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

4672 lines
156 KiB
HLSL

string DefaultParameterScopeBlock = "material"; // 1
float3 AmbientLightColor <bool unmanaged = 1;> = { 0.3, 0.3, 0.3 };
struct {
float3 Color;
float3 Direction;
} DirectionalLight[3] <bool unmanaged = 1;> = { 1.625198, 1.512711, 1.097048, 0.62914, -0.34874, 0.69465, 0.5232916, 0.6654605, 0.7815244, -0.32877, 0.90329, 0.27563, 0.4420466, 0.4102767, 0.4420466, -0.80704, -0.58635, 0.06975 };
struct {
float3 Color;
float3 Position;
float2 Range_Inner_Outer;
} PointLight[8] <bool unmanaged = 1;>;
struct {
float4 WorldPositionMultiplier_XYZZ;
float2 CurrentOffsetUV;
} Cloud <bool unmanaged = 1;>;
float3 NoCloudMultiplier <bool unmanaged = 1;> = { 1, 1, 1 };
float3 RecolorColorDummy <bool unmanaged = 1;>;
row_major float4x4 ShadowMapWorldToShadow <bool unmanaged = 1;>;
float OpacityOverride <bool unmanaged = 1;> = { 1 };
float3 TintColor <bool unmanaged = 1;> = { 1, 1, 1 };
float3 EyePosition <bool unmanaged = 1;>;
row_major float4x4 ViewProjection <bool unmanaged = 1;>;
struct
{
float4 VideoTex_NumPerRow_LastFrame_SingleRow_isRand;
float4 ColorAnimationFunctions[6];
float4 TimeKeys;
int ShaderType;
float SpeedMultiplier;
float2 ColorScaleRange;
} Draw : register(vs_3_0, c64) <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 };
struct
{
float3 Gravity;
float3 DriftVelocity;
float2 VelocityDampingRange;
} Physics : register(vs_3_0, c86) <string UIWidget = "None"; string SasBindAddress = "Particle.Physics";> = { 0, 0, 0, 0, 0, 0, 1, 0 };
struct
{
float3 Size_Rate_Damping__Min;
float3 Size_Rate_Damping__Spread;
float3 XYRotation_Rate_Damping__Min;
float3 XYRotation_Rate_Damping__Spread;
float3 ZRotation_Rate_Damping__Min;
float3 ZRotation_Rate_Damping__Spread;
} Update : register(vs_2_0, c65) <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 };
texture ParticleTextureSampler <string UIWidget = "None"; string SasBindAddress = "Particle.Draw.Texture";>; // 8
sampler2D ParticleTextureSamplerSampler : register(ps_2_0, s0) : register(ps_3_0, s0) <string Texture = "ParticleTextureSampler"; string UIWidget = "None"; string SasBindAddress = "Particle.Draw.Texture";> =
sampler_state
{
Texture = <ParticleTextureSampler>; // 11
MinFilter = 2;
MagFilter = 2;
MipFilter = 2;
AddressU = 3;
AddressV = 3;
};
texture NextFrameTextureSampler <string UIWidget = "None"; string SasBindAddress = "Particle.Draw.Texture";>; // 15
sampler2D NextFrameTextureSamplerSampler : register(ps_3_0, s1) <string Texture = "NextFrameTextureSampler"; string UIWidget = "None"; string SasBindAddress = "Particle.Draw.Texture";> =
sampler_state
{
Texture = <NextFrameTextureSampler>; // 18
MinFilter = 2;
MagFilter = 2;
MipFilter = 2;
AddressU = 3;
AddressV = 3;
};
texture DepthTexture <string SasBindAddress = "WW3D.DepthTexture";>; // 22
sampler2D DepthTextureSampler : register(ps_3_0, s2) <string Texture = "DepthTexture"; string SasBindAddress = "WW3D.DepthTexture";> =
sampler_state
{
Texture = <DepthTexture>; // 24
MinFilter = 2;
MagFilter = 2;
MipFilter = 1;
AddressU = 3;
AddressV = 3;
};
bool ShouldDrawParticleSoft <string UIWidget = "None"; string SasBindAddress = "Particle.Draw.ShouldDrawParticleSoft";>;
column_major float4x4 WorldView : WorldView : register(vs_3_0, c124);
column_major float4x4 Projection : Projection : register(vs_3_0, c128);
column_major float4x4 WorldViewProjection : WorldViewProjection;
column_major float4x3 View : View : register(vs_2_0, c78);
row_major float4x4 ProjectionI : ProjectionInverse;
float Time : Time;
struct
{
float3 StartSizeMinimums;
float3 StartSizeSpreads;
float3 SizeRateMinimums;
float3 SizeRateSpreads;
float3 SizeDampingMinimums;
float3 SizeDampingSpreads;
float3 AngleMinimums;
float3 AngleSpreads;
float3 AngularRateMinimums;
float3 AngularRateSpreads;
float2 AngleDampingMin_AngleDampingSpread;
int RotationType;
} GeometryUpdate : register(vs_2_0, c69) : register(vs_3_0, c75) <string UIWidget = "None"; string SasBindAddress = "Particle.GeometryUpdate";>;
// VS_Array_H_Shader_0 Vertex_3_0 Has PRES True
struct VS_Array_H_Shader_0_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
struct VS_Array_H_Shader_0_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float3 texcoord1 : TEXCOORD1;
float texcoord2 : TEXCOORD2;
float3 texcoord3 : TEXCOORD3;
float4 texcoord4 : TEXCOORD4;
float2 texcoord5 : TEXCOORD5;
};
VS_Array_H_Shader_0_Output VS_Array_H_Shader_0(VS_Array_H_Shader_0_Input i)
{
/*
PRSI
OutputRegisterOffset: 45
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 19
Unknown3: 3
Unknown4: 0
Unknown5: 45
Unknown6: 2
Mappings: 5
0 - ConstOutput: 52 ConstInput 2
1 - ConstOutput: 55 ConstInput 1
2 - ConstOutput: 57 ConstInput 1
3 - ConstOutput: 61 ConstInput 3
4 - ConstOutput: 1 ConstInput 0
*/
float4 expr45;
float4 expr46;
float4 expr47;
float4 expr48;
float4 expr49;
float4 expr50;
float4 expr51;
float4 expr52;
float4 expr53;
float4 expr54;
float4 expr55;
float4 expr56;
float4 expr57;
float4 expr58;
float4 expr59;
float4 expr60;
float4 expr61;
float4 expr62;
float4 expr63;
{
float4 temp0;
float4 temp1;
float4 temp2;
// Expression_2_1
// mul c45.x, c1.x, (30)
expr45.x = Time.x * (30);
// add c46.x, c0.x, (-1)
expr46.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x + (-1);
// lt r0.x, (0), c0.z
temp0.x = (0) < Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z;
// neg r0.y, c0.w
temp0.y = -Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.w;
// max r1.x, r0.y, c0.w
temp1.x = max(temp0.y, Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.w);
// neg r0.y, r1.x
temp0.y = -temp1.x;
// ge r2.x, r0.y, r1.x
temp2.x = temp0.y >= temp1.x;
// lt unknown1.x, r0.y, r1.x
unknown1.x = temp0.y < temp1.x;
// mul unknown0.x, r0.x, r2.x
unknown0.x = temp0.x * temp2.x;
// add r0.x, c0.z, (1)
temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z + (1);
// neg r1.x, r0.x
temp1.x = -temp0.x;
// max r2.x, r0.x, r1.x
temp2.x = max(temp0.x, temp1.x);
// neg r0.x, r2.x
temp0.x = -temp2.x;
// ge unknown2.x, r0.x, r2.x
unknown2.x = temp0.x >= temp2.x;
// rcp c62.x, c0.y
expr62.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y);
// add r0.x, c0.z, (-1)
temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z + (-1);
// neg r1.x, r0.x
temp1.x = -temp0.x;
// lt r2.x, r0.x, r1.x
temp2.x = temp0.x < temp1.x;
// frc r0.y, c0.z
temp0.y = frac(Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z);
// neg r1.x, r0.y
temp1.x = -temp0.y;
// lt r2.y, r1.x, r0.y
temp2.y = temp1.x < temp0.y;
// add r2.z, r0.x, r1.x
temp2.z = temp0.x + temp1.x;
// mul r0.x, r2.x, r2.y
temp0.x = temp2.x * temp2.y;
// add r1.x, r2.z, r0.x
temp1.x = temp2.z + temp0.x;
// mov c52.x, r1.x
expr52.x = temp1.x;
// mov c55.x, r1.x
expr55.x = temp1.x;
// rcp r0.x, c0.x
temp0.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x);
// mov c53.x, r0.x
expr53.x = temp0.x;
// mov c57.x, r0.x
expr57.x = temp0.x;
// mov c61.x, r0.x
expr61.x = temp0.x;
// mov c63.x, r0.x
expr63.x = temp0.x;
}
VS_Array_H_Shader_0_Output o;
float4 temp0, temp1, temp2, temp3, temp4, temp5;
float3 addr0;
// def c44, 0.1875, 8.9375, 2.0625, 2.75
// def c27, 0.5, 0.5, -0, 16
// def c28, 0.5, -0.5, -0, -1
// def c31, 0.5, -0, 0.5, 0.6666667
// def c36, 0, 1, 0.1875, 1.375
// def c37, 1, 1, 0.1875, 4.8125
// def c29, -0.5, -0.5, -0, 1.0001
// def c30, -0.5, 0.5, -0, 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 c32, 0.5, -0, -0.5, 0
// def c33, -0.5, -0, -0.5, 0
// def c34, -0.5, -0, 0.5, 0
// def c35, 0, 0, 0, 0
// def c38, 1, 0, 0, 0
// def c39, 0, 0, 0, 0
// def c40, 0, 1, 0, 0
// def c41, 1, 1, 0, 0
// def c42, 1, 0, 0, 0
// def c43, 0, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_texcoord1 v2
// dcl_position o0
// dcl_texcoord o1.xy
// dcl_color o2
// dcl_texcoord1 o3.xyz
// dcl_texcoord2 o4.x
// dcl_texcoord3 o5.xyz
// dcl_texcoord4 o6
// dcl_texcoord5 o7.xy
// add r0.x, c45.x, -v1.w
temp0.x = expr45.x + -i.texcoord.w;
// mad r0.yzw, v2.x, c44.x, c44
temp0.yzw = i.texcoord1.xxx * float3(0.1875, 0.1875, 0.1875) + float3(8.9375, 2.0625, 2.75);
// frc r0.yzw, r0
temp0.yzw = frac(temp0.yzw);
// mul r0.yzw, r0, c27.w
temp0.yzw = temp0.yzw * float3(16, 16, 16);
// frc r1.xyz, r0.yzww
temp1.xyz = frac(temp0.yzw);
// add r0.yzw, r0, -r1.xxyz
temp0.yzw = temp0.yzw + -temp1.xyz;
// mova a0.xyz, r0.yzww
addr0.xyz = temp0.yzw;
// mov r1.xy, c126
temp1.xy = Physics.VelocityDampingRange.xy;
// mad r0.y, c11[a0.x].x, r1.y, r1.x
temp0.y = float1(0.957897) * temp1.y + temp1.x;
// add r0.z, r0.y, c28.w
temp0.z = temp0.y + float1(-1);
// sge r0.z, -r0_abs.z, r0_abs.z
temp0.z = (r0.z == 0) ? 1 : 0;
// lrp r1.x, r0.z, c29.w, r0.y
temp1.x = lerp(temp0.y, float1(1.0001), temp0.z);
// log r0.y, r1.x
temp0.y = log2(temp1.x);
// mul r0.z, r0.x, r0.y
temp0.z = temp0.x * temp0.y;
// exp r0.z, r0.z
temp0.z = exp2(temp0.z);
// add r0.z, r0.z, c28.w
temp0.z = temp0.z + float1(-1);
// mul r0.y, r0.y, c30.w
temp0.y = temp0.y * float1(0.6931472);
// rcp r0.y, r0.y
temp0.y = 1.0f / temp0.y;
// mul r0.y, r0.z, r0.y
temp0.y = temp0.z * temp0.y;
// mul r0.z, r0.x, c27.x
temp0.z = temp0.x * float1(0.5);
// mov r1.xyz, c124
temp1.xyz = Physics.Gravity.xyz;
// mad r1.xyz, r0.z, r1, c125
temp1.xyz = temp0.zzz * temp1.xyz + Physics.DriftVelocity.xyz;
// mul r1.xyz, r0.x, r1
temp1.xyz = temp0.xxx * temp1.xyz;
// mad r0.yzw, v1.xxyz, r0.y, r1.xxyz
temp0.yzw = i.texcoord.xyz * temp0.yyy + temp1.xyz;
// add r0.yzw, r0, v0.xxyz
temp0.yzw = temp0.yzw + i.position.xyz;
// mov r1.xyz, c11[a0.y]
temp1.xyz = float3(0.957897, 0.37887052, 0.36357188);
// mov r2.xyz, c76
temp2.xyz = GeometryUpdate.StartSizeSpreads.xyz;
// mad r2.xyz, r1, r2, c75
temp2.xyz = temp1.xyz * temp2.xyz + GeometryUpdate.StartSizeMinimums.xyz;
// mov r3.xyz, c78
temp3.xyz = GeometryUpdate.SizeRateSpreads.xyz;
// mad r3.xyz, r1, r3, c77
temp3.xyz = temp1.xyz * temp3.xyz + GeometryUpdate.SizeRateMinimums.xyz;
// mov r4.xyz, c80
temp4.xyz = GeometryUpdate.SizeDampingSpreads.xyz;
// mad r1.xyz, r1, r4, c79
temp1.xyz = temp1.xyz * temp4.xyz + GeometryUpdate.SizeDampingMinimums.xyz;
// add r4.xyz, r1, c28.w
temp4.xyz = temp1.xyz + float3(-1, -1, -1);
// sge r4.xyz, -r4_abs, r4_abs
temp4.xyz = (r4.xyz == 0) ? 1 : 0;
// lrp r5.xyz, r4, c29.w, r1
temp5.xyz = lerp(temp1.xyz, float3(1.0001, 1.0001, 1.0001), temp4.xyz);
// log r1.x, r5.x
temp1.x = log2(temp5.x);
// log r1.y, r5.y
temp1.y = log2(temp5.y);
// log r1.z, r5.z
temp1.z = log2(temp5.z);
// mul r4.xyz, r0.x, r1
temp4.xyz = temp0.xxx * temp1.xyz;
// exp r5.x, r4.x
temp5.x = exp2(temp4.x);
// exp r5.y, r4.y
temp5.y = exp2(temp4.y);
// exp r5.z, r4.z
temp5.z = exp2(temp4.z);
// add r4.xyz, r5, c28.w
temp4.xyz = temp5.xyz + float3(-1, -1, -1);
// mul r1.xyz, r1, c30.w
temp1.xyz = temp1.xyz * float3(0.6931472, 0.6931472, 0.6931472);
// rcp r5.x, r1.x
temp5.x = 1.0f / temp1.x;
// rcp r5.y, r1.y
temp5.y = 1.0f / temp1.y;
// rcp r5.z, r1.z
temp5.z = 1.0f / temp1.z;
// mul r1.xyz, r4, r5
temp1.xyz = temp4.xyz * temp5.xyz;
// mad r1.xyz, r3, r1, r2
temp1.xyz = temp3.xyz * temp1.xyz + temp2.xyz;
// frc r1.w, v2.y
temp1.w = frac(i.texcoord1.y);
// add r1.w, -r1.w, v2.y
temp1.w = -temp1.w + i.texcoord1.y;
// mova a0.x, r1.w
addr0.x = temp1.w;
// mad r2.xyz, c27[a0.x], r1, r0.yzww
temp2.xyz = float3(0.5, 0.5, -0) * temp1.xyz + temp0.yzw;
// mul r0.y, r1.x, c31.w
temp0.y = temp1.x * float1(0.6666667);
// mov r2.w, -c28.w
temp2.w = float1(1);
// dp4 r1.x, r2, c81
temp1.x = dot(temp2, (WorldView._m00_m10_m20_m30));
// dp4 r1.y, r2, c82
temp1.y = dot(temp2, (WorldView._m01_m11_m21_m31));
// dp4 r1.z, r2, c83
temp1.z = dot(temp2, (WorldView._m02_m12_m22_m32));
// dp4 r1.w, r2, c84
temp1.w = dot(temp2, (WorldView._m03_m13_m23_m33));
// rcp r0.y, r0.y
temp0.y = 1.0f / temp0.y;
// mul o7.x, r1.z, r0.y
o.texcoord5.x = temp1.z * temp0.y;
// dp4 r2.x, r1, c85
temp2.x = dot(temp1, (Projection._m00_m10_m20_m30));
// dp4 r2.y, r1, c86
temp2.y = dot(temp1, (Projection._m01_m11_m21_m31));
// dp4 r2.z, r1, c87
temp2.z = dot(temp1, (Projection._m02_m12_m22_m32));
// dp4 r2.w, r1, c88
temp2.w = dot(temp1, (Projection._m03_m13_m23_m33));
// rcp r0.z, r2.w
temp0.z = 1.0f / temp2.w;
// mul o4.x, r2.z, r0.z
o.texcoord2 = temp2.z * temp0.z;
// mul r0.z, r0.x, c73.x
temp0.z = temp0.x * Draw.SpeedMultiplier.x;
// min r1.y, r0.z, c46.x
temp1.y = min(temp0.z, expr46.x);
// mov r0.w, c28.w
temp0.w = float1(-1);
// mad r0.w, r0.x, c73.x, -r0.w
temp0.w = temp0.x * Draw.SpeedMultiplier.x + -temp0.w;
// min r1.x, r0.w, c46.x
temp1.x = min(temp0.w, expr46.x);
// if b0
if (Error ConstBool0Error) {
// frc r3.xy, r1.yxzw
temp3.xy = frac(temp1.yx);
// add r4.xz, r1.yyxw, -r3.xyyw
temp4.xz = temp1.yx + -temp3.xy;
// mov r4.y, c52.x
temp4.y = expr52.x;
// add r3.yz, r4.xxyw, c35[a0.x].xxyw
temp3.yz = temp4.xy + float2(0, 0);
// mul o1.xy, r3.yzzw, c53.x
o.texcoord = temp3.yzzw * expr53.x;
// mov r4.w, c55.x
temp4.w = expr55.x;
// add r3.yz, r4.xzww, c35[a0.x].xxyw
temp3.yz = temp4.zw + float2(0, 0);
// mul o5.xy, r3.yzzw, c53.x
o.texcoord3.xy = temp3.yz * expr53.xx;
// mov o5.z, r3.x
o.texcoord3.z = temp3.x;
// else
} else {
// mad r3.x, v2.x, c36.z, c36.w
temp3.x = i.texcoord1.x * float1(0.1875) + float1(1.375);
// frc r3.x, r3.x
temp3.x = frac(temp3.x);
// mul r3.x, r3.x, c27.w
temp3.x = temp3.x * float1(16);
// frc r3.y, r3.x
temp3.y = frac(temp3.x);
// add r3.x, r3.x, -r3.y
temp3.x = temp3.x + -temp3.y;
// mova a0.y, r3.x
addr0.y = temp3.x;
// mov r3.x, c64.x
temp3.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// mul r3.y, r3.x, c11[a0.y].x
temp3.y = temp3.x * float1(0.957897);
// frc r3.z, r3.y
temp3.z = frac(temp3.y);
// add r3.w, r3.y, -r3.z
temp3.w = temp3.y + -temp3.z;
// slt r3.y, r3.y, -r3.y
temp3.y = (temp3.y < -temp3.y) ? 1 : 0;
// slt r3.z, -r3.z, r3.z
temp3.z = (-temp3.z < temp3.z) ? 1 : 0;
// mad r1.w, r3.y, r3.z, r3.w
temp1.w = temp3.y * temp3.z + temp3.w;
// if b1
if (Error ConstBool1Error) {
// mad r3.y, v2.x, c37.z, c37.w
temp3.y = i.texcoord1.x * float1(0.1875) + float1(4.8125);
// frc r3.y, r3.y
temp3.y = frac(temp3.y);
// mul r3.y, r3.y, c27.w
temp3.y = temp3.y * float1(16);
// frc r3.z, r3.y
temp3.z = frac(temp3.y);
// add r3.y, r3.y, -r3.z
temp3.y = temp3.y + -temp3.z;
// mova a0.y, r3.y
addr0.y = temp3.y;
// mul r3.x, r3.x, c11[a0.y].x
temp3.x = temp3.x * float1(0.957897);
// frc r3.y, r3.x
temp3.y = frac(temp3.x);
// add r3.z, r3.x, -r3.y
temp3.z = temp3.x + -temp3.y;
// slt r3.x, r3.x, -r3.x
temp3.x = (temp3.x < -temp3.x) ? 1 : 0;
// slt r3.y, -r3.y, r3.y
temp3.y = (-temp3.y < temp3.y) ? 1 : 0;
// mad r1.z, r3.x, r3.y, r3.z
temp1.z = temp3.x * temp3.y + temp3.z;
// add r3.xy, r1.zwzw, c35[a0.x]
temp3.xy = temp1.zw + float2(0, 0);
// mul r3.xy, r3, c57.x
temp3.xy = temp3.xy * expr57.xx;
// mov o5.z, -c27.z
o.texcoord3.z = float1(0);
// mov o5.xy, r3
o.texcoord3.xy = temp3.xy;
// mov o1.xy, r3
o.texcoord = temp3;
// else
} else {
// if b2
if (Error ConstBool2Error) {
// frc r3.z, r1.y
temp3.z = frac(temp1.y);
// mov r3.w, -c27.z
temp3.w = float1(0);
// add r1.yz, r1.xyww, -r3.xzww
temp1.yz = temp1.yw + -temp3.zw;
// add r1.yz, r1, c35[a0.x].xxyw
temp1.yz = temp1.yz + float2(0, 0);
// mul o1.xy, r1.yzzw, c61.x
o.texcoord = temp1.yzzw * expr61.x;
// frc r1.y, r1.x
temp1.y = frac(temp1.x);
// mov r1.z, -c27.z
temp1.z = float1(0);
// add r1.xy, r1.xwzw, -r1.yzzw
temp1.xy = temp1.xw + -temp1.yz;
// add r1.xy, r1, c35[a0.x]
