
|
temp1.xz = temp1.xz + -temp2.xy;
|
|
// add r1.xz, r1.yyww, r1
|
|
temp1.xz = temp1.yw + temp1.xz;
|
|
// mul oT0.xy, r1.xzzw, c60.x
|
|
o.texcoord = temp1.xzzw * expr60.x;
|
|
// add r0.w, r0.x, -c28.w
|
|
temp0.w = temp0.x + float1(1);
|
|
// frc oT4.z, r0.x
|
|
o.texcoord4.z = frac(temp0.x);
|
|
// mul r0.x, r0.w, c59.x
|
|
temp0.x = temp0.w * expr59.x;
|
|
// abs r0.w, r0.x
|
|
temp0.w = abs(temp0.x);
|
|
// sge r0.x, r0.x, -r0.x
|
|
temp0.x = (temp0.x >= -temp0.x) ? 1 : 0;
|
|
// frc r0.w, r0.w
|
|
temp0.w = frac(temp0.w);
|
|
// lrp r1.x, r0.x, r0.w, -r0.w
|
|
temp1.x = lerp(-temp0.w, temp0.w, temp0.x);
|
|
// mul r0.x, r1.x, c39.y
|
|
temp0.x = temp1.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y;
|
|
// mul r0.w, r0.x, c60.x
|
|
temp0.w = temp0.x * expr60.x;
|
|
// abs r1.x, r0.w
|
|
temp1.x = abs(temp0.w);
|
|
// frc r1.x, r1.x
|
|
temp1.x = frac(temp1.x);
|
|
// sge r1.z, r0.w, -r0.w
|
|
temp1.z = (temp0.w >= -temp0.w) ? 1 : 0;
|
|
// lrp r2.x, r1.z, r1.x, -r1.x
|
|
temp2.x = lerp(-temp1.x, temp1.x, temp1.z);
|
|
// mul r0.x, r2.x, c39.x
|
|
temp0.x = temp2.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
|
|
// frc r1.xz, r0.xyww
|
|
temp1.xz = frac(temp0.xw);
|
|
// add r0.xw, r0, -r1.xyzz
|
|
temp0.xw = temp0.xw + -temp1.xz;
|
|
// add r0.xw, r1.yyzw, r0
|
|
temp0.xw = temp1.yw + temp0.xw;
|
|
// mul oT4.xy, r0.xwzw, c60.x
|
|
o.texcoord4.xy = temp0.xw * expr60.xx;
|
|
// rcp r0.x, v0.w
|
|
temp0.x = 1.0f / i.position.w;
|
|
// mul r0.x, r0.z, r0.x
|
|
temp0.x = temp0.z * temp0.x;
|
|
// mov r1, c42
|
|
temp1 = Draw.ColorAnimationFunctions[2];
|
|
// mad r1, r1, r0.x, c43
|
|
temp1 = temp1 * temp0.x + Draw.ColorAnimationFunctions[3];
|
|
// mov r2, c44
|
|
temp2 = Draw.ColorAnimationFunctions[4];
|
|
// mad r2, r2, r0.x, c45
|
|
temp2 = temp2 * temp0.x + Draw.ColorAnimationFunctions[5];
|
|
// slt r0.zw, r0.x, c46.xyyz
|
|
temp0.zw = (temp0.xx < Draw.TimeKeys.yz) ? 1 : 0;
|
|
// mov r3, c40
|
|
temp3 = Draw.ColorAnimationFunctions[0];
|
|
// mad r3, r3, r0.x, c41
|
|
temp3 = temp3 * temp0.x + Draw.ColorAnimationFunctions[1];
|
|
// lrp r4, r0.w, r1, r2
|
|
temp4 = lerp(temp2, temp1, temp0.w);
|
|
// lrp r1, r0.z, r3, r4
|
|
temp1 = lerp(temp4, temp3, temp0.z);
|
|
// mul oD0, r0.y, r1
|
|
o.color = temp0.y * temp1;
|
|
// mov oT5.w, c27.z
|
|
o.texcoord5.w = float1(0);
|
|
// mov oT6.w, c27.z
|
|
o.texcoord6.w = float1(0);
|
|
// mov oT7.w, c27.z
|
|
o.texcoord7.w = float1(0);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
technique Default_M
|
|
{
|
|
pass P0 <string ExpressionEvaluator = "Particle";>
|
|
{
|
|
VertexShader = compile vs_2_0 Default_M_VertexShader15(); // 33
|
|
PixelShader = PS_Array[Default_M_Expression14()]; // 34
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 1;
|
|
AlphaFunc = 7;
|
|
AlphaRef = 96;
|
|
}
|
|
}
|
|
|
|
technique _Default_L
|
|
{
|
|
pass P0 <string ExpressionEvaluator = "Particle";>
|
|
{
|
|
VertexShader = compile vs_2_0 _Default_L_VertexShader13(); // 36
|
|
PixelShader = compile ps_2_0 _Default_L_PixelShader12(); // 37
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 1;
|
|
AlphaFunc = 7;
|
|
AlphaRef = 96;
|
|
}
|
|
}
|
|
|
|
technique _CreateShadowMap
|
|
{
|
|
pass P0 <string ExpressionEvaluator = "GPUParticle_CreateShadowMap";>
|
|
{
|
|
VertexShader = compile vs_2_0 _CreateShadowMap_VertexShader11(); // 45
|
|
PixelShader = PSCreateShadowMap_Array[_CreateShadowMap_Expression10()]; // 46
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
ZWriteEnable = 1;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 0;
|
|
AlphaTestEnable = 0;
|
|
}
|
|
}
|
|
|