326 lines
		
	
	
		
			9.5 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
			
		
		
	
	
			326 lines
		
	
	
		
			9.5 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
| string DefaultParameterScopeBlock = "material"; // 1
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| float3 AmbientLightColor <bool unmanaged = 1;> = { 0.3, 0.3, 0.3 };
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| struct {
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|     float3 Color;
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|     float3 Direction;
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| } DirectionalLight[3] <bool unmanaged = 1;> = { 1.625198, 1.512711, 1.097048, 0.62914, -0.34874, 0.69465, 0.5232916, 0.6654605, 0.7815244, -0.32877, 0.90329, 0.27563, 0.4420466, 0.4102767, 0.4420466, -0.80704, -0.58635, 0.06975 };
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| struct {
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|     float3 Color;
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|     float3 Position;
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|     float2 Range_Inner_Outer;
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| } PointLight[8] <bool unmanaged = 1;>;
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| struct {
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|     float4 WorldPositionMultiplier_XYZZ;
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|     float2 CurrentOffsetUV;
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| } Cloud <bool unmanaged = 1;>;
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| float3 NoCloudMultiplier <bool unmanaged = 1;> = { 1, 1, 1 };
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| float3 RecolorColorDummy <bool unmanaged = 1;>;
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| row_major float4x4 ShadowMapWorldToShadow <bool unmanaged = 1;>;
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| float OpacityOverride <bool unmanaged = 1;> = { 1 };
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| float3 TintColor <bool unmanaged = 1;> = { 1, 1, 1 };
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| float3 EyePosition <bool unmanaged = 1;>;
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| row_major float4x4 ViewProjection <bool unmanaged = 1;>;
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| float4 WorldBones[128] <bool unmanaged = 1;>;
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| column_major float4x4 World : World : register(vs_2_0, c15);
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| column_major float4x4 WorldViewProjection : WorldViewProjection : register(vs_2_0, c11);
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| texture Texture1 <string UIWidget = "None";>; // 2
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| sampler2D Texture1Sampler : register(ps_2_0, s0) <string Texture = "Texture1"; string UIWidget = "None";> =
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| sampler_state
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| {
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|     Texture = <Texture1>; // 4
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|     MinFilter = 2;
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|     MagFilter = 2;
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|     MipFilter = 2;
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|     AddressU = 3;
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|     AddressV = 1;
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| };
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| texture Texture2 <string UIWidget = "None";>; // 7
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| sampler2D Texture2Sampler : register(ps_2_0, s1) <string Texture = "Texture2"; string UIWidget = "None";> =
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| sampler_state
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| {
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|     Texture = <Texture2>; // 9
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|     MinFilter = 2;
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|     MagFilter = 2;
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|     MipFilter = 2;
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|     AddressU = 3;
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|     AddressV = 1;
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| };
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| float3 ColorEmissive : register(ps_2_0, c11) <string UIName = "Emissive Material Color"; string UIWidget = "Color";> = { 1, 1, 1 };
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| struct
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| {
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|     float4 ScaleUV_OffsetUV;
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| } Shroud : register(vs_2_0, c17) <string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud";> = { 1, 1, 0, 0 };
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| texture ShroudTexture <string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud.Texture"; string ResourceName = "ShaderPreviewShroud.dds";>; // 16
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| sampler2D ShroudTextureSampler : register(ps_2_0, s2) <string Texture = "ShroudTexture"; string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud.Texture"; string ResourceName = "ShaderPreviewShroud.dds";> =
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| sampler_state
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| {
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|     Texture = <ShroudTexture>; // 20
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|     MinFilter = 2;
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|     MagFilter = 2;
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|     MipFilter = 2;
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|     AddressU = 3;
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|     AddressV = 3;
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| };
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| // Default_M_PixelShader1 Pixel_2_0 Has PRES False
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| struct Default_M_PixelShader1_Input
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| {
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|     float2 texcoord : TEXCOORD;
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|     float2 texcoord1 : TEXCOORD1;
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|     float2 texcoord2 : TEXCOORD2;
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|     float color : COLOR;
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| };
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| 
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| float4 Default_M_PixelShader1(Default_M_PixelShader1_Input i) : COLOR
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| {
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|     float4 out_color;
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|     float4 temp0, temp1, temp2;
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|     float4 temp3;
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|     // def c0, -0.75, 0, 0, 0
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|     // dcl t0.xy
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|     // dcl t1.xy
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|     // dcl t2.xy
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|     // dcl v0.x
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|     // dcl_2d s0
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|     // dcl_2d s1
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|     // dcl_2d s2
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|     // texld r0, t2, s2
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|     temp0 = tex2D(ShroudTextureSampler, i.texcoord2.xy);
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|     // texld r1, t0, s0
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|     temp1 = tex2D(Texture1Sampler, i.texcoord.xy);
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|     // texld r2, t1, s1
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|     temp2 = tex2D(Texture2Sampler, i.texcoord1.xy);
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|     // add r0.x, r0.x, c0.x
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|     temp0.x = temp0.x + float1(-0.75);
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|     // add r0.x, r0.x, r0.x
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|     temp0.x = temp0.x + temp0.x;
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|     // max r3.w, r0.x, c0.y
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|     temp3.w = max(temp0.x, float1(0));
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|     // add r0.x, r3.w, r3.w
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|     temp0.x = temp3.w + temp3.w;
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|     // mul r1, r1, r2