temp1.xy = temp1.xy + float2(0, 0);
// mul r3.xy, r1, c61.x
temp3.xy = temp1.xy * expr61.xx;
// mov o5.xyz, r3
o.texcoord3 = temp3;
// else
} else {
// mul r1.x, r0.z, c62.x
temp1.x = temp0.z * expr62.x;
// frc r1.y, r1_abs.x
temp1.y = frac(abs(temp1).x);
// sge r1.x, r1.x, -r1.x
temp1.x = (temp1.x >= -temp1.x) ? 1 : 0;
// lrp r3.x, r1.x, r1.y, -r1.y
temp3.x = lerp(-temp1.y, temp1.y, temp1.x);
// mul r1.x, r3.x, c64.y
temp1.x = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y;
// mul r1.y, r1.x, c63.x
temp1.y = temp1.x * expr63.x;
// frc r1.z, r1_abs.y
temp1.z = frac(abs(temp1).y);
// sge r1.w, r1.y, -r1.y
temp1.w = (temp1.y >= -temp1.y) ? 1 : 0;
// lrp r3.x, r1.w, r1.z, -r1.z
temp3.x = lerp(-temp1.z, temp1.z, temp1.w);
// mul r1.x, r3.x, c64.x
temp1.x = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// frc r1.zw, r1.xyxy
temp1.zw = frac(temp1.xy);
// add r1.xy, r1, -r1.zwzw
temp1.xy = temp1.xy + -temp1.zw;
// add r1.xy, r1, c35[a0.x]
temp1.xy = temp1.xy + float2(0, 0);
// mul o1.xy, r1, c63.x
o.texcoord = temp1 * expr63.x;
// mul r0.w, r0.w, c62.x
temp0.w = temp0.w * expr62.x;
// frc r1.x, r0_abs.w
temp1.x = frac(abs(temp0).w);
// sge r0.w, r0.w, -r0.w
temp0.w = (temp0.w >= -temp0.w) ? 1 : 0;
// lrp r3.x, r0.w, r1.x, -r1.x
temp3.x = lerp(-temp1.x, temp1.x, temp0.w);
// mul r0.w, r3.x, c64.y
temp0.w = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y;
// mul r1.y, r0.w, c63.x
temp1.y = temp0.w * expr63.x;
// frc r0.w, r1_abs.y
temp0.w = frac(abs(temp1).y);
// sge r1.z, r1.y, -r1.y
temp1.z = (temp1.y >= -temp1.y) ? 1 : 0;
// lrp r3.x, r1.z, r0.w, -r0.w
temp3.x = lerp(-temp0.w, temp0.w, temp1.z);
// mul r1.x, r3.x, c64.x
temp1.x = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// frc r1.zw, r1.xyxy
temp1.zw = frac(temp1.xy);
// add r1.xy, r1, -r1.zwzw
temp1.xy = temp1.xy + -temp1.zw;
// add r1.xy, r1, c35[a0.x]
temp1.xy = temp1.xy + float2(0, 0);
// mul o5.xy, r1, c63.x
o.texcoord3.xy = temp1.xy * expr63.xx;
// frc o5.z, r0.z
o.texcoord3.z = frac(temp0.z);
// endif
}
// endif
}
// endif
}
// rcp r0.z, v0.w
temp0.z = 1.0f / i.position.w;
// mul r0.x, r0.x, r0.z
temp0.x = temp0.x * temp0.z;
// mov r1, c65
temp1 = Draw.ColorAnimationFunctions[0];
// mad r1, r1, r0.x, c66
temp1 = temp1 * temp0.x + Draw.ColorAnimationFunctions[1];
// slt r0.zw, r0.x, c71.xyyz
temp0.zw = (temp0.xx < Draw.TimeKeys.yz) ? 1 : 0;
// mov r3, c67
temp3 = Draw.ColorAnimationFunctions[2];
// mad r3, r3, r0.x, c68
temp3 = temp3 * temp0.x + Draw.ColorAnimationFunctions[3];
// mov r4, c69
temp4 = Draw.ColorAnimationFunctions[4];
// mad r4, r4, r0.x, c70
temp4 = temp4 * temp0.x + Draw.ColorAnimationFunctions[5];
// lrp r5, r0.w, r3, r4
temp5 = lerp(temp4, temp3, temp0.w);
// lrp r3, r0.z, r1, r5
temp3 = lerp(temp5, temp1, temp0.z);
// mov r1.xy, c74
temp1.xy = Draw.ColorScaleRange.xy;
// mad r0.x, c11[a0.z].x, r1.y, r1.x
temp0.x = float1(0.957897) * temp1.y + temp1.x;
// mul o2, r3, r0.x
o.color = temp3 * temp0.x;
// mov o0, r2
o.position = temp2;
// mov o3.xyz, -c28.w
o.texcoord1 = float4(1, 1, 1, 1);
// mov o6, r2
o.texcoord4 = temp2;
// mov o7.y, r0.y
o.texcoord5.y = temp0.y;
//
return o;
}
// VS_Array_H_Shader_1 Vertex_3_0 Has PRES True
struct VS_Array_H_Shader_1_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
struct VS_Array_H_Shader_1_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float3 texcoord1 : TEXCOORD1;
float texcoord2 : TEXCOORD2;
float3 texcoord3 : TEXCOORD3;
float4 texcoord4 : TEXCOORD4;
float2 texcoord5 : TEXCOORD5;
};
VS_Array_H_Shader_1_Output VS_Array_H_Shader_1(VS_Array_H_Shader_1_Input i)
{
/*
PRSI
OutputRegisterOffset: 45
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 19
Unknown3: 3
Unknown4: 0
Unknown5: 45
Unknown6: 2
Mappings: 5
0 - ConstOutput: 52 ConstInput 2
1 - ConstOutput: 55 ConstInput 1
2 - ConstOutput: 57 ConstInput 1
3 - ConstOutput: 61 ConstInput 3
4 - ConstOutput: 1 ConstInput 0
*/
float4 expr45;
float4 expr46;
float4 expr47;
float4 expr48;
float4 expr49;
float4 expr50;
float4 expr51;
float4 expr52;
float4 expr53;
float4 expr54;
float4 expr55;
float4 expr56;
float4 expr57;
float4 expr58;
float4 expr59;
float4 expr60;
float4 expr61;
float4 expr62;
float4 expr63;
{
float4 temp0;
float4 temp1;
float4 temp2;
// Expression_2_1
// mul c45.x, c1.x, (30)
expr45.x = Time.x * (30);
// add c46.x, c0.x, (-1)
expr46.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x + (-1);
// lt r0.x, (0), c0.z
temp0.x = (0) < Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z;
// neg r0.y, c0.w
temp0.y = -Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.w;
// max r1.x, r0.y, c0.w
temp1.x = max(temp0.y, Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.w);
// neg r0.y, r1.x
temp0.y = -temp1.x;
// ge r2.x, r0.y, r1.x
temp2.x = temp0.y >= temp1.x;
// lt unknown1.x, r0.y, r1.x
unknown1.x = temp0.y < temp1.x;
// mul unknown0.x, r0.x, r2.x
unknown0.x = temp0.x * temp2.x;
// add r0.x, c0.z, (1)
temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z + (1);
// neg r1.x, r0.x
temp1.x = -temp0.x;
// max r2.x, r0.x, r1.x
temp2.x = max(temp0.x, temp1.x);
// neg r0.x, r2.x
temp0.x = -temp2.x;
// ge unknown2.x, r0.x, r2.x
unknown2.x = temp0.x >= temp2.x;
// rcp c62.x, c0.y
expr62.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y);
// add r0.x, c0.z, (-1)
temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z + (-1);
// neg r1.x, r0.x
temp1.x = -temp0.x;
// lt r2.x, r0.x, r1.x
temp2.x = temp0.x < temp1.x;
// frc r0.y, c0.z
temp0.y = frac(Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z);
// neg r1.x, r0.y
temp1.x = -temp0.y;
// lt r2.y, r1.x, r0.y
temp2.y = temp1.x < temp0.y;
// add r2.z, r0.x, r1.x
temp2.z = temp0.x + temp1.x;
// mul r0.x, r2.x, r2.y
temp0.x = temp2.x * temp2.y;
// add r1.x, r2.z, r0.x
temp1.x = temp2.z + temp0.x;
// mov c52.x, r1.x
expr52.x = temp1.x;
// mov c55.x, r1.x
expr55.x = temp1.x;
// rcp r0.x, c0.x
temp0.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x);
// mov c53.x, r0.x
expr53.x = temp0.x;
// mov c57.x, r0.x
expr57.x = temp0.x;
// mov c61.x, r0.x
expr61.x = temp0.x;
// mov c63.x, r0.x
expr63.x = temp0.x;
}
VS_Array_H_Shader_1_Output o;
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp7, temp9;
float3 addr0, temp6, temp8, temp10;
// def c44, 0.1875, 8.9375, 2.0625, 2.75
// def c27, 0.5, 0.5, -0, 16
// def c28, 0.5, -0.5, -0, -1
// def c31, 0.5, -0, 0.5, 0.1591549
// def c36, 0, 1, 6.283185, -3.141593
// def c32, 0.5, -0, -0.5, 0.001
// def c33, -0.5, -0, -0.5, 0.6666667
// def c37, 1, 1, 0.1875, 1.375
// def c38, 1, 0, 0.1875, 4.8125
// def c29, -0.5, -0.5, -0, 1.0001
// def c30, -0.5, 0.5, -0, 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 c34, -0.5, -0, 0.5, 0
// def c35, 0, 0, 0, 0
// def c39, 0, 0, 0, 0
// def c40, 0, 1, 0, 0
// def c41, 1, 1, 0, 0
// def c42, 1, 0, 0, 0
// def c43, 0, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_texcoord1 v2
// dcl_position o0
// dcl_texcoord o1.xy
// dcl_color o2
// dcl_texcoord1 o3.xyz
// dcl_texcoord2 o4.x
// dcl_texcoord3 o5.xyz
// dcl_texcoord4 o6
// dcl_texcoord5 o7.xy
// add r0.x, c45.x, -v1.w
temp0.x = expr45.x + -i.texcoord.w;
// mad r0.yzw, v2.x, c44.x, c44
temp0.yzw = i.texcoord1.xxx * float3(0.1875, 0.1875, 0.1875) + float3(8.9375, 2.0625, 2.75);
// frc r0.yzw, r0
temp0.yzw = frac(temp0.yzw);
// mul r0.yzw, r0, c27.w
temp0.yzw = temp0.yzw * float3(16, 16, 16);
// frc r1.xyz, r0.yzww
temp1.xyz = frac(temp0.yzw);
// add r0.yzw, r0, -r1.xxyz
temp0.yzw = temp0.yzw + -temp1.xyz;
// mova a0.xyz, r0.yzww
addr0.xyz = temp0.yzw;
// mov r1.xy, c88
temp1.xy = Physics.VelocityDampingRange.xy;
// mad r0.y, c11[a0.x].x, r1.y, r1.x
temp0.y = float1(0.957897) * temp1.y + temp1.x;
// add r0.z, r0.y, c28.w
temp0.z = temp0.y + float1(-1);
// sge r0.z, -r0_abs.z, r0_abs.z
temp0.z = (r0.z == 0) ? 1 : 0;
// lrp r1.x, r0.z, c29.w, r0.y
temp1.x = lerp(temp0.y, float1(1.0001), temp0.z);
// log r0.y, r1.x
temp0.y = log2(temp1.x);
// mul r0.z, r0.x, r0.y
temp0.z = temp0.x * temp0.y;
// exp r0.z, r0.z
temp0.z = exp2(temp0.z);
// add r0.z, r0.z, c28.w
temp0.z = temp0.z + float1(-1);
// mul r0.y, r0.y, c30.w
temp0.y = temp0.y * float1(0.6931472);
// rcp r0.y, r0.y
temp0.y = 1.0f / temp0.y;
// mul r0.y, r0.z, r0.y
temp0.y = temp0.z * temp0.y;
// mul r0.z, r0.x, c27.x
temp0.z = temp0.x * float1(0.5);
// mov r1.xyz, c86
temp1.xyz = Physics.Gravity.xyz;
// mad r1.xyz, r0.z, r1, c87
temp1.xyz = temp0.zzz * temp1.xyz + Physics.DriftVelocity.xyz;
// mul r1.xyz, r0.x, r1
temp1.xyz = temp0.xxx * temp1.xyz;
// mad r0.yzw, v1.xxyz, r0.y, r1.xxyz
temp0.yzw = i.texcoord.xyz * temp0.yyy + temp1.xyz;
// add r1.xyz, r0.yzww, v0
temp1.xyz = temp0.yzw + i.position.xyz;
// mov r2.xyz, c11[a0.y]
temp2.xyz = float3(0.957897, 0.37887052, 0.36357188);
// mov r3.xyz, c76
temp3.xyz = GeometryUpdate.StartSizeSpreads.xyz;
// mad r3.xyz, r2, r3, c75
temp3.xyz = temp2.xyz * temp3.xyz + GeometryUpdate.StartSizeMinimums.xyz;
// mov r4.xyz, c78
temp4.xyz = GeometryUpdate.SizeRateSpreads.xyz;
// mad r4.xyz, r2, r4, c77
temp4.xyz = temp2.xyz * temp4.xyz + GeometryUpdate.SizeRateMinimums.xyz;
// mov r5.xyz, c80
temp5.xyz = GeometryUpdate.SizeDampingSpreads.xyz;
// mad r5.xyz, r2, r5, c79
temp5.xyz = temp2.xyz * temp5.xyz + GeometryUpdate.SizeDampingMinimums.xyz;
// add r6.xyz, r5, c28.w
temp6.xyz = temp5.xyz + float3(-1, -1, -1);
// sge r6.xyz, -r6_abs, r6_abs
temp6.xyz = (r6.xyz == 0) ? 1 : 0;
// lrp r7.xyz, r6, c29.w, r5
temp7.xyz = lerp(temp5.xyz, float3(1.0001, 1.0001, 1.0001), temp6.xyz);
// log r5.x, r7.x
temp5.x = log2(temp7.x);
// log r5.y, r7.y
temp5.y = log2(temp7.y);
// log r5.z, r7.z
temp5.z = log2(temp7.z);
// mul r6.xyz, r0.x, r5
temp6.xyz = temp0.xxx * temp5.xyz;
// exp r7.x, r6.x
temp7.x = exp2(temp6.x);
// exp r7.y, r6.y
temp7.y = exp2(temp6.y);
// exp r7.z, r6.z
temp7.z = exp2(temp6.z);
// add r6.xyz, r7, c28.w
temp6.xyz = temp7.xyz + float3(-1, -1, -1);
// mul r5.xyz, r5, c30.w
temp5.xyz = temp5.xyz * float3(0.6931472, 0.6931472, 0.6931472);
// rcp r7.x, r5.x
temp7.x = 1.0f / temp5.x;
// rcp r7.y, r5.y
temp7.y = 1.0f / temp5.y;
// rcp r7.z, r5.z
temp7.z = 1.0f / temp5.z;
// mul r5.xyz, r6, r7
temp5.xyz = temp6.xyz * temp7.xyz;
// mad r3.xyz, r4, r5, r3
temp3.xyz = temp4.xyz * temp5.xyz + temp3.xyz;
// frc r1.w, v2.y
temp1.w = frac(i.texcoord1.y);
// add r1.w, -r1.w, v2.y
temp1.w = -temp1.w + i.texcoord1.y;
// mova a0.x, r1.w
addr0.x = temp1.w;
// mul r3.yzw, r3.xxyz, c27[a0.x].xxyz
temp3.yzw = temp3.xyz * float3(0.5, 0.5, -0);
// mov r4.xyz, c82
temp4.xyz = GeometryUpdate.AngleSpreads.xyz;
// mad r4.xyz, r2, r4, c81
temp4.xyz = temp2.xyz * temp4.xyz + GeometryUpdate.AngleMinimums.xyz;
// mov r5.xyz, c84
temp5.xyz = GeometryUpdate.AngularRateSpreads.xyz;
// mad r2.yzw, r2.xxyz, r5.xxyz, c83.xxyz
temp2.yzw = temp2.xyz * temp5.xyz + GeometryUpdate.AngularRateMinimums.xyz;
// mad r1.w, r2.x, c85.y, c85.x
temp1.w = temp2.x * GeometryUpdate.AngleDampingMin_AngleDampingSpread.y + GeometryUpdate.AngleDampingMin_AngleDampingSpread.x;
// add r2.x, r1.w, c28.w
temp2.x = temp1.w + float1(-1);
// sge r2.x, -r2_abs.x, r2_abs.x
temp2.x = (r2.x == 0) ? 1 : 0;
// lrp r4.w, r2.x, c29.w, r1.w
temp4.w = lerp(temp1.w, float1(1.0001), temp2.x);
// log r1.w, r4.w
temp1.w = log2(temp4.w);
// mul r2.x, r0.x, r1.w
temp2.x = temp0.x * temp1.w;
// exp r2.x, r2.x
temp2.x = exp2(temp2.x);
// add r2.x, r2.x, c28.w
temp2.x = temp2.x + float1(-1);
// mul r1.w, r1.w, c30.w
temp1.w = temp1.w * float1(0.6931472);
// rcp r1.w, r1.w
temp1.w = 1.0f / temp1.w;
// mul r1.w, r2.x, r1.w
temp1.w = temp2.x * temp1.w;
// mad r2.xyz, r2.yzww, r1.w, r4
temp2.xyz = temp2.yzw * temp1.www + temp4.xyz;
// mad r2.xyz, r2, c31.w, c31.x
temp2.xyz = temp2.xyz * float3(0.15915494, 0.15915494, 0.15915494) + float3(0.5, 0.5, 0.5);
// frc r2.xyz, r2
temp2.xyz = frac(temp2.xyz);
// mad r2.xyz, r2, c36.z, c36.w
temp2.xyz = temp2.xyz * float3(6.2831855, 6.2831855, 6.2831855) + float3(-3.1415927, -3.1415927, -3.1415927);
// sincos r4.xy, r2.x
temp4.xy = float2(cos(temp2.x), sin(temp2.x));
// sincos r5.xy, r2.y
temp5.xy = float2(cos(temp2.y), sin(temp2.y));
// sincos r6.xy, r2.z
temp6.xy = float2(cos(temp2.z), sin(temp2.z));
// mul r2, r4.yyxx, r6.xyxy
temp2 = temp4.yyxx * temp6.xyxy;
// mul r6.xy, r5.x, r6
temp6.xy = temp5.xx * temp6.xy;
// mov r6.z, -r5.y
temp6.z = -temp5.y;
// mad r7.xy, r5.y, r2.yzzw, r2.zyzw
temp7.xy = temp5.yy * temp2.yz + temp2.zy;
// mad r2.xy, r5.y, r2.xwzw, -r2.wxzw
temp2.xy = temp5.yy * temp2.xw + -temp2.wx;
// mul r4.xy, r4.yxzw, r5.x
temp4.xy = temp4.yx * temp5.xx;
// dp3 r1.w, r0.yzww, r0.yzww
temp1.w = dot(temp0.yzw, temp0.yzw);
// rsq r1.w, r1.w
temp1.w = 1 / sqrt(temp1.w);
// rcp r1.w, r1.w
temp1.w = 1.0f / temp1.w;
// slt r1.w, r1.w, c32.w
temp1.w = (temp1.w < float1(0.001)) ? 1 : 0;
// lrp r5.xyz, r1.w, v1, r0.yzww
temp5.xyz = lerp(temp0.yzw, i.texcoord.xyz, temp1.www);
// dp3 r0.y, r5, r5
temp0.y = dot(temp5.xyz, temp5.xyz);
// rsq r0.y, r0.y
temp0.y = 1 / sqrt(temp0.y);
// rcp r0.z, r0.y
temp0.z = 1.0f / temp0.y;
// mul r4.zw, r5.xyxy, r5.xyxy
temp4.zw = temp5.xy * temp5.xy;
// add r0.w, r4.w, r4.z
temp0.w = temp4.w + temp4.z;
// rsq r0.w, r0.w
temp0.w = 1 / sqrt(temp0.w);
// rcp r1.w, r0.w
temp1.w = 1.0f / temp0.w;
// slt r0.z, -r0.z, r0.z
temp0.z = (-temp0.z < temp0.z) ? 1 : 0;
// mul r4.z, r5.z, r0.y
temp4.z = temp5.z * temp0.y;
// mul r4.w, r0.y, r1.w
temp4.w = temp0.y * temp1.w;
// lrp r8.xz, r0.z, r4.zyww, -c28.zyww
temp8.xz = lerp(float2(0, 1), temp4.zw, temp0.zz);
// slt r0.y, -r1.w, r1.w
temp0.y = (-temp1.w < temp1.w) ? 1 : 0;
// mad r0.zw, r5.xyyx, r0.w, c28
temp0.zw = temp5.yx * temp0.ww + float2(-0, -1);
// mad r5.xy, r0.y, r0.zwzw, -c28.zwzw
temp5.xy = temp0.yy * temp0.zw + float2(0, 1);
// mul r9.xy, r8.z, r5.yxzw
temp9.xy = temp8.zz * temp5.yx;
// mov r9.z, -r5.x
temp9.z = -temp5.x;
// mul r5.xw, -r8.x, r5.yyzx
temp5.xw = -temp8.xx * temp5.yx;
// mov r9.w, r5.x
temp9.w = temp5.x;
// dp3 r0.y, r6, r9.xzww
temp0.y = dot(temp6.xyz, temp9.xzw);
// mov r5.z, r9.y
temp5.z = temp9.y;
// dp3 r10.x, r6.yxzw, r5.yzww
temp10.x = dot(temp6.yxz, temp5.yzw);
// mov r8.y, -c27.z
temp8.y = float1(0);
// dp3 r6.x, r6, r8
temp6.x = dot(temp6.xyz, temp8.xyz);
// mov r2.z, r7.x
temp2.z = temp7.x;
// mov r2.w, r4.x
temp2.w = temp4.x;
// dp3 r0.z, r2.xzww, r9.xzww
temp0.z = dot(temp2.xzw, temp9.xzw);
// dp3 r10.y, r2.zxww, r5.yzww
temp10.y = dot(temp2.zxw, temp5.yzw);
// dp3 r6.y, r2.xzww, r8
temp6.y = dot(temp2.xzw, temp8.xyz);
// mov r7.z, r2.y
temp7.z = temp2.y;
// mov r7.w, r4.y
temp7.w = temp4.y;
// dp3 r0.w, r7.yzww, r9.xzww
temp0.w = dot(temp7.yzw, temp9.xzw);
// dp3 r10.z, r7.zyww, r5.yzww
temp10.z = dot(temp7.zyw, temp5.yzw);
// dp3 r6.z, r7.yzww, r8
temp6.z = dot(temp7.yzw, temp8.xyz);
// dp3 r0.y, r3.yzww, r0.yzww
temp0.y = dot(temp3.yzw, temp0.yzw);
// dp3 r0.z, r3.yzww, r10
temp0.z = dot(temp3.yzw, temp10.xyz);
// dp3 r0.w, r3.yzww, r6
temp0.w = dot(temp3.yzw, temp6.xyz);
// add r1.xyz, r1, r0.yzww
temp1.xyz = temp1.xyz + temp0.yzw;
// mul r0.y, r3.x, c33.w
temp0.y = temp3.x * float1(0.6666667);
// mov r1.w, -c28.w
temp1.w = float1(1);
// dp4 r2.x, r1, c124
temp2.x = dot(temp1, (WorldView._m00_m10_m20_m30));
// dp4 r2.y, r1, c125
temp2.y = dot(temp1, (WorldView._m01_m11_m21_m31));
// dp4 r2.z, r1, c126
temp2.z = dot(temp1, (WorldView._m02_m12_m22_m32));
// dp4 r2.w, r1, c127
temp2.w = dot(temp1, (WorldView._m03_m13_m23_m33));
// rcp r0.y, r0.y
