259 lines
8.5 KiB
HLSL
259 lines
8.5 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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column_major float4x4 ViewProjection : register(vs_2_0, c119) <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, c11) <string UIWidget = "None";>;
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column_major float4x4 View : View : register(vs_2_0, c14) <string UIWidget = "None";>;
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texture Texture1 <string UIWidget = "None";>; // 4
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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>; // 6
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MinFilter = 3;
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MagFilter = 2;
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MipFilter = 2;
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MaxAnisotropy = 8;
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AddressU = 1;
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AddressV = 1;
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};
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texture Texture2 <string UIWidget = "None";>; // 9
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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>; // 11
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MinFilter = 2;
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MagFilter = 2;
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MipFilter = 2;
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AddressU = 1;
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AddressV = 1;
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};
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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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float3 texcoord3 : TEXCOORD3;
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float3 texcoord4 : TEXCOORD4;
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float3 texcoord5 : TEXCOORD5;
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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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// def c0, 2, -1, 0.5, -0.75
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// def c1, 0, 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 t3.xyz
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// dcl t4.xyz
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// dcl t5.xyz
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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, t0, s0
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temp0 = tex2D(Texture1Sampler, i.texcoord.xy);
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// texld r1, t1, s1
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temp1 = tex2D(Texture2Sampler, i.texcoord1.xy);
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// texld r2, t2, s2
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temp2 = tex2D(ShroudTextureSampler, i.texcoord2.xy);
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// mad r0.xyz, r0, c0.x, c0.y
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temp0.xyz = temp0.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
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// mad r0.xyz, r1, c0.x, r0
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temp0.xyz = temp1.xyz * float3(2, 2, 2) + temp0.xyz;
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// mul r0.w, r0.w, r1.w
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temp0.w = temp0.w * temp1.w;
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// add r0.xyz, r0, c0.y
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temp0.xyz = temp0.xyz + float3(-1, -1, -1);
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// nrm r1.xyz, r0
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temp1.xyz = normalize(temp0.xyz).xyz;
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// dp3 r0.x, r1, t3
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temp0.x = dot(temp1.xyz, i.texcoord3.xyz);
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// dp3 r0.y, r1, t4
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temp0.y = dot(temp1.xyz, i.texcoord4.xyz);
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// dp3 r0.z, r1, t5
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temp0.z = dot(temp1.xyz, i.texcoord5.xyz);
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// mad r1.xyz, r0, c0.z, c0.z
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temp1.xyz = temp0.xyz * float3(0.5, 0.5, 0.5) + float3(0.5, 0.5, 0.5);
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// add r0.x, r2.x, c0.w
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temp0.x = temp2.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 r2.x, r0.x, c1.x
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temp2.x = max(temp0.x, float1(0));
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// mul r0.x, r0.w, r2.x
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temp0.x = temp0.w * temp2.x;
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// add r1.w, r0.x, r0.x
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temp1.w = temp0.x + temp0.x;
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// mov oC0, r1
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out_color = temp1;
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//
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return out_color;
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}
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// 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 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 binormal : BINORMAL;
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float4 texcoord : TEXCOORD;
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float4 texcoord1 : TEXCOORD1;
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};
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struct Default_M_VertexShader2_Output
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{
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float4 position : POSITION;
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float3 texcoord3 : TEXCOORD3;
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float3 texcoord4 : TEXCOORD4;
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float3 texcoord5 : TEXCOORD5;
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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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};
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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, temp1;
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float3 temp2;
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// def c0, 1, 0, 0, 0
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// dcl_position v0
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// dcl_normal v1
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// dcl_tangent v2
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// dcl_binormal v3
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// dcl_texcoord v4