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|     temp1 = temp1 * temp2;
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|     // mul r0.yzw, r1.wzyx, c11.wzyx
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|     temp0.yzw = temp1.zyx * ColorEmissive.zyx;
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|     // mul r1.w, r1.w, v0.x
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|     temp1.w = temp1.w * i.color.x;
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|     // mul r1.xyz, r0.x, r0.wzyx
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|     temp1.xyz = temp0.xxx * temp0.wzy;
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|     // mov oC0, r1
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|     out_color = temp1;
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|     // 
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| 
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|     return out_color;
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| }
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| 
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| // Default_M_VertexShader2 Vertex_2_0 Has PRES False
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| struct Default_M_VertexShader2_Input
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| {
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|     float4 position : POSITION;
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|     float4 texcoord : TEXCOORD;
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|     float4 texcoord1 : TEXCOORD1;
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|     float4 color : COLOR;
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| };
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| 
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| struct Default_M_VertexShader2_Output
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| {
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|     float4 position : POSITION;
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|     float2 texcoord2 : TEXCOORD2;
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|     float2 texcoord : TEXCOORD;
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|     float2 texcoord1 : TEXCOORD1;
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|     float color : COLOR;
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| };
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| 
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| Default_M_VertexShader2_Output Default_M_VertexShader2(Default_M_VertexShader2_Input i)
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| {
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|     Default_M_VertexShader2_Output o;
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|     float4 temp0;
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|     float2 temp1;
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|     // def c0, 1, 0, 0, 0
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|     // dcl_position v0
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|     // dcl_texcoord v1
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|     // dcl_texcoord1 v2
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|     // dcl_color v3
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|     // mad r0, v0.xyzx, c0.xxxy, c0.yyyx
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|     temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
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|     // dp4 oPos.x, r0, c11
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|     o.position.x = dot(temp0, (WorldViewProjection._m00_m10_m20_m30));
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|     // dp4 oPos.y, r0, c12
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|     o.position.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31));
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|     // dp4 oPos.z, r0, c13
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|     o.position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32));
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|     // dp4 oPos.w, r0, c14
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|     o.position.w = dot(temp0, (WorldViewProjection._m03_m13_m23_m33));
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|     // dp4 r1.x, r0, c15
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|     temp1.x = dot(temp0, (World._m00_m10_m20_m30));
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|     // dp4 r1.y, r0, c16
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|     temp1.y = dot(temp0, (World._m01_m11_m21_m31));
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|     // add r0.xy, r1, c17.zwzw
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|     temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
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|     // mul oT2.xy, r0, c17
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|     o.texcoord2 = temp0 * Shroud.ScaleUV_OffsetUV;
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|     // mov oT0.xy, v1
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|     o.texcoord = i.texcoord;
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|     // mov oT1.xy, v2
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|     o.texcoord1 = i.texcoord1;
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|     // mov oD0.x, v3.x
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|     o.color = i.color.x;
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|     // 
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| 
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|     return o;
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| }
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| 
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| // Default_PixelShader3 Pixel_2_0 Has PRES False
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| struct Default_PixelShader3_Input
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| {
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|     float2 texcoord : TEXCOORD;
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|     float2 texcoord1 : TEXCOORD1;
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|     float2 texcoord2 : TEXCOORD2;
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|     float color : COLOR;
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| };
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| 
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| float4 Default_PixelShader3(Default_PixelShader3_Input i) : COLOR
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| {
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|     float4 out_color;
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|     float4 temp0, temp1, temp2;
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|     float4 temp3;
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|     // def c0, 2.2, -0.75, 0, 0
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|     // dcl t0.xy
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|     // dcl t1.xy
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|     // dcl t2.xy
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|     // dcl v0.x
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|     // dcl_2d s0
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|     // dcl_2d s1
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|     // dcl_2d s2
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|     // texld r0, t2, s2
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|     temp0 = tex2D(ShroudTextureSampler, i.texcoord2.xy);
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|     // texld r1, t0, s0
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|     temp1 = tex2D(Texture1Sampler, i.texcoord.xy);
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|     // texld r2, t1, s1
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|     temp2 = tex2D(Texture2Sampler, i.texcoord1.xy);
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|     // add r0.x, r0.x, c0.y
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|     temp0.x = temp0.x + float1(-0.75);
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|     // add r0.x, r0.x, r0.x
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|     temp0.x = temp0.x + temp0.x;
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|     // max r3.w, r0.x, c0.z
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|     temp3.w = max(temp0.x, float1(0));
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|     // add r0.x, r3.w, r3.w
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|     temp0.x = temp3.w + temp3.w;
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|     // mul r1, r1, r2
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|     temp1 = temp1 * temp2;
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|     // mul r0.yzw, r1.wzyx, c11.wzyx
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|     temp0.yzw = temp1.zyx * ColorEmissive.zyx;