temp0.y = 1.0f / temp0.y;
// mul o7.x, r2.z, r0.y
o.texcoord5.x = temp2.z * temp0.y;
// dp4 r1.x, r2, c128
temp1.x = dot(temp2, (Projection._m00_m10_m20_m30));
// dp4 r1.y, r2, c129
temp1.y = dot(temp2, (Projection._m01_m11_m21_m31));
// dp4 r1.z, r2, c130
temp1.z = dot(temp2, (Projection._m02_m12_m22_m32));
// dp4 r1.w, r2, c131
temp1.w = dot(temp2, (Projection._m03_m13_m23_m33));
// rcp r0.z, r1.w
temp0.z = 1.0f / temp1.w;
// mul o4.x, r1.z, r0.z
o.texcoord2 = temp1.z * temp0.z;
// mul r0.z, r0.x, c73.x
temp0.z = temp0.x * Draw.SpeedMultiplier.x;
// min r2.y, r0.z, c46.x
temp2.y = min(temp0.z, expr46.x);
// mov r0.w, c28.w
temp0.w = float1(-1);
// mad r0.w, r0.x, c73.x, -r0.w
temp0.w = temp0.x * Draw.SpeedMultiplier.x + -temp0.w;
// min r2.x, r0.w, c46.x
temp2.x = min(temp0.w, expr46.x);
// if b0
if (Error ConstBool0Error) {
// frc r3.xy, r2.yxzw
temp3.xy = frac(temp2.yx);
// add r4.xz, r2.yyxw, -r3.xyyw
temp4.xz = temp2.yx + -temp3.xy;
// mov r4.y, c52.x
temp4.y = expr52.x;
// add r3.yz, r4.xxyw, c35[a0.x].xxyw
temp3.yz = temp4.xy + float2(0, 0);
// mul o1.xy, r3.yzzw, c53.x
o.texcoord = temp3.yzzw * expr53.x;
// mov r4.w, c55.x
temp4.w = expr55.x;
// add r3.yz, r4.xzww, c35[a0.x].xxyw
temp3.yz = temp4.zw + float2(0, 0);
// mul o5.xy, r3.yzzw, c53.x
o.texcoord3.xy = temp3.yz * expr53.xx;
// mov o5.z, r3.x
o.texcoord3.z = temp3.x;
// else
} else {
// mad r3.x, v2.x, c37.z, c37.w
temp3.x = i.texcoord1.x * float1(0.1875) + float1(1.375);
// frc r3.x, r3.x
temp3.x = frac(temp3.x);
// mul r3.x, r3.x, c27.w
temp3.x = temp3.x * float1(16);
// frc r3.y, r3.x
temp3.y = frac(temp3.x);
// add r3.x, r3.x, -r3.y
temp3.x = temp3.x + -temp3.y;
// mova a0.y, r3.x
addr0.y = temp3.x;
// mov r3.x, c64.x
temp3.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// mul r3.y, r3.x, c11[a0.y].x
temp3.y = temp3.x * float1(0.957897);
// frc r3.z, r3.y
temp3.z = frac(temp3.y);
// add r3.w, r3.y, -r3.z
temp3.w = temp3.y + -temp3.z;
// slt r3.y, r3.y, -r3.y
temp3.y = (temp3.y < -temp3.y) ? 1 : 0;
// slt r3.z, -r3.z, r3.z
temp3.z = (-temp3.z < temp3.z) ? 1 : 0;
// mad r2.w, r3.y, r3.z, r3.w
temp2.w = temp3.y * temp3.z + temp3.w;
// if b1
if (Error ConstBool1Error) {
// mad r3.y, v2.x, c38.z, c38.w
temp3.y = i.texcoord1.x * float1(0.1875) + float1(4.8125);
// frc r3.y, r3.y
temp3.y = frac(temp3.y);
// mul r3.y, r3.y, c27.w
temp3.y = temp3.y * float1(16);
// frc r3.z, r3.y
temp3.z = frac(temp3.y);
// add r3.y, r3.y, -r3.z
temp3.y = temp3.y + -temp3.z;
// mova a0.y, r3.y
addr0.y = temp3.y;
// mul r3.x, r3.x, c11[a0.y].x
temp3.x = temp3.x * float1(0.957897);
// frc r3.y, r3.x
temp3.y = frac(temp3.x);
// add r3.z, r3.x, -r3.y
temp3.z = temp3.x + -temp3.y;
// slt r3.x, r3.x, -r3.x
temp3.x = (temp3.x < -temp3.x) ? 1 : 0;
// slt r3.y, -r3.y, r3.y
temp3.y = (-temp3.y < temp3.y) ? 1 : 0;
// mad r2.z, r3.x, r3.y, r3.z
temp2.z = temp3.x * temp3.y + temp3.z;
// add r3.xy, r2.zwzw, c35[a0.x]
temp3.xy = temp2.zw + float2(0, 0);
// mul r3.xy, r3, c57.x
temp3.xy = temp3.xy * expr57.xx;
// mov o5.z, -c27.z
o.texcoord3.z = float1(0);
// mov o5.xy, r3
o.texcoord3.xy = temp3.xy;
// mov o1.xy, r3
o.texcoord = temp3;
// else
} else {
// if b2
if (Error ConstBool2Error) {
// frc r3.z, r2.y
temp3.z = frac(temp2.y);
// mov r3.w, -c27.z
temp3.w = float1(0);
// add r2.yz, r2.xyww, -r3.xzww
temp2.yz = temp2.yw + -temp3.zw;
// add r2.yz, r2, c35[a0.x].xxyw
temp2.yz = temp2.yz + float2(0, 0);
// mul o1.xy, r2.yzzw, c61.x
o.texcoord = temp2.yzzw * expr61.x;
// frc r2.y, r2.x
temp2.y = frac(temp2.x);
// mov r2.z, -c27.z
temp2.z = float1(0);
// add r2.xy, r2.xwzw, -r2.yzzw
temp2.xy = temp2.xw + -temp2.yz;
// add r2.xy, r2, c35[a0.x]
temp2.xy = temp2.xy + float2(0, 0);
// mul r3.xy, r2, c61.x
temp3.xy = temp2.xy * expr61.xx;
// mov o5.xyz, r3
o.texcoord3 = temp3;
// else
} else {
// mul r2.x, r0.z, c62.x
temp2.x = temp0.z * expr62.x;
// frc r2.y, r2_abs.x
temp2.y = frac(abs(temp2).x);
// sge r2.x, r2.x, -r2.x
temp2.x = (temp2.x >= -temp2.x) ? 1 : 0;
// lrp r3.x, r2.x, r2.y, -r2.y
temp3.x = lerp(-temp2.y, temp2.y, temp2.x);
// mul r2.x, r3.x, c64.y
temp2.x = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y;
// mul r2.y, r2.x, c63.x
temp2.y = temp2.x * expr63.x;
// frc r2.z, r2_abs.y
temp2.z = frac(abs(temp2).y);
// sge r2.w, r2.y, -r2.y
temp2.w = (temp2.y >= -temp2.y) ? 1 : 0;
// lrp r3.x, r2.w, r2.z, -r2.z
temp3.x = lerp(-temp2.z, temp2.z, temp2.w);
// mul r2.x, r3.x, c64.x
temp2.x = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// frc r2.zw, r2.xyxy
temp2.zw = frac(temp2.xy);
// add r2.xy, r2, -r2.zwzw
temp2.xy = temp2.xy + -temp2.zw;
// add r2.xy, r2, c35[a0.x]
temp2.xy = temp2.xy + float2(0, 0);
// mul o1.xy, r2, c63.x
o.texcoord = temp2 * expr63.x;
// mul r0.w, r0.w, c62.x
temp0.w = temp0.w * expr62.x;
// frc r2.x, r0_abs.w
temp2.x = frac(abs(temp0).w);
// sge r0.w, r0.w, -r0.w
temp0.w = (temp0.w >= -temp0.w) ? 1 : 0;
// lrp r3.x, r0.w, r2.x, -r2.x
temp3.x = lerp(-temp2.x, temp2.x, temp0.w);
// mul r0.w, r3.x, c64.y
temp0.w = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y;
// mul r2.y, r0.w, c63.x
temp2.y = temp0.w * expr63.x;
// frc r0.w, r2_abs.y
temp0.w = frac(abs(temp2).y);
// sge r2.z, r2.y, -r2.y
temp2.z = (temp2.y >= -temp2.y) ? 1 : 0;
// lrp r3.x, r2.z, r0.w, -r0.w
temp3.x = lerp(-temp0.w, temp0.w, temp2.z);
// mul r2.x, r3.x, c64.x
temp2.x = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// frc r2.zw, r2.xyxy
temp2.zw = frac(temp2.xy);
// add r2.xy, r2, -r2.zwzw
temp2.xy = temp2.xy + -temp2.zw;
// add r2.xy, r2, c35[a0.x]
temp2.xy = temp2.xy + float2(0, 0);
// mul o5.xy, r2, c63.x
o.texcoord3.xy = temp2.xy * expr63.xx;
// frc o5.z, r0.z
o.texcoord3.z = frac(temp0.z);
// endif
}
// endif
}
// endif
}
// rcp r0.z, v0.w
temp0.z = 1.0f / i.position.w;
// mul r0.x, r0.x, r0.z
temp0.x = temp0.x * temp0.z;
// mov r2, c65
temp2 = Draw.ColorAnimationFunctions[0];
// mad r2, r2, r0.x, c66
temp2 = temp2 * temp0.x + Draw.ColorAnimationFunctions[1];
// slt r0.zw, r0.x, c71.xyyz
temp0.zw = (temp0.xx < Draw.TimeKeys.yz) ? 1 : 0;
// mov r3, c67
temp3 = Draw.ColorAnimationFunctions[2];
// mad r3, r3, r0.x, c68
temp3 = temp3 * temp0.x + Draw.ColorAnimationFunctions[3];
// mov r4, c69
temp4 = Draw.ColorAnimationFunctions[4];
// mad r4, r4, r0.x, c70
temp4 = temp4 * temp0.x + Draw.ColorAnimationFunctions[5];
// lrp r5, r0.w, r3, r4
temp5 = lerp(temp4, temp3, temp0.w);
// lrp r3, r0.z, r2, r5
temp3 = lerp(temp5, temp2, temp0.z);
// mov r2.xy, c74
temp2.xy = Draw.ColorScaleRange.xy;
// mad r0.x, c11[a0.z].x, r2.y, r2.x
temp0.x = float1(0.957897) * temp2.y + temp2.x;
// mul o2, r3, r0.x
o.color = temp3 * temp0.x;
// mov o0, r1
o.position = temp1;
// mov o3.xyz, -c28.w
o.texcoord1 = float4(1, 1, 1, 1);
// mov o6, r1
o.texcoord4 = temp1;
// mov o7.y, r0.y
o.texcoord5.y = temp0.y;
//
return o;
}
// VS_Array_H_Shader_2 Vertex_3_0 Has PRES True
struct VS_Array_H_Shader_2_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
struct VS_Array_H_Shader_2_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float3 texcoord1 : TEXCOORD1;
float texcoord2 : TEXCOORD2;
float3 texcoord3 : TEXCOORD3;
float4 texcoord4 : TEXCOORD4;
float2 texcoord5 : TEXCOORD5;
};
VS_Array_H_Shader_2_Output VS_Array_H_Shader_2(VS_Array_H_Shader_2_Input i)
{
/*
PRSI
OutputRegisterOffset: 45
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 19
Unknown3: 3
Unknown4: 0
Unknown5: 45
Unknown6: 2
Mappings: 5
0 - ConstOutput: 52 ConstInput 2
1 - ConstOutput: 55 ConstInput 1
2 - ConstOutput: 57 ConstInput 1
3 - ConstOutput: 61 ConstInput 3
4 - ConstOutput: 1 ConstInput 0
*/
float4 expr45;
float4 expr46;
float4 expr47;
float4 expr48;
float4 expr49;
float4 expr50;
float4 expr51;
float4 expr52;
float4 expr53;
float4 expr54;
float4 expr55;
float4 expr56;
float4 expr57;
float4 expr58;
float4 expr59;
float4 expr60;
float4 expr61;
float4 expr62;
float4 expr63;
{
float4 temp0;
float4 temp1;
float4 temp2;
// Expression_2_1
// mul c45.x, c1.x, (30)
expr45.x = Time.x * (30);
// add c46.x, c0.x, (-1)
expr46.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x + (-1);
// lt r0.x, (0), c0.z
temp0.x = (0) < Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z;
// neg r0.y, c0.w
temp0.y = -Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.w;
// max r1.x, r0.y, c0.w
temp1.x = max(temp0.y, Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.w);
// neg r0.y, r1.x
temp0.y = -temp1.x;
// ge r2.x, r0.y, r1.x
temp2.x = temp0.y >= temp1.x;
// lt unknown1.x, r0.y, r1.x
unknown1.x = temp0.y < temp1.x;
// mul unknown0.x, r0.x, r2.x
unknown0.x = temp0.x * temp2.x;
// add r0.x, c0.z, (1)
temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z + (1);
// neg r1.x, r0.x
temp1.x = -temp0.x;
// max r2.x, r0.x, r1.x
temp2.x = max(temp0.x, temp1.x);
// neg r0.x, r2.x
temp0.x = -temp2.x;
// ge unknown2.x, r0.x, r2.x
unknown2.x = temp0.x >= temp2.x;
// rcp c62.x, c0.y
expr62.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y);
// add r0.x, c0.z, (-1)
temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z + (-1);
// neg r1.x, r0.x
temp1.x = -temp0.x;
// lt r2.x, r0.x, r1.x
temp2.x = temp0.x < temp1.x;
// frc r0.y, c0.z
temp0.y = frac(Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z);
// neg r1.x, r0.y
temp1.x = -temp0.y;
// lt r2.y, r1.x, r0.y
temp2.y = temp1.x < temp0.y;
// add r2.z, r0.x, r1.x
temp2.z = temp0.x + temp1.x;
// mul r0.x, r2.x, r2.y
temp0.x = temp2.x * temp2.y;
// add r1.x, r2.z, r0.x
temp1.x = temp2.z + temp0.x;
// mov c52.x, r1.x
expr52.x = temp1.x;
// mov c55.x, r1.x
expr55.x = temp1.x;
// rcp r0.x, c0.x
temp0.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x);
// mov c53.x, r0.x
expr53.x = temp0.x;
// mov c57.x, r0.x
expr57.x = temp0.x;
// mov c61.x, r0.x
expr61.x = temp0.x;
// mov c63.x, r0.x
expr63.x = temp0.x;
}
VS_Array_H_Shader_2_Output o;
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp7;
float3 addr0, temp6;
// def c44, 0.1875, 8.9375, 2.0625, 2.75
// def c27, 0.5, 0.5, -0, 16
// def c28, 0.5, -0.5, -0, -1
// def c36, 0, 1, 6.283185, -3.141593
// def c31, 0.5, -0, 0.5, 0.1591549
// def c32, 0.5, -0, -0.5, 0.6666667
// def c37, 1, 1, 0.1875, 1.375
// def c38, 1, 0, 0.1875, 4.8125
// def c29, -0.5, -0.5, -0, 1.0001
// def c30, -0.5, 0.5, -0, 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 c33, -0.5, -0, -0.5, 0
// def c34, -0.5, -0, 0.5, 0
// def c35, 0, 0, 0, 0
// def c39, 0, 0, 0, 0
// def c40, 0, 1, 0, 0
// def c41, 1, 1, 0, 0
// def c42, 1, 0, 0, 0
// def c43, 0, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_texcoord1 v2
// dcl_position o0
// dcl_texcoord o1.xy
// dcl_color o2
// dcl_texcoord1 o3.xyz
// dcl_texcoord2 o4.x
// dcl_texcoord3 o5.xyz
// dcl_texcoord4 o6
// dcl_texcoord5 o7.xy
// add r0.x, c45.x, -v1.w
temp0.x = expr45.x + -i.texcoord.w;
// mad r0.yzw, v2.x, c44.x, c44
temp0.yzw = i.texcoord1.xxx * float3(0.1875, 0.1875, 0.1875) + float3(8.9375, 2.0625, 2.75);
// frc r0.yzw, r0
temp0.yzw = frac(temp0.yzw);
// mul r0.yzw, r0, c27.w
temp0.yzw = temp0.yzw * float3(16, 16, 16);
// frc r1.xyz, r0.yzww
temp1.xyz = frac(temp0.yzw);
// add r0.yzw, r0, -r1.xxyz
temp0.yzw = temp0.yzw + -temp1.xyz;
// mova a0.xyz, r0.yzww
addr0.xyz = temp0.yzw;
// mov r1.xy, c88
temp1.xy = Physics.VelocityDampingRange.xy;
// mad r0.y, c11[a0.x].x, r1.y, r1.x
temp0.y = float1(0.957897) * temp1.y + temp1.x;
// add r0.z, r0.y, c28.w
temp0.z = temp0.y + float1(-1);
// sge r0.z, -r0_abs.z, r0_abs.z
temp0.z = (r0.z == 0) ? 1 : 0;
// lrp r1.x, r0.z, c29.w, r0.y
temp1.x = lerp(temp0.y, float1(1.0001), temp0.z);
// log r0.y, r1.x
temp0.y = log2(temp1.x);
// mul r0.z, r0.x, r0.y
temp0.z = temp0.x * temp0.y;
// exp r0.z, r0.z
temp0.z = exp2(temp0.z);
// add r0.z, r0.z, c28.w
temp0.z = temp0.z + float1(-1);
// mul r0.y, r0.y, c30.w
temp0.y = temp0.y * float1(0.6931472);
// rcp r0.y, r0.y
temp0.y = 1.0f / temp0.y;
// mul r0.y, r0.z, r0.y
temp0.y = temp0.z * temp0.y;
// mul r0.z, r0.x, c27.x
temp0.z = temp0.x * float1(0.5);
// mov r1.xyz, c86
temp1.xyz = Physics.Gravity.xyz;
// mad r1.xyz, r0.z, r1, c87
temp1.xyz = temp0.zzz * temp1.xyz + Physics.DriftVelocity.xyz;
// mul r1.xyz, r0.x, r1
temp1.xyz = temp0.xxx * temp1.xyz;
// mad r0.yzw, v1.xxyz, r0.y, r1.xxyz
temp0.yzw = i.texcoord.xyz * temp0.yyy + temp1.xyz;
// add r0.yzw, r0, v0.xxyz
temp0.yzw = temp0.yzw + i.position.xyz;
// mov r1.xyz, c11[a0.y]
temp1.xyz = float3(0.957897, 0.37887052, 0.36357188);
// mov r2.xyz, c76
temp2.xyz = GeometryUpdate.StartSizeSpreads.xyz;
// mad r2.xyz, r1, r2, c75
temp2.xyz = temp1.xyz * temp2.xyz + GeometryUpdate.StartSizeMinimums.xyz;
// mov r3.xyz, c78
temp3.xyz = GeometryUpdate.SizeRateSpreads.xyz;
// mad r3.xyz, r1, r3, c77
temp3.xyz = temp1.xyz * temp3.xyz + GeometryUpdate.SizeRateMinimums.xyz;
// mov r4.xyz, c80
temp4.xyz = GeometryUpdate.SizeDampingSpreads.xyz;
// mad r4.xyz, r1, r4, c79
temp4.xyz = temp1.xyz * temp4.xyz + GeometryUpdate.SizeDampingMinimums.xyz;
// add r5.xyz, r4, c28.w
temp5.xyz = temp4.xyz + float3(-1, -1, -1);
// sge r5.xyz, -r5_abs, r5_abs
temp5.xyz = (r5.xyz == 0) ? 1 : 0;
// lrp r6.xyz, r5, c29.w, r4
temp6.xyz = lerp(temp4.xyz, float3(1.0001, 1.0001, 1.0001), temp5.xyz);
// log r4.x, r6.x
temp4.x = log2(temp6.x);
// log r4.y, r6.y
temp4.y = log2(temp6.y);
// log r4.z, r6.z
temp4.z = log2(temp6.z);
// mul r5.xyz, r0.x, r4
temp5.xyz = temp0.xxx * temp4.xyz;
// exp r6.x, r5.x
temp6.x = exp2(temp5.x);
// exp r6.y, r5.y
temp6.y = exp2(temp5.y);
// exp r6.z, r5.z
temp6.z = exp2(temp5.z);
// add r5.xyz, r6, c28.w
temp5.xyz = temp6.xyz + float3(-1, -1, -1);
// mul r4.xyz, r4, c30.w
temp4.xyz = temp4.xyz * float3(0.6931472, 0.6931472, 0.6931472);
// rcp r6.x, r4.x
temp6.x = 1.0f / temp4.x;
// rcp r6.y, r4.y
temp6.y = 1.0f / temp4.y;
// rcp r6.z, r4.z
temp6.z = 1.0f / temp4.z;
// mul r4.xyz, r5, r6
temp4.xyz = temp5.xyz * temp6.xyz;
// mad r2.xyz, r3, r4, r2
temp2.xyz = temp3.xyz * temp4.xyz + temp2.xyz;
// frc r1.w, v2.y
temp1.w = frac(i.texcoord1.y);
// add r1.w, -r1.w, v2.y
temp1.w = -temp1.w + i.texcoord1.y;
// mova a0.x, r1.w
addr0.x = temp1.w;
// mul r2.yzw, r2.xxyz, c27[a0.x].xxyz
temp2.yzw = temp2.xyz * float3(0.5, 0.5, -0);
// mov r3.xyz, c82
temp3.xyz = GeometryUpdate.AngleSpreads.xyz;
// mad r3.xyz, r1, r3, c81
temp3.xyz = temp1.xyz * temp3.xyz + GeometryUpdate.AngleMinimums.xyz;
// mov r4.xyz, c84
temp4.xyz = GeometryUpdate.AngularRateSpreads.xyz;
// mad r1.yzw, r1.xxyz, r4.xxyz, c83.xxyz
temp1.yzw = temp1.xyz * temp4.xyz + GeometryUpdate.AngularRateMinimums.xyz;
// mad r1.x, r1.x, c85.y, c85.x
temp1.x = temp1.x * GeometryUpdate.AngleDampingMin_AngleDampingSpread.y + GeometryUpdate.AngleDampingMin_AngleDampingSpread.x;
// add r3.w, r1.x, c28.w
temp3.w = temp1.x + float1(-1);
// sge r3.w, -r3_abs.w, r3_abs.w
temp3.w = (r3.w == 0) ? 1 : 0;
// lrp r4.x, r3.w, c29.w, r1.x
temp4.x = lerp(temp1.x, float1(1.0001), temp3.w);
// log r1.x, r4.x
temp1.x = log2(temp4.x);
// mul r3.w, r0.x, r1.x
temp3.w = temp0.x * temp1.x;
// exp r3.w, r3.w
temp3.w = exp2(temp3.w);
// add r3.w, r3.w, c28.w
temp3.w = temp3.w + float1(-1);
// mul r1.x, r1.x, c30.w
temp1.x = temp1.x * float1(0.6931472);
// rcp r1.x, r1.x
temp1.x = 1.0f / temp1.x;
// mul r1.x, r3.w, r1.x
temp1.x = temp3.w * temp1.x;
// mad r1.xyz, r1.yzww, r1.x, r3
temp1.xyz = temp1.yzw * temp1.xxx + temp3.xyz;
// mad r1.xyz, r1, c31.w, c31.x
temp1.xyz = temp1.xyz * float3(0.15915494, 0.15915494, 0.15915494) + float3(0.5, 0.5, 0.5);
// frc r1.xyz, r1