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// dcl_texcoord1 v5
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// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
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temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
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// dp4 r1.z, r0, c13
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temp1.z = dot(temp0, (World._m02_m12_m22_m32));
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// mov r1.w, c0.x
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temp1.w = float1(1);
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// dp4 r1.x, r0, c11
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temp1.x = dot(temp0, (World._m00_m10_m20_m30));
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// dp4 r1.y, r0, c12
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temp1.y = dot(temp0, (World._m01_m11_m21_m31));
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// dp4 oPos.x, r1, c119
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o.position.x = dot(temp1, (ViewProjection._m00_m10_m20_m30));
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// dp4 oPos.y, r1, c120
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o.position.y = dot(temp1, (ViewProjection._m01_m11_m21_m31));
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// dp4 oPos.z, r1, c121
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o.position.z = dot(temp1, (ViewProjection._m02_m12_m22_m32));
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// dp4 oPos.w, r1, c122
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o.position.w = dot(temp1, (ViewProjection._m03_m13_m23_m33));
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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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// dp3 r1.x, v3, c11
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temp1.x = dot(i.binormal.xyz, (World._m00_m10_m20_m30).xyz);
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// dp3 r1.y, v3, c12
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temp1.y = dot(i.binormal.xyz, (World._m01_m11_m21_m31).xyz);
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// dp3 r1.z, v3, c13
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temp1.z = dot(i.binormal.xyz, (World._m02_m12_m22_m32).xyz);
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// nrm r2.xyz, r1
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temp2.xyz = normalize(temp1.xyz).xyz;
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// dp3 oT3.x, -r2, c14
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o.texcoord3.x = dot(-temp2.xyz, (View._m00_m10_m20_m30).xyz);
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// dp3 oT4.x, -r2, c15
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o.texcoord4.x = dot(-temp2.xyz, (View._m01_m11_m21_m31).xyz);
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// dp3 oT5.x, -r2, c16
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o.texcoord5.x = dot(-temp2.xyz, (View._m02_m12_m22_m32).xyz);
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// dp3 r1.x, v2, c11
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temp1.x = dot(i.tangent.xyz, (World._m00_m10_m20_m30).xyz);
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// dp3 r1.y, v2, c12
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temp1.y = dot(i.tangent.xyz, (World._m01_m11_m21_m31).xyz);
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// dp3 r1.z, v2, c13
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temp1.z = dot(i.tangent.xyz, (World._m02_m12_m22_m32).xyz);
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// nrm r2.xyz, r1
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temp2.xyz = normalize(temp1.xyz).xyz;
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// dp3 oT3.y, -r2, c14
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o.texcoord3.y = dot(-temp2.xyz, (View._m00_m10_m20_m30).xyz);
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// dp3 oT4.y, -r2, c15
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o.texcoord4.y = dot(-temp2.xyz, (View._m01_m11_m21_m31).xyz);
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// dp3 oT5.y, -r2, c16
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o.texcoord5.y = dot(-temp2.xyz, (View._m02_m12_m22_m32).xyz);
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// dp3 r1.x, v1, c11
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temp1.x = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz);
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// dp3 r1.y, v1, c12
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temp1.y = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz);
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// dp3 r1.z, v1, c13
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temp1.z = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz);
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// nrm r2.xyz, r1
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temp2.xyz = normalize(temp1.xyz).xyz;
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// dp3 oT3.z, r2, c14
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o.texcoord3.z = dot(temp2.xyz, (View._m00_m10_m20_m30).xyz);
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// dp3 oT4.z, r2, c15
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o.texcoord4.z = dot(temp2.xyz, (View._m01_m11_m21_m31).xyz);
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// dp3 oT5.z, r2, c16
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o.texcoord5.z = dot(temp2.xyz, (View._m02_m12_m22_m32).xyz);
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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, v4
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o.texcoord = i.texcoord;
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// mov oT1.xy, v5
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o.texcoord1 = i.texcoord1;
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//
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return o;
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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(); // 25
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PixelShader = compile ps_2_0 Default_M_PixelShader1(); // 26
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ZEnable = 1;
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ZWriteEnable = 1;
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ZFunc = 4;
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AlphaBlendEnable = 1;
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AlphaTestEnable = 0;
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CullMode = 1;
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SrcBlend = 5;
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DestBlend = 6;
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}
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}
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technique Default_L
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{
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}
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