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|     // mul r1.w, r1.w, v0.x
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|     temp1.w = temp1.w * i.color.x;
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|     // log r2.x, r0.w
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|     temp2.x = log2(temp0.w);
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|     // log r2.y, r0.z
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|     temp2.y = log2(temp0.z);
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|     // log r2.z, r0.y
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|     temp2.z = log2(temp0.y);
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|     // mul r0.yzw, r2.wzyx, c0.x
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|     temp0.yzw = temp2.zyx * float3(2.2, 2.2, 2.2);
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|     // exp r2.x, r0.w
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|     temp2.x = exp2(temp0.w);
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|     // exp r2.y, r0.z
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|     temp2.y = exp2(temp0.z);
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|     // exp r2.z, r0.y
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|     temp2.z = exp2(temp0.y);
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|     // mul r1.xyz, r0.x, r2
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|     temp1.xyz = temp0.xxx * temp2.xyz;
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|     // mov oC0, r1
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|     out_color = temp1;
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|     // 
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| 
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|     return out_color;
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| }
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| 
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| // Default_VertexShader4 Vertex_2_0 Has PRES False
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| struct Default_VertexShader4_Input
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| {
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|     float4 position : POSITION;
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|     float4 texcoord : TEXCOORD;
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|     float4 texcoord1 : TEXCOORD1;
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|     float4 color : COLOR;
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| };
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| 
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| struct Default_VertexShader4_Output
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| {
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|     float4 position : POSITION;
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|     float2 texcoord2 : TEXCOORD2;
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|     float2 texcoord : TEXCOORD;
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|     float2 texcoord1 : TEXCOORD1;
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|     float color : COLOR;
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| };
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| 
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| Default_VertexShader4_Output Default_VertexShader4(Default_VertexShader4_Input i)
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| {
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|     Default_VertexShader4_Output o;
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|     float4 temp0;
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|     float2 temp1;
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|     // def c0, 1, 0, 0, 0
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|     // dcl_position v0
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|     // dcl_texcoord v1
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|     // dcl_texcoord1 v2
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|     // dcl_color v3
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|     // mad r0, v0.xyzx, c0.xxxy, c0.yyyx
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|     temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
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|     // dp4 oPos.x, r0, c11
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|     o.position.x = dot(temp0, (WorldViewProjection._m00_m10_m20_m30));
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|     // dp4 oPos.y, r0, c12
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|     o.position.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31));
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|     // dp4 oPos.z, r0, c13
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|     o.position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32));
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|     // dp4 oPos.w, r0, c14
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|     o.position.w = dot(temp0, (WorldViewProjection._m03_m13_m23_m33));
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|     // dp4 r1.x, r0, c15
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|     temp1.x = dot(temp0, (World._m00_m10_m20_m30));
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|     // dp4 r1.y, r0, c16
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|     temp1.y = dot(temp0, (World._m01_m11_m21_m31));
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|     // add r0.xy, r1, c17.zwzw
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|     temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
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|     // mul oT2.xy, r0, c17
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|     o.texcoord2 = temp0 * Shroud.ScaleUV_OffsetUV;
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|     // mov oT0.xy, v1
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|     o.texcoord = i.texcoord;
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|     // mov oT1.xy, v2
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|     o.texcoord1 = i.texcoord1;
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|     // mov oD0.x, v3.x
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|     o.color = i.color.x;
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|     // 
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| 
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|     return o;
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| }
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| 
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| technique Default
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| {
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|     pass pass0
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|     {
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|         VertexShader = compile vs_2_0 Default_VertexShader4(); // 25
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|         PixelShader = compile ps_2_0 Default_PixelShader3(); // 26
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|         ZEnable = 1;
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|         ZWriteEnable = 0;
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|         ZFunc = 4;
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|         AlphaBlendEnable = 1;
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|         CullMode = 1;
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|         SrcBlend = 5;
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|         DestBlend = 2;
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|     }
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| }
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| 
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| technique Default_M
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| {
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|     pass pass0
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|     {
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|         VertexShader = compile vs_2_0 Default_M_VertexShader2(); // 27
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|         PixelShader = compile ps_2_0 Default_M_PixelShader1(); // 28
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|         ZEnable = 1;
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|         ZWriteEnable = 0;
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|         ZFunc = 4;
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|         AlphaBlendEnable = 1;
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|         CullMode = 1;
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|         SrcBlend = 5;
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|         DestBlend = 2;
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|     }
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| }
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| 
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