temp1.xyz = frac(temp1.xyz);
// mad r1.xyz, r1, c36.z, c36.w
temp1.xyz = temp1.xyz * float3(6.2831855, 6.2831855, 6.2831855) + float3(-3.1415927, -3.1415927, -3.1415927);
// sincos r3.xy, r1.x
temp3.xy = float2(cos(temp1.x), sin(temp1.x));
// sincos r4.xy, r1.y
temp4.xy = float2(cos(temp1.y), sin(temp1.y));
// sincos r5.xy, r1.z
temp5.xy = float2(cos(temp1.z), sin(temp1.z));
// mul r1, r3.yyxx, r5.xyxy
temp1 = temp3.yyxx * temp5.xyxy;
// mul r5.xy, r4.x, r5
temp5.xy = temp4.xx * temp5.xy;
// mov r6.x, -r4.y
temp6.x = -temp4.y;
// mad r7.xy, r4.y, r1.yzzw, r1.zyzw
temp7.xy = temp4.yy * temp1.yz + temp1.zy;
// mad r1.xy, r4.y, r1.xwzw, -r1.wxzw
temp1.xy = temp4.yy * temp1.xw + -temp1.wx;
// mul r6.yz, r3.xyxw, r4.x
temp6.yz = temp3.yx * temp4.xx;
// mov r5.z, r1.x
temp5.z = temp1.x;
// mov r5.w, r7.y
temp5.w = temp7.y;
// dp3 r1.x, r2.yzww, r5.xzww
temp1.x = dot(temp2.yzw, temp5.xzw);
// mov r7.z, r5.y
temp7.z = temp5.y;
// mov r7.w, r1.y
temp7.w = temp1.y;
// dp3 r1.z, r2.zyww, r7.xzww
temp1.z = dot(temp2.zyw, temp7.xzw);
// dp3 r1.w, r2.yzww, r6
temp1.w = dot(temp2.yzw, temp6.xyz);
// add r1.xyz, r0.yzww, r1.xzww
temp1.xyz = temp0.yzw + temp1.xzw;
// mul r0.y, r2.x, c32.w
temp0.y = temp2.x * float1(0.6666667);
// mov r1.w, -c28.w
temp1.w = float1(1);
// dp4 r2.x, r1, c124
temp2.x = dot(temp1, (WorldView._m00_m10_m20_m30));
// dp4 r2.y, r1, c125
temp2.y = dot(temp1, (WorldView._m01_m11_m21_m31));
// dp4 r2.z, r1, c126
temp2.z = dot(temp1, (WorldView._m02_m12_m22_m32));
// dp4 r2.w, r1, c127
temp2.w = dot(temp1, (WorldView._m03_m13_m23_m33));
// rcp r0.y, r0.y
temp0.y = 1.0f / temp0.y;
// mul o7.x, r2.z, r0.y
o.texcoord5.x = temp2.z * temp0.y;
// dp4 r1.x, r2, c128
temp1.x = dot(temp2, (Projection._m00_m10_m20_m30));
// dp4 r1.y, r2, c129
temp1.y = dot(temp2, (Projection._m01_m11_m21_m31));
// dp4 r1.z, r2, c130
temp1.z = dot(temp2, (Projection._m02_m12_m22_m32));
// dp4 r1.w, r2, c131
temp1.w = dot(temp2, (Projection._m03_m13_m23_m33));
// rcp r0.z, r1.w
temp0.z = 1.0f / temp1.w;
// mul o4.x, r1.z, r0.z
o.texcoord2 = temp1.z * temp0.z;
// mul r0.z, r0.x, c73.x
temp0.z = temp0.x * Draw.SpeedMultiplier.x;
// min r2.y, r0.z, c46.x
temp2.y = min(temp0.z, expr46.x);
// mov r0.w, c28.w
temp0.w = float1(-1);
// mad r0.w, r0.x, c73.x, -r0.w
temp0.w = temp0.x * Draw.SpeedMultiplier.x + -temp0.w;
// min r2.x, r0.w, c46.x
temp2.x = min(temp0.w, expr46.x);
// if b0
if (Error ConstBool0Error) {
// frc r3.xy, r2.yxzw
temp3.xy = frac(temp2.yx);
// add r4.xz, r2.yyxw, -r3.xyyw
temp4.xz = temp2.yx + -temp3.xy;
// mov r4.y, c52.x
temp4.y = expr52.x;
// add r3.yz, r4.xxyw, c35[a0.x].xxyw
temp3.yz = temp4.xy + float2(0, 0);
// mul o1.xy, r3.yzzw, c53.x
o.texcoord = temp3.yzzw * expr53.x;
// mov r4.w, c55.x
temp4.w = expr55.x;
// add r3.yz, r4.xzww, c35[a0.x].xxyw
temp3.yz = temp4.zw + float2(0, 0);
// mul o5.xy, r3.yzzw, c53.x
o.texcoord3.xy = temp3.yz * expr53.xx;
// mov o5.z, r3.x
o.texcoord3.z = temp3.x;
// else
} else {
// mad r3.x, v2.x, c37.z, c37.w
temp3.x = i.texcoord1.x * float1(0.1875) + float1(1.375);
// frc r3.x, r3.x
temp3.x = frac(temp3.x);
// mul r3.x, r3.x, c27.w
temp3.x = temp3.x * float1(16);
// frc r3.y, r3.x
temp3.y = frac(temp3.x);
// add r3.x, r3.x, -r3.y
temp3.x = temp3.x + -temp3.y;
// mova a0.y, r3.x
addr0.y = temp3.x;
// mov r3.x, c64.x
temp3.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// mul r3.y, r3.x, c11[a0.y].x
temp3.y = temp3.x * float1(0.957897);
// frc r3.z, r3.y
temp3.z = frac(temp3.y);
// add r3.w, r3.y, -r3.z
temp3.w = temp3.y + -temp3.z;
// slt r3.y, r3.y, -r3.y
temp3.y = (temp3.y < -temp3.y) ? 1 : 0;
// slt r3.z, -r3.z, r3.z
temp3.z = (-temp3.z < temp3.z) ? 1 : 0;
// mad r2.w, r3.y, r3.z, r3.w
temp2.w = temp3.y * temp3.z + temp3.w;
// if b1
if (Error ConstBool1Error) {
// mad r3.y, v2.x, c38.z, c38.w
temp3.y = i.texcoord1.x * float1(0.1875) + float1(4.8125);
// frc r3.y, r3.y
temp3.y = frac(temp3.y);
// mul r3.y, r3.y, c27.w
temp3.y = temp3.y * float1(16);
// frc r3.z, r3.y
temp3.z = frac(temp3.y);
// add r3.y, r3.y, -r3.z
temp3.y = temp3.y + -temp3.z;
// mova a0.y, r3.y
addr0.y = temp3.y;
// mul r3.x, r3.x, c11[a0.y].x
temp3.x = temp3.x * float1(0.957897);
// frc r3.y, r3.x
temp3.y = frac(temp3.x);
// add r3.z, r3.x, -r3.y
temp3.z = temp3.x + -temp3.y;
// slt r3.x, r3.x, -r3.x
temp3.x = (temp3.x < -temp3.x) ? 1 : 0;
// slt r3.y, -r3.y, r3.y
temp3.y = (-temp3.y < temp3.y) ? 1 : 0;
// mad r2.z, r3.x, r3.y, r3.z
temp2.z = temp3.x * temp3.y + temp3.z;
// add r3.xy, r2.zwzw, c35[a0.x]
temp3.xy = temp2.zw + float2(0, 0);
// mul r3.xy, r3, c57.x
temp3.xy = temp3.xy * expr57.xx;
// mov o5.z, -c27.z
o.texcoord3.z = float1(0);
// mov o5.xy, r3
o.texcoord3.xy = temp3.xy;
// mov o1.xy, r3
o.texcoord = temp3;
// else
} else {
// if b2
if (Error ConstBool2Error) {
// frc r3.z, r2.y
temp3.z = frac(temp2.y);
// mov r3.w, -c27.z
temp3.w = float1(0);
// add r2.yz, r2.xyww, -r3.xzww
temp2.yz = temp2.yw + -temp3.zw;
// add r2.yz, r2, c35[a0.x].xxyw
temp2.yz = temp2.yz + float2(0, 0);
// mul o1.xy, r2.yzzw, c61.x
o.texcoord = temp2.yzzw * expr61.x;
// frc r2.y, r2.x
temp2.y = frac(temp2.x);
// mov r2.z, -c27.z
temp2.z = float1(0);
// add r2.xy, r2.xwzw, -r2.yzzw
temp2.xy = temp2.xw + -temp2.yz;
// add r2.xy, r2, c35[a0.x]
temp2.xy = temp2.xy + float2(0, 0);
// mul r3.xy, r2, c61.x
temp3.xy = temp2.xy * expr61.xx;
// mov o5.xyz, r3
o.texcoord3 = temp3;
// else
} else {
// mul r2.x, r0.z, c62.x
temp2.x = temp0.z * expr62.x;
// frc r2.y, r2_abs.x
temp2.y = frac(abs(temp2).x);
// sge r2.x, r2.x, -r2.x
temp2.x = (temp2.x >= -temp2.x) ? 1 : 0;
// lrp r3.x, r2.x, r2.y, -r2.y
temp3.x = lerp(-temp2.y, temp2.y, temp2.x);
// mul r2.x, r3.x, c64.y
temp2.x = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y;
// mul r2.y, r2.x, c63.x
temp2.y = temp2.x * expr63.x;
// frc r2.z, r2_abs.y
temp2.z = frac(abs(temp2).y);
// sge r2.w, r2.y, -r2.y
temp2.w = (temp2.y >= -temp2.y) ? 1 : 0;
// lrp r3.x, r2.w, r2.z, -r2.z
temp3.x = lerp(-temp2.z, temp2.z, temp2.w);
// mul r2.x, r3.x, c64.x
temp2.x = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// frc r2.zw, r2.xyxy
temp2.zw = frac(temp2.xy);
// add r2.xy, r2, -r2.zwzw
temp2.xy = temp2.xy + -temp2.zw;
// add r2.xy, r2, c35[a0.x]
temp2.xy = temp2.xy + float2(0, 0);
// mul o1.xy, r2, c63.x
o.texcoord = temp2 * expr63.x;
// mul r0.w, r0.w, c62.x
temp0.w = temp0.w * expr62.x;
// frc r2.x, r0_abs.w
temp2.x = frac(abs(temp0).w);
// sge r0.w, r0.w, -r0.w
temp0.w = (temp0.w >= -temp0.w) ? 1 : 0;
// lrp r3.x, r0.w, r2.x, -r2.x
temp3.x = lerp(-temp2.x, temp2.x, temp0.w);
// mul r0.w, r3.x, c64.y
temp0.w = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y;
// mul r2.y, r0.w, c63.x
temp2.y = temp0.w * expr63.x;
// frc r0.w, r2_abs.y
temp0.w = frac(abs(temp2).y);
// sge r2.z, r2.y, -r2.y
temp2.z = (temp2.y >= -temp2.y) ? 1 : 0;
// lrp r3.x, r2.z, r0.w, -r0.w
temp3.x = lerp(-temp0.w, temp0.w, temp2.z);
// mul r2.x, r3.x, c64.x
temp2.x = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// frc r2.zw, r2.xyxy
temp2.zw = frac(temp2.xy);
// add r2.xy, r2, -r2.zwzw
temp2.xy = temp2.xy + -temp2.zw;
// add r2.xy, r2, c35[a0.x]
temp2.xy = temp2.xy + float2(0, 0);
// mul o5.xy, r2, c63.x
o.texcoord3.xy = temp2.xy * expr63.xx;
// frc o5.z, r0.z
o.texcoord3.z = frac(temp0.z);
// endif
}
// endif
}
// endif
}
// rcp r0.z, v0.w
temp0.z = 1.0f / i.position.w;
// mul r0.x, r0.x, r0.z
temp0.x = temp0.x * temp0.z;
// mov r2, c65
temp2 = Draw.ColorAnimationFunctions[0];
// mad r2, r2, r0.x, c66
temp2 = temp2 * temp0.x + Draw.ColorAnimationFunctions[1];
// slt r0.zw, r0.x, c71.xyyz
temp0.zw = (temp0.xx < Draw.TimeKeys.yz) ? 1 : 0;
// mov r3, c67
temp3 = Draw.ColorAnimationFunctions[2];
// mad r3, r3, r0.x, c68
temp3 = temp3 * temp0.x + Draw.ColorAnimationFunctions[3];
// mov r4, c69
temp4 = Draw.ColorAnimationFunctions[4];
// mad r4, r4, r0.x, c70
temp4 = temp4 * temp0.x + Draw.ColorAnimationFunctions[5];
// lrp r5, r0.w, r3, r4
temp5 = lerp(temp4, temp3, temp0.w);
// lrp r3, r0.z, r2, r5
temp3 = lerp(temp5, temp2, temp0.z);
// mov r2.xy, c74
temp2.xy = Draw.ColorScaleRange.xy;
// mad r0.x, c11[a0.z].x, r2.y, r2.x
temp0.x = float1(0.957897) * temp2.y + temp2.x;
// mul o2, r3, r0.x
o.color = temp3 * temp0.x;
// mov o0, r1
o.position = temp1;
// mov o3.xyz, -c28.w
o.texcoord1 = float4(1, 1, 1, 1);
// mov o6, r1
o.texcoord4 = temp1;
// mov o7.y, r0.y
o.texcoord5.y = temp0.y;
//
return o;
}
VertexShader VS_Array_H[3] = {
compile vs_3_0 VS_Array_H_Shader_0(), // 31
compile vs_3_0 VS_Array_H_Shader_1(), // 32
compile vs_3_0 VS_Array_H_Shader_2(), // 33
};
// PS_Array_H_Shader_0 Pixel_3_0 Has PRES False
struct PS_Array_H_Shader_0_Input
{
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float3 texcoord3 : TEXCOORD3;
float4 texcoord4 : TEXCOORD4;
float2 texcoord5 : TEXCOORD5;
};
float4 PS_Array_H_Shader_0(PS_Array_H_Shader_0_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3;
// def c0, 0.5, -0.5, 0, 0
// dcl_texcoord v0.xy
// dcl_color v1
// dcl_texcoord3 v2.xyz
// dcl_texcoord4 v3.xyw
// dcl_texcoord5 v4.xy
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// rcp r0.x, v3.w
temp0.x = 1.0f / i.texcoord4.w;
// mul r0.xy, r0.x, v3
temp0.xy = temp0.xx * i.texcoord4.xy;
// mad r0.xy, r0, c0, c0.x
temp0.xy = temp0.xy * float2(0.5, -0.5) + float2(0.5, 0.5);
// texld r0, r0, s2
temp0 = tex2D(DepthTextureSampler, temp0.xy);
// mad_sat r0.x, r0.x, -v4.y, v4.x
temp0.x = saturate(temp0.x * -i.texcoord5.y + i.texcoord5.x);
// texld r1, v0, s0
temp1 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
// texld r2, v2, s1
temp2 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy);
// lrp r3, v2.z, r2, r1
temp3 = lerp(temp1, temp2, i.texcoord3.z);
// mul r1, r3, v1
temp1 = temp3 * i.color;
// mul oC0.xyz, r0.x, r1
out_color.xyz = temp0.xxx * temp1.xyz;
// mov oC0.w, r1.w
out_color.w = temp1.w;
//
return out_color;
}
// PS_Array_H_Shader_1 Pixel_3_0 Has PRES False
struct PS_Array_H_Shader_1_Input
{
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float3 texcoord1 : TEXCOORD1;
float3 texcoord3 : TEXCOORD3;
float4 texcoord4 : TEXCOORD4;
float2 texcoord5 : TEXCOORD5;
};
float4 PS_Array_H_Shader_1(PS_Array_H_Shader_1_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3;
// def c0, 0.5, -0.5, -1, 1
// dcl_texcoord v0.xy
// dcl_color v1
// dcl_texcoord1 v2.xyz
// dcl_texcoord3 v3.xyz
// dcl_texcoord4 v4.xyw
// dcl_texcoord5 v5.xy
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// rcp r0.x, v4.w
temp0.x = 1.0f / i.texcoord4.w;
// mul r0.xy, r0.x, v4
temp0.xy = temp0.xx * i.texcoord4.xy;
// mad r0.xy, r0, c0, c0.x
temp0.xy = temp0.xy * float2(0.5, -0.5) + float2(0.5, 0.5);
// texld r0, r0, s2
temp0 = tex2D(DepthTextureSampler, temp0.xy);
// mad_sat r0.x, r0.x, -v5.y, v5.x
temp0.x = saturate(temp0.x * -i.texcoord5.y + i.texcoord5.x);
// texld r1, v0, s0
temp1 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
// texld r2, v3, s1
temp2 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy);
// lrp r3, v3.z, r2, r1
temp3 = lerp(temp1, temp2, i.texcoord3.z);
// mul r1, r3, v1
temp1 = temp3 * i.color;
// mad r0.xyz, r1, r0.x, c0.z
temp0.xyz = temp1.xyz * temp0.xxx + float3(-1, -1, -1);
// mov oC0.w, r1.w
out_color.w = temp1.w;
// mov_sat r1.xyz, v2
temp1.xyz = saturate(i.texcoord1.xyz);
// mad oC0.xyz, r1, r0, c0.w
out_color.xyz = temp1.xyz * temp0.xyz + float3(1, 1, 1);
//
return out_color;
}
// PS_Array_H_Shader_2 Pixel_3_0 Has PRES False
struct PS_Array_H_Shader_2_Input
{
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float3 texcoord1 : TEXCOORD1;
float3 texcoord3 : TEXCOORD3;
float4 texcoord4 : TEXCOORD4;
float2 texcoord5 : TEXCOORD5;
};
float4 PS_Array_H_Shader_2(PS_Array_H_Shader_2_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3;
// def c0, 0.5, -0.5, 0, 0
// dcl_texcoord v0.xy
// dcl_color v1
// dcl_texcoord1 v2.xyz
// dcl_texcoord3 v3.xyz
// dcl_texcoord4 v4.xyw
// dcl_texcoord5 v5.xy
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// rcp r0.x, v4.w
temp0.x = 1.0f / i.texcoord4.w;
// mul r0.xy, r0.x, v4
temp0.xy = temp0.xx * i.texcoord4.xy;
// mad r0.xy, r0, c0, c0.x
temp0.xy = temp0.xy * float2(0.5, -0.5) + float2(0.5, 0.5);
// texld r0, r0, s2
temp0 = tex2D(DepthTextureSampler, temp0.xy);
// mad_sat r0.x, r0.x, -v5.y, v5.x
temp0.x = saturate(temp0.x * -i.texcoord5.y + i.texcoord5.x);
// texld r1, v0, s0
temp1 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
// texld r2, v3, s1
temp2 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy);
// lrp r3, v3.z, r2, r1
temp3 = lerp(temp1, temp2, i.texcoord3.z);
// mul r1, r3, v1
temp1 = temp3 * i.color;
// mul r0.xyz, r0.x, r1
temp0.xyz = temp0.xxx * temp1.xyz;
// mov oC0.w, r1.w
out_color.w = temp1.w;
// mov_sat r1.xyz, v2
temp1.xyz = saturate(i.texcoord1.xyz);
// mul oC0.xyz, r0, r1
out_color.xyz = temp0.xyz * temp1.xyz;
//
return out_color;
}
// PS_Array_H_Shader_3 Pixel_3_0 Has PRES False
struct PS_Array_H_Shader_3_Input
{
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float3 texcoord3 : TEXCOORD3;
float4 texcoord4 : TEXCOORD4;
float2 texcoord5 : TEXCOORD5;
};
float4 PS_Array_H_Shader_3(PS_Array_H_Shader_3_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3;
// def c0, 0.5, -0.5, 0, 0
// dcl_texcoord v0.xy
// dcl_color v1
// dcl_texcoord3 v2.xyz
// dcl_texcoord4 v3.xyw
// dcl_texcoord5 v4.xy
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// rcp r0.x, v3.w
temp0.x = 1.0f / i.texcoord4.w;
// mul r0.xy, r0.x, v3
temp0.xy = temp0.xx * i.texcoord4.xy;
// mad r0.xy, r0, c0, c0.x
temp0.xy = temp0.xy * float2(0.5, -0.5) + float2(0.5, 0.5);
// texld r0, r0, s2
temp0 = tex2D(DepthTextureSampler, temp0.xy);
// mad_sat r0.x, r0.x, -v4.y, v4.x
temp0.x = saturate(temp0.x * -i.texcoord5.y + i.texcoord5.x);
// texld r1, v0, s0
temp1 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
// texld r2, v2, s1
temp2 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy);
// lrp r3, v2.z, r2, r1
temp3 = lerp(temp1, temp2, i.texcoord3.z);
// mul r1, r3, v1
temp1 = temp3 * i.color;
// mul oC0.w, r0.x, r1.w
out_color.w = temp0.x * temp1.w;
// mov oC0.xyz, r1
out_color.xyz = temp1.xyz;
//
return out_color;
}
// PS_Array_H_Shader_4 Pixel_3_0 Has PRES False
struct PS_Array_H_Shader_4_Input
{
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float3 texcoord1 : TEXCOORD1;
float3 texcoord3 : TEXCOORD3;
float4 texcoord4 : TEXCOORD4;
float2 texcoord5 : TEXCOORD5;
};
float4 PS_Array_H_Shader_4(PS_Array_H_Shader_4_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3;
// def c0, 0.5, -0.5, -1, 1
// dcl_texcoord v0.xy
// dcl_color v1
// dcl_texcoord1 v2.xyz
// dcl_texcoord3 v3.xyz
// dcl_texcoord4 v4.xyw
// dcl_texcoord5 v5.xy
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// rcp r0.x, v4.w
temp0.x = 1.0f / i.texcoord4.w;
// mul r0.xy, r0.x, v4
temp0.xy = temp0.xx * i.texcoord4.xy;
// mad r0.xy, r0, c0, c0.x
temp0.xy = temp0.xy * float2(0.5, -0.5) + float2(0.5, 0.5);
// texld r0, r0, s2
temp0 = tex2D(DepthTextureSampler, temp0.xy);
// mad_sat r0.x, r0.x, -v5.y, v5.x
temp0.x = saturate(temp0.x * -i.texcoord5.y + i.texcoord5.x);
// texld r1, v0, s0
temp1 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
// texld r2, v3, s1
temp2 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy);
// lrp r3, v3.z, r2, r1
temp3 = lerp(temp1, temp2, i.texcoord3.z);
// mul r0.y, r3.w, v1.w
temp0.y = temp3.w * i.color.w;
// mad r1.xyz, r3, v1, c0.z
temp1.xyz = temp3.xyz * i.color.xyz + float3(-1, -1, -1);
// mul oC0.w, r0.x, r0.y
out_color.w = temp0.x * temp0.y;
// mov_sat r0.xyz, v2
temp0.xyz = saturate(i.texcoord1.xyz);
// mad oC0.xyz, r0, r1, c0.w
out_color.xyz = temp0.xyz * temp1.xyz + float3(1, 1, 1);
//
return out_color;
}
// PS_Array_H_Shader_5 Pixel_3_0 Has PRES False
struct PS_Array_H_Shader_5_Input
{
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float3 texcoord1 : TEXCOORD1;
float3 texcoord3 : TEXCOORD3;
float4 texcoord4 : TEXCOORD4;
float2 texcoord5 : TEXCOORD5;
};
float4 PS_Array_H_Shader_5(PS_Array_H_Shader_5_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3;
// def c0, 0.5, -0.5, 0, 0
// dcl_texcoord v0.xy
// dcl_color v1
// dcl_texcoord1 v2.xyz
// dcl_texcoord3 v3.xyz
// dcl_texcoord4 v4.xyw
// dcl_texcoord5 v5.xy
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// rcp r0.x, v4.w
temp0.x = 1.0f / i.texcoord4.w;
// mul r0.xy, r0.x, v4
temp0.xy = temp0.xx * i.texcoord4.xy;
// mad r0.xy, r0, c0, c0.x
temp0.xy = temp0.xy * float2(0.5, -0.5) + float2(0.5, 0.5);
// texld r0, r0, s2
temp0 = tex2D(DepthTextureSampler, temp0.xy);
// mad_sat r0.x, r0.x, -v5.y, v5.x
temp0.x = saturate(temp0.x * -i.texcoord5.y + i.texcoord5.x);
// texld r1, v0, s0
temp1 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
// texld r2, v3, s1
temp2 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy);
// lrp r3, v3.z, r2, r1
temp3 = lerp(temp1, temp2, i.texcoord3.z);
// mul r1, r3, v1
temp1 = temp3 * i.color;
// mul oC0.w, r0.x, r1.w
out_color.w = temp0.x * temp1.w;
// mov_sat r0.xyz, v2
temp0.xyz = saturate(i.texcoord1.xyz);
// mul oC0.xyz, r1, r0
out_color.xyz = temp1.xyz * temp0.xyz;
//
return out_color;
}
// PS_Array_H_Shader_6 Pixel_3_0 Has PRES False
struct PS_Array_H_Shader_6_Input
{
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float3 texcoord3 : TEXCOORD3;
};
float4 PS_Array_H_Shader_6(PS_Array_H_Shader_6_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2;
// dcl_texcoord v0.xy
// dcl_color v1
// dcl_texcoord3 v2.xyz
// dcl_2d s0
// dcl_2d s1
// texld r0, v0, s0
temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
// texld r1, v2, s1
temp1 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy);
// lrp r2, v2.z, r1, r0
temp2 = lerp(temp0, temp1, i.texcoord3.z);
// mul oC0, r2, v1
out_color = temp2 * i.color;
//
return out_color;
}
// PS_Array_H_Shader_7 Pixel_3_0 Has PRES False
struct PS_Array_H_Shader_7_Input
{
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float3 texcoord1 : TEXCOORD1;
float3 texcoord3 : TEXCOORD3;
};
float4 PS_Array_H_Shader_7(PS_Array_H_Shader_7_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2;
// def c0, -1, 1, 0, 0
// dcl_texcoord v0.xy
// dcl_color v1
// dcl_texcoord1 v2.xyz
// dcl_texcoord3 v3.xyz
// dcl_2d s0
// dcl_2d s1
// texld r0, v0, s0
temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
// texld r1, v3, s1
temp1 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy);
// lrp r2, v3.z, r1, r0
temp2 = lerp(temp0, temp1, i.texcoord3.z);
// mad r0.xyz, r2, v1, c0.x
temp0.xyz = temp2.xyz * i.color.xyz + float3(-1, -1, -1);
// mul r0.w, r2.w, v1.w
temp0.w = temp2.w * i.color.w;
// mov_sat r1.xyz, v2
temp1.xyz = saturate(i.texcoord1.xyz);
// mad oC0.xyz, r1, r0, c0.y
out_color.xyz = temp1.xyz * temp0.xyz + float3(1, 1, 1);
// mov oC0.w, r0.w
out_color.w = temp0.w;
//
return out_color;
}
// PS_Array_H_Shader_8 Pixel_3_0 Has PRES False
struct PS_Array_H_Shader_8_Input
{
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float3 texcoord1 : TEXCOORD1;
float3 texcoord3 : TEXCOORD3;
};
float4 PS_Array_H_Shader_8(PS_Array_H_Shader_8_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2;
// dcl_texcoord v0.xy
// dcl_color v1
// dcl_texcoord1 v2.xyz
// dcl_texcoord3 v3.xyz
// dcl_2d s0
// dcl_2d s1
// texld r0, v0, s0
temp0 = tex2D(ParticleTextureSamplerSampler, i.texcoord.xy);
// texld r1, v3, s1
temp1 = tex2D(NextFrameTextureSamplerSampler, i.texcoord3.xy);
// lrp r2, v3.z, r1, r0
temp2 = lerp(temp0, temp1, i.texcoord3.z);
// mul r0, r2, v1
temp0 = temp2 * i.color;
// mov_sat r1.xyz, v2
temp1.xyz = saturate(i.texcoord1.xyz);
// mul oC0.xyz, r0, r1
out_color.xyz = temp0.xyz * temp1.xyz;
// mov oC0.w, r0.w
out_color.w = temp0.w;
//
return out_color;
}
PixelShader PS_Array_H[9] = {
compile ps_3_0 PS_Array_H_Shader_0(), // 34
compile ps_3_0 PS_Array_H_Shader_1(), // 35
compile ps_3_0 PS_Array_H_Shader_2(), // 36
compile ps_3_0 PS_Array_H_Shader_3(), // 37
compile ps_3_0 PS_Array_H_Shader_4(), // 38
compile ps_3_0 PS_Array_H_Shader_5(), // 39
compile ps_3_0 PS_Array_H_Shader_6(), // 40
compile ps_3_0 PS_Array_H_Shader_7(), // 41
compile ps_3_0 PS_Array_H_Shader_8(), // 42
};
// VS_Array_L_Shader_0 Vertex_2_0 Has PRES True
struct VS_Array_L_Shader_0_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
struct VS_Array_L_Shader_0_Output
{
float4 position : POSITION;
float texcoord1 : TEXCOORD1;
float2 texcoord : TEXCOORD;
float4 color : COLOR;
};
VS_Array_L_Shader_0_Output VS_Array_L_Shader_0(VS_Array_L_Shader_0_Input i)
{
/*
PRSI
OutputRegisterOffset: 45
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 13
Unknown3: 0
Unknown4: 0
Unknown5: 45
Unknown6: 2
Mappings: 3
0 - ConstOutput: 51 ConstInput 2
1 - ConstOutput: 54 ConstInput 4
2 - ConstOutput: 0 ConstInput 0
*/
float4 expr45;
float4 expr46;
float4 expr47;
float4 expr48;
float4 expr49;
float4 expr50;
float4 expr51;
float4 expr52;
float4 expr53;
float4 expr54;
float4 expr55;
float4 expr56;
float4 expr57;
{
float4 temp0;
float4 temp1;
float4 temp2;
// Expression_2_1
// mul c45.x, c1.x, (30)
expr45.x = Time.x * (30);
// add c46.x, c0.x, (-1)
expr46.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x + (-1);
// lt r0.x, (0), c0.z
temp0.x = (0) < Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z;
// mul r0.y, c0.w, c0.w
temp0.y = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.w * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.w;
// neg r1.x, r0.y
temp1.x = -temp0.y;
// ge r2.x, r1.x, r0.y
temp2.x = temp1.x >= temp0.y;
// lt c56.x, r1.x, r0.y
expr56.x = temp1.x < temp0.y;
// mul c57.x, r0.x, r2.x
expr57.x = temp0.x * temp2.x;
// add r0.x, c0.z, (-1)
temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z + (-1);
// neg r1.x, r0.x
temp1.x = -temp0.x;
// lt r2.x, r0.x, r1.x
temp2.x = temp0.x < temp1.x;
// frc r0.y, c0.z
temp0.y = frac(Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z);
// neg r1.x, r0.y
temp1.x = -temp0.y;
// lt r2.y, r1.x, r0.y
temp2.y = temp1.x < temp0.y;
// add r2.z, r0.x, r1.x
temp2.z = temp0.x + temp1.x;
// mul r0.x, r2.x, r2.y
temp0.x = temp2.x * temp2.y;
// add c51.x, r2.z, r0.x
expr51.x = temp2.z + temp0.x;
// rcp c52.x, c0.x
expr52.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x);
// add r0.x, c0.z, (1)
temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z + (1);
// mul r1.x, r0.x, r0.x
temp1.x = temp0.x * temp0.x;
// neg r0.x, r1.x
temp0.x = -temp1.x;
// ge c55.x, r0.x, r1.x
expr55.x = temp0.x >= temp1.x;
// rcp c54.x, c0.y
expr54.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y);
}
VS_Array_L_Shader_0_Output o;
float4 temp0, temp1, addr0, temp2, temp3, temp4;
// def c44, 8.9375, 2.0625, 1.375, 4.8125
// def c29, -0.5, -0.5, -0, 16
// def c30, -0.5, 0.5, -0, -1
// def c36, 0, 1, 0.1875, 2.75
// def c31, 0.5, -0, 0.5, 1.0001
// def c28, 0.5, -0.5, -0, 0.1875
// def c32, 0.5, -0, -0.5, 0.6931472
// def c27, 0.5, 0.5, -0, 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 c33, -0.5, -0, -0.5, 0
// def c34, -0.5, -0, 0.5, 0
// def c35, 0, 0, 0, 0
// def c37, 1, 1, 0, 0
// def c38, 1, 0, 0, 0
// def c39, 0, 0, 0, 0
// def c40, 0, 1, 0, 0
// def c41, 1, 1, 0, 0
// def c42, 1, 0, 0, 0
// def c43, 0, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_texcoord1 v2
// mov r0.w, c28.w
temp0.w = float1(0.1875);
// mad r0, v2.x, r0.w, c44
temp0 = i.texcoord1.x * temp0.w + float4(8.9375, 2.0625, 1.375, 4.8125);
// frc r0, r0
temp0 = frac(temp0);
// mul r0, r0, c29.w
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.xyz, c11[a0.y]
temp0.xyz = float3(0.957897, 0.37887052, 0.36357188);
// mov r1.xyz, c74
temp1.xyz = GeometryUpdate.SizeDampingSpreads.xyz;
// mad r1.xyz, r0, r1, c73
temp1.xyz = temp0.xyz * temp1.xyz + GeometryUpdate.SizeDampingMinimums.xyz;
// add r2.xyz, r1, c30.w
temp2.xyz = temp1.xyz + float3(-1, -1, -1);
// mul r2.xyz, r2, r2
temp2.xyz = temp2.xyz * temp2.xyz;
// sge r2.xyz, -r2, r2
temp2.xyz = (-temp2.xyz >= temp2.xyz) ? 1 : 0;
// lrp r3.xyz, r2, c31.w, r1
temp3.xyz = lerp(temp1.xyz, float3(1.0001, 1.0001, 1.0001), temp2.xyz);
// log r1.x, r3.x
temp1.x = log2(temp3.x);
// log r1.y, r3.y
temp1.y = log2(temp3.y);
// log r1.z, r3.z
temp1.z = log2(temp3.z);
// mul r2.xyz, r1, c32.w
temp2.xyz = temp1.xyz * float3(0.6931472, 0.6931472, 0.6931472);
// rcp r3.x, r2.x
temp3.x = 1.0f / temp2.x;
// rcp r3.y, r2.y
temp3.y = 1.0f / temp2.y;
// rcp r3.z, r2.z
temp3.z = 1.0f / temp2.z;
// add r0.w, -v1.w, c45.x
temp0.w = -i.texcoord.w + expr45.x;
// mul r1.xyz, r1, r0.w
temp1.xyz = temp1.xyz * temp0.www;
// exp r2.x, r1.x
temp2.x = exp2(temp1.x);
// exp r2.y, r1.y
temp2.y = exp2(temp1.y);
// exp r2.z, r1.z
temp2.z = exp2(temp1.z);
// add r1.xyz, r2, c30.w
temp1.xyz = temp2.xyz + float3(-1, -1, -1);
// mul r1.xyz, r3, r1
temp1.xyz = temp3.xyz * temp1.xyz;
// mov r2.xyz, c70
temp2.xyz = GeometryUpdate.StartSizeSpreads.xyz;
// mad r2.xyz, r0, r2, c69
temp2.xyz = temp0.xyz * temp2.xyz + GeometryUpdate.StartSizeMinimums.xyz;
// mov r3.xyz, c72
temp3.xyz = GeometryUpdate.SizeRateSpreads.xyz;
// mad r0.xyz, r0, r3, c71
temp0.xyz = temp0.xyz * temp3.xyz + GeometryUpdate.SizeRateMinimums.xyz;
// mad r0.xyz, r0, r1, r2
temp0.xyz = temp0.xyz * temp1.xyz + temp2.xyz;
// mov r1.xy, c81
temp1.xy = Physics.VelocityDampingRange.xy;
// mad r1.x, c11[a0.x].x, r1.y, r1.x
temp1.x = float1(0.957897) * temp1.y + temp1.x;
// add r1.y, r1.x, c30.w
temp1.y = temp1.x + 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.x, r1.y, c31.w, r1.x
temp2.x = lerp(temp1.x, float1(1.0001), temp1.y);
// log r1.x, r2.x
temp1.x = log2(temp2.x);
// mul r1.y, r1.x, c32.w
temp1.y = temp1.x * float1(0.6931472);
// mul r1.x, r0.w, r1.x
temp1.x = temp0.w * temp1.x;
// rcp r1.y, r1.y
temp1.y = 1.0f / temp1.y;
// exp r1.x, r1.x
temp1.x = exp2(temp1.x);
// add r1.x, r1.x, c30.w
temp1.x = temp1.x + float1(-1);
// mul r1.x, r1.y, r1.x
temp1.x = temp1.y * temp1.x;
// mul r1.y, r0.w, c27.x
temp1.y = temp0.w * float1(0.5);
// mov r2.xyz, c79
temp2.xyz = Physics.Gravity.xyz;
// mad r1.yzw, r1.y, r2.xxyz, c80.xxyz
temp1.yzw = temp1.yyy * temp2.xyz + Physics.DriftVelocity.xyz;
// mul r1.yzw, r0.w, r1
temp1.yzw = temp0.www * temp1.yzw;
// mad r1.xyz, v1, r1.x, r1.yzww
temp1.xyz = i.texcoord.xyz * temp1.xxx + temp1.yzw;
// add r1.xyz, r1, v0
temp1.xyz = temp1.xyz + i.position.xyz;
// frc r1.w, v2.y
temp1.w = frac(i.texcoord1.y);
// add r1.w, -r1.w, v2.y
temp1.w = -temp1.w + i.texcoord1.y;
// mova a0.x, r1.w
addr0.x = temp1.w;
// mad r1.xyz, c27[a0.x], r0, r1
temp1.xyz = float3(0.5, 0.5, -0) * temp0.xyz + temp1.xyz;
// mov r1.w, -c30.w
temp1.w = float1(1);
// dp4 oPos.x, r1, c75
o.position.x = dot(temp1, (WorldViewProjection._m00_m10_m20_m30));
// dp4 oPos.y, r1, c76
o.position.y = dot(temp1, (WorldViewProjection._m01_m11_m21_m31));
// dp4 r0.y, r1, c78
temp0.y = dot(temp1, (WorldViewProjection._m03_m13_m23_m33));
// dp4 r0.x, r1, c77
temp0.x = dot(temp1, (WorldViewProjection._m02_m12_m22_m32));
// rcp r0.z, r0.y
temp0.z = 1.0f / temp0.y;
// mov oPos.zw, r0.xyxy
o.position.zw = temp0.xy;
// mul oT1.x, r0.x, r0.z
o.texcoord1 = temp0.x * temp0.z;
// mov r0.x, c58.x
temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// mul r0.y, r0.x, c11[a0.w].x
temp0.y = temp0.x * float1(0.957897);
// mul r0.x, r0.x, c11[a0.z].x
temp0.x = temp0.x * float1(0.957897);
// frc r0.z, r0.y
temp0.z = frac(temp0.y);
// add r1.x, r0.y, -r0.z
temp1.x = temp0.y + -temp0.z;
// slt r0.y, r0.y, -r0.y
temp0.y = (temp0.y < -temp0.y) ? 1 : 0;
// slt r0.z, -r0.z, r0.z
temp0.z = (-temp0.z < temp0.z) ? 1 : 0;
// mad r1.y, r0.y, r0.z, r1.x
temp1.y = temp0.y * temp0.z + temp1.x;
// frc r0.y, r0.x
temp0.y = frac(temp0.x);
// add r0.z, r0.x, -r0.y
temp0.z = temp0.x + -temp0.y;
// slt r0.y, -r0.y, r0.y
temp0.y = (-temp0.y < temp0.y) ? 1 : 0;
// slt r0.x, r0.x, -r0.x
temp0.x = (temp0.x < -temp0.x) ? 1 : 0;
// mad r1.z, r0.x, r0.y, r0.z
temp1.z = temp0.x * temp0.y + temp0.z;
// add r0.xy, r1.yzzw, c35[a0.x]
temp0.xy = temp1.yz + float2(0, 0);
// mov r2.z, c27.w
temp2.z = float1(0);
// mul r0.z, r0.w, c67.x
temp0.z = temp0.w * Draw.SpeedMultiplier.x;
// min r1.x, r0.z, c46.x
temp1.x = min(temp0.z, expr46.x);
// mul r0.z, r0.z, c54.x
temp0.z = temp0.z * expr54.x;
// frc r2.xy, r1.x
temp2.xy = frac(temp1.x);
// add r1.xyz, r1.xxzw, -r2
temp1.xyz = temp1.xxz + -temp2.xyz;
// add r1.yz, r1, c35[a0.x].xxyw
temp1.yz = temp1.yz + float2(0, 0);
// abs r2.x, r0.z
temp2.x = abs(temp0.z);
// sge r0.z, r0.z, -r0.z
temp0.z = (temp0.z >= -temp0.z) ? 1 : 0;
// frc r2.x, r2.x
temp2.x = frac(temp2.x);
// lrp r3.x, r0.z, r2.x, -r2.x
temp3.x = lerp(-temp2.x, temp2.x, temp0.z);
// mul r0.z, r3.x, c58.y
temp0.z = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y;
// mul r2.y, r0.z, c52.x
temp2.y = temp0.z * expr52.x;
// abs r0.z, r2.y
temp0.z = abs(temp2.y);
// frc r0.z, r0.z
temp0.z = frac(temp0.z);
// sge r2.z, r2.y, -r2.y
temp2.z = (temp2.y >= -temp2.y) ? 1 : 0;
// lrp r3.x, r2.z, r0.z, -r0.z
temp3.x = lerp(-temp0.z, temp0.z, temp2.z);
// mul r2.x, r3.x, c58.x
temp2.x = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// frc r2.zw, r2.xyxy
temp2.zw = frac(temp2.xy);
// add r2.xy, r2, -r2.zwzw
temp2.xy = temp2.xy + -temp2.zw;
// add r2.xy, r2, c35[a0.x]
temp2.xy = temp2.xy + float2(0, 0);
// mul r2.xy, r2, c52.x
temp2.xy = temp2.xy * expr52.xx;
// mad r1.yz, r1, c52.x, -r2.xxyw
temp1.yz = temp1.yz * expr52.xx + -temp2.xy;
// mad r1.yz, c55.x, r1, r2.xxyw
temp1.yz = expr55.xx * temp1.yz + temp2.xy;
// mad r0.xy, r0, c52.x, -r1.yzzw
temp0.xy = temp0.xy * expr52.xx + -temp1.yz;
// mad r0.xy, c56.x, r0, r1.yzzw
temp0.xy = expr56.xx * temp0.xy + temp1.yz;
// mov r1.w, c51.x
temp1.w = expr51.x;
// add r1.xy, r1.xwzw, c35[a0.x]
temp1.xy = temp1.xw + float2(0, 0);
// mad r1.xy, r1, c52.x, -r0
temp1.xy = temp1.xy * expr52.xx + -temp0.xy;
// mad oT0.xy, c57.x, r1, r0
o.texcoord = expr57.x * temp1 + temp0;
// rcp r0.x, v0.w
temp0.x = 1.0f / i.position.w;
// mul r0.x, r0.w, r0.x
temp0.x = temp0.w * temp0.x;
// mov r1, c61
temp1 = Draw.ColorAnimationFunctions[2];
// mad r1, r1, r0.x, c62
temp1 = temp1 * temp0.x + Draw.ColorAnimationFunctions[3];
// mov r2, c63
temp2 = Draw.ColorAnimationFunctions[4];
// mad r2, r2, r0.x, c64
temp2 = temp2 * temp0.x + Draw.ColorAnimationFunctions[5];
// slt r0.yz, r0.x, c65
temp0.yz = (temp0.xx < Draw.TimeKeys.yz) ? 1 : 0;
// mov r3, c59
temp3 = Draw.ColorAnimationFunctions[0];
// mad r3, r3, r0.x, c60
temp3 = temp3 * temp0.x + Draw.ColorAnimationFunctions[1];
// lrp r4, r0.z, r1, r2
temp4 = lerp(temp2, temp1, temp0.z);
// lrp r1, r0.y, r3, r4
temp1 = lerp(temp4, temp3, temp0.y);
// mad r0.x, v2.x, c36.z, c36.w
temp0.x = i.texcoord1.x * float1(0.1875) + float1(2.75);
// frc r0.x, r0.x
temp0.x = frac(temp0.x);
// mul r0.x, r0.x, c29.w
temp0.x = temp0.x * float1(16);
// frc r0.y, r0.x
temp0.y = frac(temp0.x);
// add r0.x, r0.x, -r0.y
temp0.x = temp0.x + -temp0.y;
// mova a0.x, r0.x
addr0.x = temp0.x;
// mov r0.xy, c68
temp0.xy = Draw.ColorScaleRange.xy;
// mad r0.x, c11[a0.x].x, r0.y, r0.x
temp0.x = float1(0.957897) * temp0.y + temp0.x;
// mul oD0, r1, r0.x
o.color = temp1 * temp0.x;
//
return o;
}
// VS_Array_L_Shader_1 Vertex_2_0 Has PRES True
struct VS_Array_L_Shader_1_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
struct VS_Array_L_Shader_1_Output
{
float4 position : POSITION;
float texcoord1 : TEXCOORD1;
float2 texcoord : TEXCOORD;
float4 color : COLOR;
};
VS_Array_L_Shader_1_Output VS_Array_L_Shader_1(VS_Array_L_Shader_1_Input i)
{
/*
PRSI
OutputRegisterOffset: 45
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 13
Unknown3: 0
Unknown4: 0
Unknown5: 45
Unknown6: 2
Mappings: 3
0 - ConstOutput: 51 ConstInput 2
1 - ConstOutput: 54 ConstInput 4
2 - ConstOutput: 0 ConstInput 0
*/
float4 expr45;
float4 expr46;
float4 expr47;
float4 expr48;
float4 expr49;
float4 expr50;
float4 expr51;
float4 expr52;
float4 expr53;
float4 expr54;
float4 expr55;
float4 expr56;
float4 expr57;
{
float4 temp0;
float4 temp1;
float4 temp2;
// Expression_2_1
// mul c45.x, c1.x, (30)
expr45.x = Time.x * (30);
// add c46.x, c0.x, (-1)
expr46.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x + (-1);
// lt r0.x, (0), c0.z
temp0.x = (0) < Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z;
// mul r0.y, c0.w, c0.w
temp0.y = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.w * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.w;
// neg r1.x, r0.y
temp1.x = -temp0.y;
// ge r2.x, r1.x, r0.y
temp2.x = temp1.x >= temp0.y;
// lt c56.x, r1.x, r0.y
expr56.x = temp1.x < temp0.y;
// mul c57.x, r0.x, r2.x
expr57.x = temp0.x * temp2.x;
// add r0.x, c0.z, (-1)
temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z + (-1);
// neg r1.x, r0.x
temp1.x = -temp0.x;
// lt r2.x, r0.x, r1.x
temp2.x = temp0.x < temp1.x;
// frc r0.y, c0.z
temp0.y = frac(Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z);
// neg r1.x, r0.y
temp1.x = -temp0.y;
// lt r2.y, r1.x, r0.y
temp2.y = temp1.x < temp0.y;
// add r2.z, r0.x, r1.x
temp2.z = temp0.x + temp1.x;
// mul r0.x, r2.x, r2.y
temp0.x = temp2.x * temp2.y;
// add c51.x, r2.z, r0.x
expr51.x = temp2.z + temp0.x;
// rcp c52.x, c0.x
expr52.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x);
// add r0.x, c0.z, (1)
temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z + (1);
// mul r1.x, r0.x, r0.x
temp1.x = temp0.x * temp0.x;
// neg r0.x, r1.x
temp0.x = -temp1.x;
// ge c55.x, r0.x, r1.x
expr55.x = temp0.x >= temp1.x;
// rcp c54.x, c0.y
expr54.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y);
}
VS_Array_L_Shader_1_Output o;
float4 temp0, temp1, addr0, temp2, temp3, temp4, temp5, temp7, temp8;
float3 temp6, temp9, temp10;
// def c44, 8.9375, 2.0625, 1.375, 4.8125
// def c29, -0.5, -0.5, -0, 16
// def c36, 0, 1, 6.283185, -3.141593
// def c34, -0.5, -0, 0.5, 0.001
// def c37, 1, 1, 0.1875, 2.75
// def c31, 0.5, -0, 0.5, 1.0001
// def c30, -0.5, 0.5, -0, -1
// def c28, 0.5, -0.5, -0, 0.1875
// def c32, 0.5, -0, -0.5, 0.6931472
// def c27, 0.5, 0.5, -0, 0
// def c33, -0.5, -0, -0.5, -0.1591549
// 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 c35, 0, 0, 0, 0
// def c38, 1, 0, 0, 0
// def c39, 0, 0, 0, 0
// def c40, 0, 1, 0, 0
// def c41, 1, 1, 0, 0
// def c42, 1, 0, 0, 0
// def c43, 0, 0, 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, c28.w
temp0.w = float1(0.1875);
// mad r0, v2.x, r0.w, c44
temp0 = i.texcoord1.x * temp0.w + float4(8.9375, 2.0625, 1.375, 4.8125);
// frc r0, r0
temp0 = frac(temp0);
// mul r0, r0, c29.w
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, c86
temp0.xy = Physics.VelocityDampingRange.xy;
// mad r0.x, c11[a0.x].x, r0.y, r0.x
temp0.x = float1(0.957897) * temp0.y + temp0.x;
// add r0.y, r0.x, c30.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, c31.w, 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, c32.w
temp0.y = temp0.x * float1(0.6931472);
// rcp r0.y, r0.y
temp0.y = 1.0f / temp0.y;
// add r0.z, -v1.w, c45.x
temp0.z = -i.texcoord.w + expr45.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, c30.w
temp0.x = temp0.x + float1(-1);
// mul r0.x, r0.y, r0.x
temp0.x = temp0.y * temp0.x;
// mul r0.y, r0.z, c27.x
temp0.y = temp0.z * float1(0.5);
// mov r1.xyz, c84
temp1.xyz = Physics.Gravity.xyz;
// mad r1.xyz, r0.y, r1, c85
temp1.xyz = temp0.yyy * temp1.xyz + Physics.DriftVelocity.xyz;
// mul r1.xyz, r0.z, r1
temp1.xyz = temp0.zzz * temp1.xyz;
// mad r0.xyw, v1.xyzz, r0.x, r1.xyzz
temp0.xyw = i.texcoord.xyz * temp0.xxx + temp1.xyz;
// dp3 r1.x, r0.xyww, r0.xyww
temp1.x = dot(temp0.xyw, temp0.xyw);
// rsq r1.x, r1.x
temp1.x = 1 / sqrt(temp1.x);
// rcp r1.x, r1.x
temp1.x = 1.0f / temp1.x;
// slt r1.x, r1.x, c34.w
temp1.x = (temp1.x < float1(0.001)) ? 1 : 0;
// lrp r2.xyz, r1.x, v1, r0.xyww
temp2.xyz = lerp(temp0.xyw, i.texcoord.xyz, temp1.xxx);
// add r0.xyw, r0, v0.xyzz
temp0.xyw = temp0.xyw + i.position.xyz;
// mul r1.xy, r2, r2
temp1.xy = temp2.xy * temp2.xy;
// add r1.x, r1.y, r1.x
temp1.x = temp1.y + temp1.x;
// rsq r1.x, r1.x
temp1.x = 1 / sqrt(temp1.x);
// rcp r1.y, r1.x
temp1.y = 1.0f / temp1.x;
// mad r1.xz, r2.yyxw, r1.x, c30.zyww
temp1.xz = temp2.yx * temp1.xx + float2(-0, -1);
// dp3 r1.w, r2, r2
temp1.w = dot(temp2.xyz, temp2.xyz);
// rsq r1.w, r1.w
temp1.w = 1 / sqrt(temp1.w);
// mul r2.y, r1.y, r1.w
temp2.y = temp1.y * temp1.w;
// slt r1.y, -r1.y, r1.y
temp1.y = (-temp1.y < temp1.y) ? 1 : 0;
// mul r2.x, r2.z, r1.w
temp2.x = temp2.z * temp1.w;
// rcp r1.w, r1.w
temp1.w = 1.0f / temp1.w;
// slt r1.w, -r1.w, r1.w
temp1.w = (-temp1.w < temp1.w) ? 1 : 0;
// lrp r3.xz, r1.w, r2.xyyw, -c30.zyww
temp3.xz = lerp(float2(0, 1), temp2.xy, temp1.ww);
// mov r2.xyz, c11[a0.y]
temp2.xyz = float3(0.957897, 0.37887052, 0.36357188);
// mad r1.w, r2.x, c79.y, c79.x
temp1.w = temp2.x * GeometryUpdate.AngleDampingMin_AngleDampingSpread.y + GeometryUpdate.AngleDampingMin_AngleDampingSpread.x;
// add r2.w, r1.w, c30.w
temp2.w = temp1.w + float1(-1);
// mul r2.w, r2.w, r2.w
temp2.w = temp2.w * temp2.w;
// sge r2.w, -r2.w, r2.w
temp2.w = (-temp2.w >= temp2.w) ? 1 : 0;
// lrp r3.w, r2.w, c31.w, r1.w
temp3.w = lerp(temp1.w, float1(1.0001), temp2.w);
// log r1.w, r3.w
temp1.w = log2(temp3.w);
// mul r2.w, r1.w, c32.w
temp2.w = temp1.w * float1(0.6931472);
// mul r1.w, r0.z, r1.w
temp1.w = temp0.z * temp1.w;
// rcp r2.w, r2.w
temp2.w = 1.0f / temp2.w;
// exp r1.w, r1.w
temp1.w = exp2(temp1.w);
// add r1.w, r1.w, c30.w
temp1.w = temp1.w + float1(-1);
// mul r1.w, r2.w, r1.w
temp1.w = temp2.w * temp1.w;
// mov r4.xyz, c76
temp4.xyz = GeometryUpdate.AngleSpreads.xyz;
// mad r4.xyz, r2, r4, c75
temp4.xyz = temp2.xyz * temp4.xyz + GeometryUpdate.AngleMinimums.xyz;
// mov r5.xyz, c78
temp5.xyz = GeometryUpdate.AngularRateSpreads.xyz;
// mad r5.xyz, r2, r5, c77
temp5.xyz = temp2.xyz * temp5.xyz + GeometryUpdate.AngularRateMinimums.xyz;
// mad r4.xyz, r5, r1.w, r4
temp4.xyz = temp5.xyz * temp1.www + temp4.xyz;
// mad r4.xyz, r4, -c33.w, -c33.x
temp4.xyz = temp4.xyz * float3(0.15915494, 0.15915494, 0.15915494) + float3(0.5, 0.5, 0.5);
// frc r4.xyz, r4
temp4.xyz = frac(temp4.xyz);
// mad r4.xyz, r4, c36.z, c36.w
temp4.xyz = temp4.xyz * float3(6.2831855, 6.2831855, 6.2831855) + float3(-3.1415927, -3.1415927, -3.1415927);
// sincos r5.xy, r4.z, c0, c1
temp5.xy = float2(cos(temp4.z), sin(temp4.z));
// sincos r6.xy, r4.y, c0, c1
temp6.xy = float2(cos(temp4.y), sin(temp4.y));
// sincos r7.xy, r4.x, c0, c1
temp7.xy = float2(cos(temp4.x), sin(temp4.x));
// mul r4.xy, r5, r6.x
temp4.xy = temp5.xy * temp6.xx;
// mul r5, r5.xyxy, r7.yyxx
temp5 = temp5.xyxy * temp7.yyxx;
// mul r6.xz, r6.x, r7.yyxw
temp6.xz = temp6.xx * temp7.yx;
// mov r4.z, -r6.y
temp4.z = -temp6.y;
// mov r3.y, c27.w
temp3.y = float1(0);
// dp3 r7.x, r4, r3
temp7.x = dot(temp4.xyz, temp3.xyz);
// mad r8.xy, r6.y, r5.xwzw, -r5.wxzw
temp8.xy = temp6.yy * temp5.xw + -temp5.wx;
// mad r5.xy, r6.y, r5.yzzw, r5.zyzw
temp5.xy = temp6.yy * temp5.yz + temp5.zy;
// mov r8.w, r6.x
temp8.w = temp6.x;
// mov r5.w, r6.z
temp5.w = temp6.z;
// mov r8.z, r5.x
temp8.z = temp5.x;
// dp3 r7.y, r8.xzww, r3
temp7.y = dot(temp8.xzw, temp3.xyz);
// mov r5.z, r8.y
temp5.z = temp8.y;
// dp3 r7.z, r5.yzww, r3
temp7.z = dot(temp5.yzw, temp3.xyz);
// mov r6.xyz, c74
temp6.xyz = GeometryUpdate.SizeDampingSpreads.xyz;
// mad r6.xyz, r2, r6, c73
temp6.xyz = temp2.xyz * temp6.xyz + GeometryUpdate.SizeDampingMinimums.xyz;
// add r9.xyz, r6, c30.w
temp9.xyz = temp6.xyz + float3(-1, -1, -1);
// mul r9.xyz, r9, r9
temp9.xyz = temp9.xyz * temp9.xyz;
// sge r9.xyz, -r9, r9
temp9.xyz = (-temp9.xyz >= temp9.xyz) ? 1 : 0;
// lrp r10.xyz, r9, c31.w, r6
temp10.xyz = lerp(temp6.xyz, float3(1.0001, 1.0001, 1.0001), temp9.xyz);
// log r6.x, r10.x
temp6.x = log2(temp10.x);
// log r6.y, r10.y
temp6.y = log2(temp10.y);
// log r6.z, r10.z
temp6.z = log2(temp10.z);
// mul r9.xyz, r0.z, r6
temp9.xyz = temp0.zzz * temp6.xyz;
// mul r6.xyz, r6, c32.w
temp6.xyz = temp6.xyz * float3(0.6931472, 0.6931472, 0.6931472);
// exp r10.x, r9.x
temp10.x = exp2(temp9.x);
// exp r10.y, r9.y
temp10.y = exp2(temp9.y);
// exp r10.z, r9.z
temp10.z = exp2(temp9.z);
// add r9.xyz, r10, c30.w
temp9.xyz = temp10.xyz + float3(-1, -1, -1);
// rcp r10.x, r6.x
temp10.x = 1.0f / temp6.x;
// rcp r10.y, r6.y
temp10.y = 1.0f / temp6.y;
// rcp r10.z, r6.z
temp10.z = 1.0f / temp6.z;
// mul r6.xyz, r9, r10
temp6.xyz = temp9.xyz * temp10.xyz;
// mov r9.xyz, c70
temp9.xyz = GeometryUpdate.StartSizeSpreads.xyz;
// mad r9.xyz, r2, r9, c69
temp9.xyz = temp2.xyz * temp9.xyz + GeometryUpdate.StartSizeMinimums.xyz;
// mov r10.xyz, c72
temp10.xyz = GeometryUpdate.SizeRateSpreads.xyz;
// mad r2.xyz, r2, r10, c71
temp2.xyz = temp2.xyz * temp10.xyz + GeometryUpdate.SizeRateMinimums.xyz;
// mad r2.xyz, r2, r6, r9
temp2.xyz = temp2.xyz * temp6.xyz + temp9.xyz;
// frc r1.w, v2.y
temp1.w = frac(i.texcoord1.y);
// add r1.w, -r1.w, v2.y
temp1.w = -temp1.w + i.texcoord1.y;
// mova a0.x, r1.w
addr0.x = temp1.w;
// mul r2.xyz, r2, c27[a0.x]
temp2.xyz = temp2.xyz * float3(0.5, 0.5, -0);
// dp3 r6.z, r2, r7
temp6.z = dot(temp2.xyz, temp7.xyz);
// mad r1.xy, r1.y, r1.xzzw, -c30.zwzw
temp1.xy = temp1.yy * temp1.xz + float2(0, 1);
// mul r3.xy, -r3.x, r1.yxzw
temp3.xy = -temp3.xx * temp1.yx;
// mul r7.xy, r3.z, r1.yxzw
temp7.xy = temp3.zz * temp1.yx;
// mov r7.w, r3.x
temp7.w = temp3.x;
// mov r1.w, r3.y
temp1.w = temp3.y;
// mov r7.z, -r1.x
temp7.z = -temp1.x;
// dp3 r3.x, r4, r7.xzww
temp3.x = dot(temp4.xyz, temp7.xzw);
// dp3 r3.y, r8.xzww, r7.xzww
temp3.y = dot(temp8.xzw, temp7.xzw);
// dp3 r3.z, r5.yzww, r7.xzww
temp3.z = dot(temp5.yzw, temp7.xzw);
// mov r1.z, r7.y
temp1.z = temp7.y;
// dp3 r6.x, r2, r3
temp6.x = dot(temp2.xyz, temp3.xyz);
// dp3 r3.y, r8.zxww, r1.yzww
temp3.y = dot(temp8.zxw, temp1.yzw);
// dp3 r3.z, r5.zyww, r1.yzww
temp3.z = dot(temp5.zyw, temp1.yzw);
// dp3 r3.x, r4.yxzw, r1.yzww
temp3.x = dot(temp4.yxz, temp1.yzw);
// dp3 r6.y, r2, r3
temp6.y = dot(temp2.xyz, temp3.xyz);
// add r1.xyz, r0.xyww, r6
temp1.xyz = temp0.xyw + temp6.xyz;
// mov r1.w, -c30.w
temp1.w = float1(1);
// dp4 oPos.x, r1, c80
o.position.x = dot(temp1, (WorldViewProjection._m00_m10_m20_m30));
// dp4 oPos.y, r1, c81
o.position.y = dot(temp1, (WorldViewProjection._m01_m11_m21_m31));
// dp4 r0.y, r1, c83
temp0.y = dot(temp1, (WorldViewProjection._m03_m13_m23_m33));
// dp4 r0.x, r1, c82
temp0.x = dot(temp1, (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 oT1.x, r0.x, r0.w
o.texcoord1 = temp0.x * temp0.w;
// mov r0.x, c58.x
temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// mul r0.y, r0.x, c11[a0.w].x
temp0.y = temp0.x * float1(0.957897);
// mul r0.x, r0.x, c11[a0.z].x
temp0.x = temp0.x * float1(0.957897);
// frc r0.w, r0.y
temp0.w = frac(temp0.y);
// add r1.x, r0.y, -r0.w
temp1.x = temp0.y + -temp0.w;
// slt r0.y, r0.y, -r0.y
temp0.y = (temp0.y < -temp0.y) ? 1 : 0;
// slt r0.w, -r0.w, r0.w
temp0.w = (-temp0.w < temp0.w) ? 1 : 0;
// mad r1.y, r0.y, r0.w, r1.x
temp1.y = temp0.y * temp0.w + temp1.x;
// frc r0.y, r0.x
temp0.y = frac(temp0.x);
// add r0.w, r0.x, -r0.y
temp0.w = temp0.x + -temp0.y;
// slt r0.y, -r0.y, r0.y
temp0.y = (-temp0.y < temp0.y) ? 1 : 0;
// slt r0.x, r0.x, -r0.x
temp0.x = (temp0.x < -temp0.x) ? 1 : 0;
// mad r1.z, r0.x, r0.y, r0.w
temp1.z = temp0.x * temp0.y + temp0.w;
// add r0.xy, r1.yzzw, c35[a0.x]
temp0.xy = temp1.yz + float2(0, 0);
// mov r2.z, c27.w
temp2.z = float1(0);
// mul r0.w, r0.z, c67.x
temp0.w = temp0.z * Draw.SpeedMultiplier.x;
// min r1.x, r0.w, c46.x
temp1.x = min(temp0.w, expr46.x);
// mul r0.w, r0.w, c54.x
temp0.w = temp0.w * expr54.x;
// frc r2.xy, r1.x
temp2.xy = frac(temp1.x);
// add r1.xyz, r1.xxzw, -r2
temp1.xyz = temp1.xxz + -temp2.xyz;
// add r1.yz, r1, c35[a0.x].xxyw
temp1.yz = temp1.yz + float2(0, 0);
// abs r2.x, r0.w
temp2.x = abs(temp0.w);
// sge r0.w, r0.w, -r0.w
temp0.w = (temp0.w >= -temp0.w) ? 1 : 0;
// frc r2.x, r2.x
temp2.x = frac(temp2.x);
// lrp r3.x, r0.w, r2.x, -r2.x
temp3.x = lerp(-temp2.x, temp2.x, temp0.w);
// mul r0.w, r3.x, c58.y
temp0.w = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y;
// mul r2.y, r0.w, c52.x
temp2.y = temp0.w * expr52.x;
// abs r0.w, r2.y
temp0.w = abs(temp2.y);
// frc r0.w, r0.w
temp0.w = frac(temp0.w);
// sge r2.z, r2.y, -r2.y
temp2.z = (temp2.y >= -temp2.y) ? 1 : 0;
// lrp r3.x, r2.z, r0.w, -r0.w
temp3.x = lerp(-temp0.w, temp0.w, temp2.z);
// mul r2.x, r3.x, c58.x
temp2.x = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// frc r2.zw, r2.xyxy
temp2.zw = frac(temp2.xy);
// add r2.xy, r2, -r2.zwzw
temp2.xy = temp2.xy + -temp2.zw;
// add r2.xy, r2, c35[a0.x]
temp2.xy = temp2.xy + float2(0, 0);
// mul r2.xy, r2, c52.x
temp2.xy = temp2.xy * expr52.xx;
// mad r1.yz, r1, c52.x, -r2.xxyw
temp1.yz = temp1.yz * expr52.xx + -temp2.xy;
// mad r1.yz, c55.x, r1, r2.xxyw
temp1.yz = expr55.xx * temp1.yz + temp2.xy;
// mad r0.xy, r0, c52.x, -r1.yzzw
temp0.xy = temp0.xy * expr52.xx + -temp1.yz;
// mad r0.xy, c56.x, r0, r1.yzzw
temp0.xy = expr56.xx * temp0.xy + temp1.yz;
// mov r1.w, c51.x
temp1.w = expr51.x;
// add r1.xy, r1.xwzw, c35[a0.x]
temp1.xy = temp1.xw + float2(0, 0);
// mad r1.xy, r1, c52.x, -r0
temp1.xy = temp1.xy * expr52.xx + -temp0.xy;
// mad oT0.xy, c57.x, r1, r0
o.texcoord = expr57.x * temp1 + temp0;
// 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, c61
temp1 = Draw.ColorAnimationFunctions[2];
// mad r1, r1, r0.x, c62
temp1 = temp1 * temp0.x + Draw.ColorAnimationFunctions[3];
// mov r2, c63
temp2 = Draw.ColorAnimationFunctions[4];
// mad r2, r2, r0.x, c64
temp2 = temp2 * temp0.x + Draw.ColorAnimationFunctions[5];
// slt r0.yz, r0.x, c65
temp0.yz = (temp0.xx < Draw.TimeKeys.yz) ? 1 : 0;
// mov r3, c59
temp3 = Draw.ColorAnimationFunctions[0];
// mad r3, r3, r0.x, c60
temp3 = temp3 * temp0.x + Draw.ColorAnimationFunctions[1];
// lrp r4, r0.z, r1, r2
temp4 = lerp(temp2, temp1, temp0.z);
// lrp r1, r0.y, r3, r4
temp1 = lerp(temp4, temp3, temp0.y);
// mad r0.x, v2.x, c37.z, c37.w
temp0.x = i.texcoord1.x * float1(0.1875) + float1(2.75);
// frc r0.x, r0.x
temp0.x = frac(temp0.x);
// mul r0.x, r0.x, c29.w
temp0.x = temp0.x * float1(16);
// frc r0.y, r0.x
temp0.y = frac(temp0.x);
// add r0.x, r0.x, -r0.y
temp0.x = temp0.x + -temp0.y;
// mova a0.x, r0.x
addr0.x = temp0.x;
// mov r0.xy, c68
temp0.xy = Draw.ColorScaleRange.xy;
// mad r0.x, c11[a0.x].x, r0.y, r0.x
temp0.x = float1(0.957897) * temp0.y + temp0.x;
// mul oD0, r1, r0.x
o.color = temp1 * temp0.x;
//
return o;
}
// VS_Array_L_Shader_2 Vertex_2_0 Has PRES True
struct VS_Array_L_Shader_2_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
struct VS_Array_L_Shader_2_Output
{
float4 position : POSITION;
float texcoord1 : TEXCOORD1;
float2 texcoord : TEXCOORD;
float4 color : COLOR;
};
VS_Array_L_Shader_2_Output VS_Array_L_Shader_2(VS_Array_L_Shader_2_Input i)
{
/*
PRSI
OutputRegisterOffset: 45
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 13
Unknown3: 0
Unknown4: 0
Unknown5: 45
Unknown6: 2
Mappings: 3
0 - ConstOutput: 51 ConstInput 2
1 - ConstOutput: 54 ConstInput 4
2 - ConstOutput: 0 ConstInput 0
*/
float4 expr45;
float4 expr46;
float4 expr47;
float4 expr48;
float4 expr49;
float4 expr50;
float4 expr51;
float4 expr52;
float4 expr53;
float4 expr54;
float4 expr55;
float4 expr56;
float4 expr57;
{
float4 temp0;
float4 temp1;
float4 temp2;
// Expression_2_1
// mul c45.x, c1.x, (30)
expr45.x = Time.x * (30);
// add c46.x, c0.x, (-1)
expr46.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x + (-1);
// lt r0.x, (0), c0.z
temp0.x = (0) < Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z;
// mul r0.y, c0.w, c0.w
temp0.y = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.w * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.w;
// neg r1.x, r0.y
temp1.x = -temp0.y;
// ge r2.x, r1.x, r0.y
temp2.x = temp1.x >= temp0.y;
// lt c56.x, r1.x, r0.y
expr56.x = temp1.x < temp0.y;
// mul c57.x, r0.x, r2.x
expr57.x = temp0.x * temp2.x;
// add r0.x, c0.z, (-1)
temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z + (-1);
// neg r1.x, r0.x
temp1.x = -temp0.x;
// lt r2.x, r0.x, r1.x
temp2.x = temp0.x < temp1.x;
// frc r0.y, c0.z
temp0.y = frac(Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z);
// neg r1.x, r0.y
temp1.x = -temp0.y;
// lt r2.y, r1.x, r0.y
temp2.y = temp1.x < temp0.y;
// add r2.z, r0.x, r1.x
temp2.z = temp0.x + temp1.x;
// mul r0.x, r2.x, r2.y
temp0.x = temp2.x * temp2.y;
// add c51.x, r2.z, r0.x
expr51.x = temp2.z + temp0.x;
// rcp c52.x, c0.x
expr52.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x);
// add r0.x, c0.z, (1)
temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z + (1);
// mul r1.x, r0.x, r0.x
temp1.x = temp0.x * temp0.x;
// neg r0.x, r1.x
temp0.x = -temp1.x;
// ge c55.x, r0.x, r1.x
expr55.x = temp0.x >= temp1.x;
// rcp c54.x, c0.y
expr54.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y);
}
VS_Array_L_Shader_2_Output o;
float4 temp0, temp1, addr0, temp2, temp3, temp4, temp5;
// def c44, 8.9375, 2.0625, 1.375, 4.8125
// def c29, -0.5, -0.5, -0, 16
// def c30, -0.5, 0.5, -0, -1
// def c36, 0, 1, 6.283185, -3.141593
// def c37, 1, 1, 0.1875, 2.75
// def c31, 0.5, -0, 0.5, 1.0001
// def c28, 0.5, -0.5, -0, 0.1875
// def c32, 0.5, -0, -0.5, 0.6931472
// def c27, 0.5, 0.5, -0, 0
// def c33, -0.5, -0, -0.5, -0.1591549
// 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 c34, -0.5, -0, 0.5, 0
// def c35, 0, 0, 0, 0
// def c38, 1, 0, 0, 0
// def c39, 0, 0, 0, 0
// def c40, 0, 1, 0, 0
// def c41, 1, 1, 0, 0
// def c42, 1, 0, 0, 0
// def c43, 0, 0, 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, c28.w
temp0.w = float1(0.1875);
// mad r0, v2.x, r0.w, c44
temp0 = i.texcoord1.x * temp0.w + float4(8.9375, 2.0625, 1.375, 4.8125);
// frc r0, r0
temp0 = frac(temp0);
// mul r0, r0, c29.w
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.xyz, c11[a0.y]
temp0.xyz = float3(0.957897, 0.37887052, 0.36357188);
// mov r1.xyz, c74
temp1.xyz = GeometryUpdate.SizeDampingSpreads.xyz;
// mad r1.xyz, r0, r1, c73
temp1.xyz = temp0.xyz * temp1.xyz + GeometryUpdate.SizeDampingMinimums.xyz;
// add r2.xyz, r1, c30.w
temp2.xyz = temp1.xyz + float3(-1, -1, -1);
// mul r2.xyz, r2, r2
temp2.xyz = temp2.xyz * temp2.xyz;
// sge r2.xyz, -r2, r2
temp2.xyz = (-temp2.xyz >= temp2.xyz) ? 1 : 0;
// lrp r3.xyz, r2, c31.w, r1
temp3.xyz = lerp(temp1.xyz, float3(1.0001, 1.0001, 1.0001), temp2.xyz);
// log r1.x, r3.x
temp1.x = log2(temp3.x);
// log r1.y, r3.y
temp1.y = log2(temp3.y);
// log r1.z, r3.z
temp1.z = log2(temp3.z);
// mul r2.xyz, r1, c32.w
temp2.xyz = temp1.xyz * float3(0.6931472, 0.6931472, 0.6931472);
// rcp r3.x, r2.x
temp3.x = 1.0f / temp2.x;
// rcp r3.y, r2.y
temp3.y = 1.0f / temp2.y;
// rcp r3.z, r2.z
temp3.z = 1.0f / temp2.z;
// add r0.w, -v1.w, c45.x
temp0.w = -i.texcoord.w + expr45.x;
// mul r1.xyz, r1, r0.w
temp1.xyz = temp1.xyz * temp0.www;
// exp r2.x, r1.x
temp2.x = exp2(temp1.x);
// exp r2.y, r1.y
temp2.y = exp2(temp1.y);
// exp r2.z, r1.z
temp2.z = exp2(temp1.z);
// add r1.xyz, r2, c30.w
temp1.xyz = temp2.xyz + float3(-1, -1, -1);
// mul r1.xyz, r3, r1
temp1.xyz = temp3.xyz * temp1.xyz;
// mov r2.xyz, c70
temp2.xyz = GeometryUpdate.StartSizeSpreads.xyz;
// mad r2.xyz, r0, r2, c69
temp2.xyz = temp0.xyz * temp2.xyz + GeometryUpdate.StartSizeMinimums.xyz;
// mov r3.xyz, c72
temp3.xyz = GeometryUpdate.SizeRateSpreads.xyz;
// mad r3.xyz, r0, r3, c71
temp3.xyz = temp0.xyz * temp3.xyz + GeometryUpdate.SizeRateMinimums.xyz;
// mad r1.xyz, r3, r1, r2
temp1.xyz = temp3.xyz * temp1.xyz + temp2.xyz;
// frc r1.w, v2.y
temp1.w = frac(i.texcoord1.y);
// add r1.w, -r1.w, v2.y
temp1.w = -temp1.w + i.texcoord1.y;
// mova a0.y, r1.w
addr0.y = temp1.w;
// mul r1.xyz, r1, c27[a0.y]
temp1.xyz = temp1.xyz * float3(0.5, 0.5, -0);
// mad r1.w, r0.x, c79.y, c79.x
temp1.w = temp0.x * GeometryUpdate.AngleDampingMin_AngleDampingSpread.y + GeometryUpdate.AngleDampingMin_AngleDampingSpread.x;
// add r2.x, r1.w, c30.w
temp2.x = temp1.w + float1(-1);
// mul r2.x, r2.x, r2.x
temp2.x = temp2.x * temp2.x;
// sge r2.x, -r2.x, r2.x
temp2.x = (-temp2.x >= temp2.x) ? 1 : 0;
// lrp r3.x, r2.x, c31.w, r1.w
temp3.x = lerp(temp1.w, float1(1.0001), temp2.x);
// log r1.w, r3.x
temp1.w = log2(temp3.x);
// mul r2.x, r1.w, c32.w
temp2.x = temp1.w * float1(0.6931472);
// mul r1.w, r0.w, r1.w
temp1.w = temp0.w * temp1.w;
// rcp r2.x, r2.x
temp2.x = 1.0f / temp2.x;
// exp r1.w, r1.w
temp1.w = exp2(temp1.w);
// add r1.w, r1.w, c30.w
temp1.w = temp1.w + float1(-1);
// mul r1.w, r2.x, r1.w
temp1.w = temp2.x * temp1.w;
// mov r2.xyz, c76
temp2.xyz = GeometryUpdate.AngleSpreads.xyz;
// mad r2.xyz, r0, r2, c75
temp2.xyz = temp0.xyz * temp2.xyz + GeometryUpdate.AngleMinimums.xyz;
// mov r3.xyz, c78
temp3.xyz = GeometryUpdate.AngularRateSpreads.xyz;
// mad r0.xyz, r0, r3, c77
temp0.xyz = temp0.xyz * temp3.xyz + GeometryUpdate.AngularRateMinimums.xyz;
// mad r0.xyz, r0, r1.w, r2
temp0.xyz = temp0.xyz * temp1.www + temp2.xyz;
// mad r0.xyz, r0, -c33.w, -c33.x
temp0.xyz = temp0.xyz * float3(0.15915494, 0.15915494, 0.15915494) + float3(0.5, 0.5, 0.5);
// frc r0.xyz, r0
temp0.xyz = frac(temp0.xyz);
// mad r0.xyz, r0, c36.z, c36.w
temp0.xyz = temp0.xyz * float3(6.2831855, 6.2831855, 6.2831855) + float3(-3.1415927, -3.1415927, -3.1415927);
// sincos r2.xy, r0.x, c0, c1
temp2.xy = float2(cos(temp0.x), sin(temp0.x));
// sincos r3.xy, r0.z, c0, c1
temp3.xy = float2(cos(temp0.z), sin(temp0.z));
// sincos r4.xy, r0.y, c0, c1
temp4.xy = float2(cos(temp0.y), sin(temp0.y));
// mul r5, r2.yyxx, r3.xyxy
temp5 = temp2.yyxx * temp3.xyxy;
// mul r0.yz, r2.xyxw, r4.x
temp0.yz = temp2.yx * temp4.xx;
// mul r2.xy, r3, r4.x
temp2.xy = temp3.xy * temp4.xx;
// mad r3.xy, r4.y, r5.xwzw, -r5.wxzw
temp3.xy = temp4.yy * temp5.xw + -temp5.wx;
// mad r5.xy, r4.y, r5.yzzw, r5.zyzw
temp5.xy = temp4.yy * temp5.yz + temp5.zy;
// mov r0.x, -r4.y
temp0.x = -temp4.y;
// mov r2.z, r3.x
temp2.z = temp3.x;
// mov r5.w, r3.y
temp5.w = temp3.y;
// mov r2.w, r5.y
temp2.w = temp5.y;
// dp3 r2.x, r1, r2.xzww
temp2.x = dot(temp1.xyz, temp2.xzw);
// mov r5.z, r2.y
temp5.z = temp2.y;
// dp3 r2.z, r1.yxzw, r5.xzww
temp2.z = dot(temp1.yxz, temp5.xzw);
// dp3 r2.w, r1, r0
temp2.w = dot(temp1.xyz, temp0.xyz);
// mov r0.xy, c86
temp0.xy = Physics.VelocityDampingRange.xy;
// mad r0.x, c11[a0.x].x, r0.y, r0.x
temp0.x = float1(0.957897) * temp0.y + temp0.x;
// add r0.y, r0.x, c30.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, c31.w, 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, c32.w
temp0.y = temp0.x * float1(0.6931472);
// mul r0.x, r0.w, r0.x
temp0.x = temp0.w * temp0.x;
// rcp r0.y, r0.y
temp0.y = 1.0f / temp0.y;
// exp r0.x, r0.x
temp0.x = exp2(temp0.x);
// add r0.x, r0.x, c30.w
temp0.x = temp0.x + float1(-1);
// mul r0.x, r0.y, r0.x
temp0.x = temp0.y * temp0.x;
// mul r0.y, r0.w, c27.x
temp0.y = temp0.w * float1(0.5);
// mov r1.xyz, c84
temp1.xyz = Physics.Gravity.xyz;
// mad r1.xyz, r0.y, r1, c85
temp1.xyz = temp0.yyy * temp1.xyz + Physics.DriftVelocity.xyz;
// mul r1.xyz, r0.w, r1
temp1.xyz = temp0.www * temp1.xyz;
// mad r0.xyz, v1, r0.x, r1
temp0.xyz = i.texcoord.xyz * temp0.xxx + temp1.xyz;
// add r0.xyz, r0, v0
temp0.xyz = temp0.xyz + i.position.xyz;
// add r1.xyz, r2.xzww, r0
temp1.xyz = temp2.xzw + temp0.xyz;
// mov r1.w, -c30.w
temp1.w = float1(1);
// dp4 oPos.x, r1, c80
o.position.x = dot(temp1, (WorldViewProjection._m00_m10_m20_m30));
// dp4 oPos.y, r1, c81
o.position.y = dot(temp1, (WorldViewProjection._m01_m11_m21_m31));
// dp4 r0.y, r1, c83
temp0.y = dot(temp1, (WorldViewProjection._m03_m13_m23_m33));
// dp4 r0.x, r1, c82
temp0.x = dot(temp1, (WorldViewProjection._m02_m12_m22_m32));
// rcp r0.z, r0.y
temp0.z = 1.0f / temp0.y;
// mov oPos.zw, r0.xyxy
o.position.zw = temp0.xy;
// mul oT1.x, r0.x, r0.z
o.texcoord1 = temp0.x * temp0.z;
// mov r0.x, c58.x
temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// mul r0.y, r0.x, c11[a0.w].x
temp0.y = temp0.x * float1(0.957897);
// mul r0.x, r0.x, c11[a0.z].x
temp0.x = temp0.x * float1(0.957897);
// frc r0.z, r0.y
temp0.z = frac(temp0.y);
// add r1.x, r0.y, -r0.z
temp1.x = temp0.y + -temp0.z;
// slt r0.y, r0.y, -r0.y
temp0.y = (temp0.y < -temp0.y) ? 1 : 0;
// slt r0.z, -r0.z, r0.z
temp0.z = (-temp0.z < temp0.z) ? 1 : 0;
// mad r1.y, r0.y, r0.z, r1.x
temp1.y = temp0.y * temp0.z + temp1.x;
// frc r0.y, r0.x
temp0.y = frac(temp0.x);
// add r0.z, r0.x, -r0.y
temp0.z = temp0.x + -temp0.y;
// slt r0.y, -r0.y, r0.y
temp0.y = (-temp0.y < temp0.y) ? 1 : 0;
// slt r0.x, r0.x, -r0.x
temp0.x = (temp0.x < -temp0.x) ? 1 : 0;
// mad r1.z, r0.x, r0.y, r0.z
temp1.z = temp0.x * temp0.y + temp0.z;
// add r0.xy, r1.yzzw, c35[a0.y]
temp0.xy = temp1.yz + float2(0, 0);
// mov r2.z, c27.w
temp2.z = float1(0);
// mul r0.z, r0.w, c67.x
temp0.z = temp0.w * Draw.SpeedMultiplier.x;
// min r1.x, r0.z, c46.x
temp1.x = min(temp0.z, expr46.x);
// mul r0.z, r0.z, c54.x
temp0.z = temp0.z * expr54.x;
// frc r2.xy, r1.x
temp2.xy = frac(temp1.x);
// add r1.xyz, r1.xxzw, -r2
temp1.xyz = temp1.xxz + -temp2.xyz;
// add r1.yz, r1, c35[a0.y].xxyw
temp1.yz = temp1.yz + float2(0, 0);
// abs r2.x, r0.z
temp2.x = abs(temp0.z);
// sge r0.z, r0.z, -r0.z
temp0.z = (temp0.z >= -temp0.z) ? 1 : 0;
// frc r2.x, r2.x
temp2.x = frac(temp2.x);
// lrp r3.x, r0.z, r2.x, -r2.x
temp3.x = lerp(-temp2.x, temp2.x, temp0.z);
// mul r0.z, r3.x, c58.y
temp0.z = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y;
// mul r2.y, r0.z, c52.x
temp2.y = temp0.z * expr52.x;
// abs r0.z, r2.y
temp0.z = abs(temp2.y);
// frc r0.z, r0.z
temp0.z = frac(temp0.z);
// sge r2.z, r2.y, -r2.y
temp2.z = (temp2.y >= -temp2.y) ? 1 : 0;
// lrp r3.x, r2.z, r0.z, -r0.z
temp3.x = lerp(-temp0.z, temp0.z, temp2.z);
// mul r2.x, r3.x, c58.x
temp2.x = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// frc r2.zw, r2.xyxy
temp2.zw = frac(temp2.xy);
// add r2.xy, r2, -r2.zwzw
temp2.xy = temp2.xy + -temp2.zw;
// add r2.xy, r2, c35[a0.y]
temp2.xy = temp2.xy + float2(0, 0);
// mul r2.xy, r2, c52.x
temp2.xy = temp2.xy * expr52.xx;
// mad r1.yz, r1, c52.x, -r2.xxyw
temp1.yz = temp1.yz * expr52.xx + -temp2.xy;
// mad r1.yz, c55.x, r1, r2.xxyw
temp1.yz = expr55.xx * temp1.yz + temp2.xy;
// mad r0.xy, r0, c52.x, -r1.yzzw
temp0.xy = temp0.xy * expr52.xx + -temp1.yz;
// mad r0.xy, c56.x, r0, r1.yzzw
temp0.xy = expr56.xx * temp0.xy + temp1.yz;
// mov r1.w, c51.x
temp1.w = expr51.x;
// add r1.xy, r1.xwzw, c35[a0.y]
temp1.xy = temp1.xw + float2(0, 0);
// mad r1.xy, r1, c52.x, -r0
temp1.xy = temp1.xy * expr52.xx + -temp0.xy;
// mad oT0.xy, c57.x, r1, r0
o.texcoord = expr57.x * temp1 + temp0;
// rcp r0.x, v0.w
temp0.x = 1.0f / i.position.w;
// mul r0.x, r0.w, r0.x
temp0.x = temp0.w * temp0.x;
// mov r1, c61
temp1 = Draw.ColorAnimationFunctions[2];
// mad r1, r1, r0.x, c62
temp1 = temp1 * temp0.x + Draw.ColorAnimationFunctions[3];
// mov r2, c63
temp2 = Draw.ColorAnimationFunctions[4];
// mad r2, r2, r0.x, c64
temp2 = temp2 * temp0.x + Draw.ColorAnimationFunctions[5];
// slt r0.yz, r0.x, c65
temp0.yz = (temp0.xx < Draw.TimeKeys.yz) ? 1 : 0;
// mov r3, c59
temp3 = Draw.ColorAnimationFunctions[0];
// mad r3, r3, r0.x, c60
temp3 = temp3 * temp0.x + Draw.ColorAnimationFunctions[1];
// lrp r4, r0.z, r1, r2
temp4 = lerp(temp2, temp1, temp0.z);
// lrp r1, r0.y, r3, r4
temp1 = lerp(temp4, temp3, temp0.y);
// mad r0.x, v2.x, c37.z, c37.w
temp0.x = i.texcoord1.x * float1(0.1875) + float1(2.75);
// frc r0.x, r0.x
temp0.x = frac(temp0.x);
// mul r0.x, r0.x, c29.w
temp0.x = temp0.x * float1(16);
// frc r0.y, r0.x
temp0.y = frac(temp0.x);
// add r0.x, r0.x, -r0.y
temp0.x = temp0.x + -temp0.y;
// mova a0.x, r0.x
addr0.x = temp0.x;
// mov r0.xy, c68
temp0.xy = Draw.ColorScaleRange.xy;
// mad r0.x, c11[a0.x].x, r0.y, r0.x
temp0.x = float1(0.957897) * temp0.y + temp0.x;
// mul oD0, r1, r0.x
o.color = temp1 * temp0.x;
//
return o;
}
VertexShader VS_Array_L[3] = {
compile vs_2_0 VS_Array_L_Shader_0(), // 43
compile vs_2_0 VS_Array_L_Shader_1(), // 44
compile vs_2_0 VS_Array_L_Shader_2(), // 45
};
// PSCreateShadowMap_Array_Shader_0 Pixel_2_0 Has PRES False
float4 PSCreateShadowMap_Array_Shader_0(float texcoord2 : TEXCOORD2) : COLOR
{
float4 out_color;
float4 temp0;
// dcl t2.x
// mov r0, t2.x
temp0 = texcoord2.x;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// PSCreateShadowMap_Array_Shader_1 Pixel_2_0 Has PRES False
struct PSCreateShadowMap_Array_Shader_1_Input
{
float2 texcoord : TEXCOORD;
float3 color : COLOR;
float texcoord2 : TEXCOORD2;
};
float4 PSCreateShadowMap_Array_Shader_1(PSCreateShadowMap_Array_Shader_1_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// def c0, 1, -0.3, 0, 0
// dcl t0.xy
// dcl v0.xyz
// dcl t2.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, t2.x
temp0 = i.texcoord2.x;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// PSCreateShadowMap_Array_Shader_2 Pixel_2_0 Has PRES False
struct PSCreateShadowMap_Array_Shader_2_Input
{
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float texcoord2 : TEXCOORD2;
};
float4 PSCreateShadowMap_Array_Shader_2(PSCreateShadowMap_Array_Shader_2_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// def c0, -0.1, 0, 0, 0
// dcl t0.xy
// dcl v0
// dcl t2.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, t2.x
temp0 = i.texcoord2.x;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// PSCreateShadowMap_Array_Shader_3 Pixel_2_0 Has PRES False
struct PSCreateShadowMap_Array_Shader_3_Input
{
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float texcoord2 : TEXCOORD2;
};
float4 PSCreateShadowMap_Array_Shader_3(PSCreateShadowMap_Array_Shader_3_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// def c0, -0.1, 0, 0, 0
// dcl t0.xy
// dcl v0
// dcl t2.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, t2.x
temp0 = i.texcoord2.x;
// 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 texcoord2 : TEXCOORD2;
};
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 t2.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, t2.x
temp0 = i.texcoord2.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 texcoord2 : TEXCOORD2;
};
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 t2.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, t2.x
temp0 = i.texcoord2.x;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
PixelShader PSCreateShadowMap_Array[6] = {
compile ps_2_0 PSCreateShadowMap_Array_Shader_0(), // 52
compile ps_2_0 PSCreateShadowMap_Array_Shader_1(), // 53
compile ps_2_0 PSCreateShadowMap_Array_Shader_2(), // 54
compile ps_2_0 PSCreateShadowMap_Array_Shader_3(), // 55
compile ps_2_0 PSCreateShadowMap_Array_Shader_4(), // 56
compile ps_2_0 PSCreateShadowMap_Array_Shader_5(), // 57
};
// _CreateShadowMap_Expression22 Expression_2_0 Has PRES False
float _CreateShadowMap_Expression22()
{
float1 expr0;
// min c0.x, c8.x, (5)
expr0.x = min(Draw.ShaderType.x, (5));
return expr0;
}
// _CreateShadowMap_VertexShader23 Vertex_2_0 Has PRES True
struct _CreateShadowMap_VertexShader23_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
struct _CreateShadowMap_VertexShader23_Output
{
float4 position : POSITION;
float texcoord2 : TEXCOORD2;
float3 texcoord3 : TEXCOORD3;
float2 texcoord : TEXCOORD;
float4 color : COLOR;
float3 texcoord1 : TEXCOORD1;
};
_CreateShadowMap_VertexShader23_Output _CreateShadowMap_VertexShader23(_CreateShadowMap_VertexShader23_Input i)
{
/*
PRSI
OutputRegisterOffset: 39
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 15
Unknown3: 0
Unknown4: 0
Unknown5: 39
Unknown6: 2
Mappings: 4
0 - ConstOutput: 45 ConstInput 2
1 - ConstOutput: 48 ConstInput 1
2 - ConstOutput: 50 ConstInput 4
3 - ConstOutput: 0 ConstInput 0
*/
float4 expr39;
float4 expr40;
float4 expr41;
float4 expr42;
float4 expr43;
float4 expr44;
float4 expr45;
float4 expr46;
float4 expr47;
float4 expr48;
float4 expr49;
float4 expr50;
float4 expr51;
float4 expr52;
float4 expr53;
{
float4 temp0;
float4 temp1;
float4 temp2;
// Expression_2_1
// mul c39.x, c1.x, (30)
expr39.x = Time.x * (30);
// add c40.x, c0.x, (-1)
expr40.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x + (-1);
// lt r0.x, (0), c0.z
temp0.x = (0) < Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z;
// mul r0.y, c0.w, c0.w
temp0.y = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.w * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.w;
// neg r1.x, r0.y
temp1.x = -temp0.y;
// ge r2.x, r1.x, r0.y
temp2.x = temp1.x >= temp0.y;
// lt c52.x, r1.x, r0.y
expr52.x = temp1.x < temp0.y;
// mul c53.x, r0.x, r2.x
expr53.x = temp0.x * temp2.x;
// rcp c46.x, c0.x
expr46.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x);
// add r0.x, c0.z, (1)
temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z + (1);
// mul r1.x, r0.x, r0.x
temp1.x = temp0.x * temp0.x;
// neg r0.x, r1.x
temp0.x = -temp1.x;
// ge c51.x, r0.x, r1.x
expr51.x = temp0.x >= temp1.x;
// rcp c50.x, c0.y
expr50.x = 1.0f / (Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y);
// add r0.x, c0.z, (-1)
temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z + (-1);
// neg r1.x, r0.x
temp1.x = -temp0.x;
// lt r2.x, r0.x, r1.x
temp2.x = temp0.x < temp1.x;
// frc r0.y, c0.z
temp0.y = frac(Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.z);
// neg r1.x, r0.y
temp1.x = -temp0.y;
// lt r2.y, r1.x, r0.y
temp2.y = temp1.x < temp0.y;
// add r2.z, r0.x, r1.x
temp2.z = temp0.x + temp1.x;
// mul r0.x, r2.x, r2.y
temp0.x = temp2.x * temp2.y;
// add r1.x, r2.z, r0.x
temp1.x = temp2.z + temp0.x;
// mov c45.x, r1.x
expr45.x = temp1.x;
// mov c48.x, r1.x
expr48.x = temp1.x;
}
_CreateShadowMap_VertexShader23_Output o;
float4 temp0, temp1, addr0, temp2, temp3, temp4, temp5;
float3 temp6, temp7;
// def c36, 2.0625, 8.9375, 6.1875, 1.375
// 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 c38, 0.1875, 4.8125, 2.75, 0
// def c37, 1, -1, 0.5, 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, c77
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, c39.x
temp0.z = -i.texcoord.w + expr39.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, c75
temp2.xyz = Physics.Gravity.xyz;
// mad r1.xyz, r1.x, r2, c76
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, c68
temp3.xyz = Update.XYRotation_Rate_Damping__Spread.xyz;
// mad r2.xyz, r2, r3, c67
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, c70
temp2.xyz = Update.ZRotation_Rate_Damping__Spread.xyz;
// mad r1.yzw, r1.xxyz, r2.xxyz, c69.xxyz
temp1.yzw = temp1.xyz * temp2.xyz + Update.ZRotation_Rate_Damping__Min.xyz;
// add r2.x, r1.w, c28.w
temp2.x = temp1.w + float1(-1);
// mul r2.x, r2.x, r2.x
temp2.x = temp2.x * temp2.x;
// sge r2.x, -r2.x, r2.x
temp2.x = (-temp2.x >= temp2.x) ? 1 : 0;
// lrp r3.x, r2.x, c29.z, r1.w
temp3.x = lerp(temp1.w, float1(1.0001), temp2.x);
// log r1.w, r3.x
temp1.w = log2(temp3.x);
// mul r2.x, r1.w, c29.w
temp2.x = temp1.w * float1(0.6931472);
// mul r1.w, r0.z, r1.w
temp1.w = temp0.z * temp1.w;
// rcp r2.x, r2.x
temp2.x = 1.0f / temp2.x;
// 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.x, r1.w
temp1.w = temp2.x * temp1.w;
// mad r1.y, r1.z, r1.w, r1.y
temp1.y = temp1.z * temp1.w + temp1.y;
// 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 r2.xy, r1.y, c0, c1
temp2.xy = float2(cos(temp1.y), sin(temp1.y));
// slt r1.y, v0.w, r0.z
temp1.y = (i.position.w < temp0.z) ? 1 : 0;
// mad r1.y, r1.y, -v2.y, v2.y
temp1.y = temp1.y * -i.texcoord1.y + i.texcoord1.y;
// frc r1.z, r1.y
temp1.z = frac(temp1.y);
// add r1.y, r1.y, -r1.z
temp1.y = temp1.y + -temp1.z;
// mova a0.y, r1.y
addr0.y = temp1.y;
// mul r1.yzw, r2.xxyx, c27[a0.y].xxyy
temp1.yzw = temp2.xyx * float3(-0.5, -0.5, -0.5);
// mad r1.w, c27[a0.y].x, -r2.y, r1.w
temp1.w = float1(-0.5) * -temp2.y + temp1.w;
// mov r2.xy, c27[a0.y]
temp2.xy = float2(-0.5, -0.5);
// mad r2.xy, r2, c37, c37.z
temp2.xy = temp2.xy * float2(1, -1) + float2(0.5, 0.5);
// add r1.y, r1.z, r1.y
temp1.y = temp1.z + temp1.y;
// mul r3.xyz, r1.w, c79
temp3.xyz = temp1.www * (View._m01_m11_m21_m31).xyz;
// mad r1.yzw, r1.y, c78.xxyz, r3.xxyz
temp1.yzw = temp1.yyy * (View._m00_m10_m20_m30).xyz + temp3.xyz;
// mov r3.xyz, c11[a0.x]
temp3.xyz = float3(0.957897, 0.37887052, 0.36357188);
// mov r4.xyz, c66
temp4.xyz = Update.Size_Rate_Damping__Spread.xyz;
// mad r3.xyz, r3, r4, c65
temp3.xyz = temp3.xyz * temp4.xyz + Update.Size_Rate_Damping__Min.xyz;
// mul r1.x, r1.x, c54.x
temp1.x = temp1.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// add r2.z, r3.z, c28.w
temp2.z = temp3.z + float1(-1);
// mul r2.z, r2.z, r2.z
temp2.z = temp2.z * temp2.z;
// sge r2.z, -r2.z, r2.z
temp2.z = (-temp2.z >= temp2.z) ? 1 : 0;
// lrp r4.x, r2.z, c29.z, r3.z
temp4.x = lerp(temp3.z, float1(1.0001), temp2.z);
// log r2.z, r4.x
temp2.z = log2(temp4.x);
// mul r2.w, r2.z, c29.w
temp2.w = temp2.z * float1(0.6931472);
// mul r2.z, r0.z, r2.z
temp2.z = temp0.z * temp2.z;
// rcp r2.w, r2.w
temp2.w = 1.0f / temp2.w;
// exp r2.z, r2.z
temp2.z = exp2(temp2.z);
// add r2.z, r2.z, c28.w
temp2.z = temp2.z + float1(-1);
// mul r2.z, r2.w, r2.z
temp2.z = temp2.w * temp2.z;
// mad r2.z, r3.y, r2.z, r3.x
temp2.z = temp3.y * temp2.z + temp3.x;
// mad r3.xyz, r2.z, r1.yzww, r0.xyww
temp3.xyz = temp2.zzz * temp1.yzw + temp0.xyw;
// mov r3.w, -c28.w
temp3.w = float1(1);
// dp4 oPos.x, r3, c71
o.position.x = dot(temp3, (WorldViewProjection._m00_m10_m20_m30));
// dp4 oPos.y, r3, c72
o.position.y = dot(temp3, (WorldViewProjection._m01_m11_m21_m31));
// dp4 r0.y, r3, c74
temp0.y = dot(temp3, (WorldViewProjection._m03_m13_m23_m33));
// dp4 r0.x, r3, c73
temp0.x = dot(temp3, (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 oT2.x, r0.x, r0.w
o.texcoord2 = temp0.x * temp0.w;
// mov r0.w, c28.w
temp0.w = float1(-1);
// mad r0.x, r0.z, c63.x, -r0.w
temp0.x = temp0.z * Draw.SpeedMultiplier.x + -temp0.w;
// mul r0.y, r0.x, c50.x
temp0.y = temp0.x * expr50.x;
// min r3.x, r0.x, c40.x
temp3.x = min(temp0.x, expr40.x);
// abs r0.x, r0.y
temp0.x = abs(temp0.y);
// sge r0.y, r0.y, -r0.y
temp0.y = (temp0.y >= -temp0.y) ? 1 : 0;
// frc r0.x, r0.x
temp0.x = frac(temp0.x);
// lrp r1.y, r0.y, r0.x, -r0.x
temp1.y = lerp(-temp0.x, temp0.x, temp0.y);
// mul r0.x, r1.y, c54.y
temp0.x = temp1.y * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y;
// mul r0.y, r0.x, c46.x
temp0.y = temp0.x * expr46.x;
// abs r0.w, r0.y
temp0.w = abs(temp0.y);
// frc r0.w, r0.w
temp0.w = frac(temp0.w);
// sge r1.y, r0.y, -r0.y
temp1.y = (temp0.y >= -temp0.y) ? 1 : 0;
// lrp r2.z, r1.y, r0.w, -r0.w
temp2.z = lerp(-temp0.w, temp0.w, temp1.y);
// mul r0.x, r2.z, c54.x
temp0.x = temp2.z * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// frc r1.yz, r0.xxyw
temp1.yz = frac(temp0.xy);
// add r0.xy, r0, -r1.yzzw
temp0.xy = temp0.xy + -temp1.yz;
// add r0.xy, r2, r0
temp0.xy = temp2.xy + temp0.xy;
// mul r0.xy, r0, c46.x
temp0.xy = temp0.xy * expr46.xx;
// frc r1.y, r1.x
temp1.y = frac(temp1.x);
// add r1.z, r1.x, -r1.y
temp1.z = temp1.x + -temp1.y;
// slt r1.y, -r1.y, r1.y
temp1.y = (-temp1.y < temp1.y) ? 1 : 0;
// slt r1.x, r1.x, -r1.x
temp1.x = (temp1.x < -temp1.x) ? 1 : 0;
// mad r3.w, r1.x, r1.y, r1.z
temp3.w = temp1.x * temp1.y + temp1.z;
// mov r1.yw, c27.z
temp1.yw = float2(0, 0);
// mul r2.z, r0.z, c63.x
temp2.z = temp0.z * Draw.SpeedMultiplier.x;
// min r3.y, r2.z, c40.x
temp3.y = min(temp2.z, expr40.x);
// frc r1.xz, r3.yyxw
temp1.xz = frac(temp3.yx);
// add r1, r3.ywxw, -r1
temp1 = temp3.ywxw + -temp1;
// add r1, r2.xyxy, r1
temp1 = temp2.xyxy + temp1;
// mul r4.xy, r1.zwzw, c46.x
temp4.xy = temp1.zw * expr46.xx;
// frc r0.w, r2.z
temp0.w = frac(temp2.z);
// mul r1.z, r2.z, c50.x
temp1.z = temp2.z * expr50.x;
// frc r4.zw, r3.xyyx
temp4.zw = frac(temp3.yx);
// add r5.xz, r3.yyxw, -r4.zyww
temp5.xz = temp3.yx + -temp4.zw;
// lrp r6.xyz, c51.x, r4, r0.xyww
temp6.xyz = lerp(temp0.xyw, temp4.xyz, expr51.xxx);
// mad r0.xy, v2.x, c38.x, c38.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 r2.zw, r0.xyxy
temp2.zw = frac(temp0.xy);
// add r0.xy, r0, -r2.zwzw
temp0.xy = temp0.xy + -temp2.zw;
// mova a0.xy, r0
addr0.xy = temp0.xy;
// mov r0.x, c54.x
temp0.x = Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// mul r0.x, r0.x, c11[a0.x].x
temp0.x = temp0.x * float1(0.957897);
// mov r3.xy, c64
temp3.xy = Draw.ColorScaleRange.xy;
// mad r0.y, c11[a0.y].x, r3.y, r3.x
temp0.y = float1(0.957897) * temp3.y + temp3.x;
// frc r0.w, r0.x
temp0.w = frac(temp0.x);
// add r1.w, r0.x, -r0.w
temp1.w = temp0.x + -temp0.w;
// slt r0.x, r0.x, -r0.x
temp0.x = (temp0.x < -temp0.x) ? 1 : 0;
// slt r0.w, -r0.w, r0.w
temp0.w = (-temp0.w < temp0.w) ? 1 : 0;
// mad r3.z, r0.x, r0.w, r1.w
temp3.z = temp0.x * temp0.w + temp1.w;
// add r0.xw, r2.xyzy, r3.zyzw
temp0.xw = temp2.xy + temp3.zw;
// mul r3.xy, r0.xwzw, c46.x
temp3.xy = temp0.xw * expr46.xx;
// mov r3.z, c27.z
temp3.z = float1(0);
// lrp r7.xyz, c52.x, r3, r6
temp7.xyz = lerp(temp6.xyz, temp3.xyz, expr52.xxx);
// mov r5.w, c48.x
temp5.w = expr48.x;
// add r2.zw, r2.xyxy, r5
temp2.zw = temp2.xy + temp5.zw;
// mul r4.xy, r2.zwzw, c46.x
temp4.xy = temp2.zw * expr46.xx;
// add r3.xyz, r4, -r7
temp3.xyz = temp4.xyz + -temp7.xyz;
// mad oT3.xyz, c53.x, r3, r7
o.texcoord3 = expr53.x * temp3 + temp7;
// abs r1.w, r1.z
temp1.w = abs(temp1.z);
// sge r1.z, r1.z, -r1.z
temp1.z = (temp1.z >= -temp1.z) ? 1 : 0;
// frc r1.w, r1.w
temp1.w = frac(temp1.w);
// lrp r2.z, r1.z, r1.w, -r1.w
temp2.z = lerp(-temp1.w, temp1.w, temp1.z);
// mul r1.z, r2.z, c54.y
temp1.z = temp2.z * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.y;
// mul r1.w, r1.z, c46.x
temp1.w = temp1.z * expr46.x;
// abs r2.z, r1.w
temp2.z = abs(temp1.w);
// frc r2.z, r2.z
temp2.z = frac(temp2.z);
// sge r2.w, r1.w, -r1.w
temp2.w = (temp1.w >= -temp1.w) ? 1 : 0;
// lrp r3.x, r2.w, r2.z, -r2.z
temp3.x = lerp(-temp2.z, temp2.z, temp2.w);
// mul r1.z, r3.x, c54.x
temp1.z = temp3.x * Draw.VideoTex_NumPerRow_LastFrame_SingleRow_isRand.x;
// frc r2.zw, r1
temp2.zw = frac(temp1.zw);
// add r1.zw, r1, -r2
temp1.zw = temp1.zw + -temp2.zw;
// add r1.zw, r2.xyxy, r1
temp1.zw = temp2.xy + temp1.zw;
// mul r1.zw, r1, c46.x
temp1.zw = temp1.zw * expr46.xx;
// mad r1.xy, r1, c46.x, -r1.zwzw
temp1.xy = temp1.xy * expr46.xx + -temp1.zw;
// mad r1.xy, c51.x, r1, r1.zwzw
temp1.xy = expr51.xx * temp1.xy + temp1.zw;
// mad r0.xw, r0, c46.x, -r1.xyzy
temp0.xw = temp0.xw * expr46.xx + -temp1.xy;
// mad r0.xw, c52.x, r0, r1.xyzy
temp0.xw = expr52.xx * temp0.xw + temp1.xy;
// mov r5.y, c45.x
temp5.y = expr45.x;
// add r1.xy, r2, r5
temp1.xy = temp2.xy + temp5.xy;
// mad r1.xy, r1, c46.x, -r0.xwzw
temp1.xy = temp1.xy * expr46.xx + -temp0.xw;
// mad oT0.xy, c53.x, r1, r0.xwzw
o.texcoord = expr53.x * temp1 + temp0.xwzw;
// 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, c57
temp1 = Draw.ColorAnimationFunctions[2];
// mad r1, r1, r0.x, c58
temp1 = temp1 * temp0.x + Draw.ColorAnimationFunctions[3];
// mov r2, c59
temp2 = Draw.ColorAnimationFunctions[4];
// mad r2, r2, r0.x, c60
temp2 = temp2 * temp0.x + Draw.ColorAnimationFunctions[5];
// slt r0.zw, r0.x, c61.xyyz
temp0.zw = (temp0.xx < Draw.TimeKeys.yz) ? 1 : 0;
// mov r3, c55
temp3 = Draw.ColorAnimationFunctions[0];
// mad r3, r3, r0.x, c56
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 oT1.xyz, c27.z
o.texcoord1 = float4(0, 0, 0, 0);
//
return o;
}
// Default_L_PixelShader24 Pixel_2_0 Has PRES False
struct Default_L_PixelShader24_Input
{
float2 texcoord : TEXCOORD;
float4 color : COLOR;
};
float4 Default_L_PixelShader24(Default_L_PixelShader24_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_Expression25 Expression_2_0 Has PRES False
float Default_L_Expression25()
{
float1 expr0;
// add c0.x, c11.x, (-1)
expr0.x = GeometryUpdate.RotationType.x + (-1);
return expr0;
}
// Default_Expression26 Expression_2_0 Has PRES False
float Default_Expression26()
{
float4 temp0;
float4 temp1;
float4 temp2;
float1 expr0;
// add r0.x, c8.x, (-3)
temp0.x = Draw.ShaderType.x + (-3);
// mul r1.x, r0.x, r0.x
temp1.x = temp0.x * temp0.x;
// neg r0.x, r1.x
temp0.x = -temp1.x;
// ge r2.x, r0.x, r1.x
temp2.x = temp0.x >= temp1.x;
// add r0.x, r2.x, (-2)
temp0.x = temp2.x + (-2);
// mul r1.x, r0.x, c9.x
temp1.x = temp0.x * ShouldDrawParticleSoft.x;
// add r0.x, r1.x, (2)
temp0.x = temp1.x + (2);
// mul c0.x, r0.x, (3)
expr0.x = temp0.x * (3);
return expr0;
}
// Default_Expression27 Expression_2_0 Has PRES False
float Default_Expression27()
{
float1 expr0;
// add c0.x, c11.x, (-1)
expr0.x = GeometryUpdate.RotationType.x + (-1);
return expr0;
}
technique Default
{
pass P0 <string ExpressionEvaluator = "Particle";>
{
VertexShader = VS_Array_H[Default_Expression27()]; // 47
PixelShader = PS_Array_H[Default_Expression26()]; // 48
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 1;
AlphaFunc = 7;
AlphaRef = 96;
}
}
technique Default_L
{
pass P0 <string ExpressionEvaluator = "Particle";>
{
VertexShader = VS_Array_L[Default_L_Expression25()]; // 50
PixelShader = compile ps_2_0 Default_L_PixelShader24(); // 51
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_VertexShader23(); // 59
PixelShader = PSCreateShadowMap_Array[_CreateShadowMap_Expression22()]; // 60
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 1;
CullMode = 1;
AlphaBlendEnable = 0;
AlphaTestEnable = 0;
}
}