1770 lines
46 KiB
HLSL
1770 lines
46 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 Projection : Projection : register(vs_2_0, c11);
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float Time : Time;
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texture Texture0 <string UIWidget = "None"; string SasBindAddress = "WW3D.MiscTexture";>; // 2
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sampler2D Texture0Sampler : register(ps_2_0, s0) <string Texture = "Texture0"; string UIWidget = "None"; string SasBindAddress = "WW3D.MiscTexture";> =
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sampler_state
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{
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Texture = <Texture0>; // 5
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MinFilter = 2;
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MagFilter = 2;
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MipFilter = 2;
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AddressU = 1;
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AddressV = 1;
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};
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texture Texture1 <string UIWidget = "None"; string SasBindAddress = "WW3D.FXDistortionFractal";>; // 9
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sampler2D Texture1Sampler : register(ps_2_0, s1) <string Texture = "Texture1"; string UIWidget = "None"; string SasBindAddress = "WW3D.FXDistortionFractal";> =
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sampler_state
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{
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Texture = <Texture1>; // 12
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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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int BlendMode <string UIName = "Blend mode"; int UIMin = 0; int UIMax = 6;>;
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// PSCreateShadowMap_Array_Shader_0 Pixel_2_0 Has PRES False
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struct PSCreateShadowMap_Array_Shader_0_Input
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{
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float4 color : COLOR;
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float2 texcoord : TEXCOORD;
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float texcoord1 : TEXCOORD1;
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};
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float4 PSCreateShadowMap_Array_Shader_0(PSCreateShadowMap_Array_Shader_0_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0;
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// def c0, -0.3529412, 0, 0, 0
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// dcl v0
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// dcl t0.xy
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// dcl t1.x
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// dcl_2d s0
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// texld r0, t0, s0
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temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
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// mad r0, v0.w, r0.w, c0.x
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temp0 = i.color.w * temp0.w + float4(-0.3529412, -0.3529412, -0.3529412, -0.3529412);
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// texkill r0
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clip(temp0);
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// mov r0, t1.x
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temp0 = i.texcoord1.x;
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// mov oC0, r0
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out_color = temp0;
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//
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return out_color;
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}
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// PSCreateShadowMap_Array_Shader_1 Pixel_2_0 Has PRES False
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struct PSCreateShadowMap_Array_Shader_1_Input
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{
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float3 color : COLOR;
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float2 texcoord : TEXCOORD;
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float texcoord1 : TEXCOORD1;
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};
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float4 PSCreateShadowMap_Array_Shader_1(PSCreateShadowMap_Array_Shader_1_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0;
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// def c0, 1, -2.352941, 0, 0
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// dcl v0.xyz
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// dcl t0.xy
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// dcl t1.x
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// dcl_2d s0
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// texld r0, t0, s0
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temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
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// mul r0.xyz, r0, v0
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temp0.xyz = temp0.xyz * i.color.xyz;
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// dp3 r0.x, r0, c0.x
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temp0.x = dot(temp0.xyz, float3(1, 1, 1));
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// add r0, r0.x, c0.y
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temp0 = temp0.x + float4(-2.3529413, -2.3529413, -2.3529413, -2.3529413);
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// texkill r0
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clip(temp0);
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// mov r0, t1.x
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temp0 = i.texcoord1.x;
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// mov oC0, r0
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out_color = temp0;
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//
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return out_color;
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}
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// PSCreateShadowMap_Array_Shader_2 Pixel_2_0 Has PRES False
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struct PSCreateShadowMap_Array_Shader_2_Input
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{
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float4 color : COLOR;
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float2 texcoord : TEXCOORD;
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float texcoord1 : TEXCOORD1;
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};
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float4 PSCreateShadowMap_Array_Shader_2(PSCreateShadowMap_Array_Shader_2_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0;
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// def c0, -0.3529412, 0, 0, 0
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// dcl v0
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// dcl t0.xy
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// dcl t1.x
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// dcl_2d s0
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// texld r0, t0, s0
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temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
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// mad r0, v0.w, r0.w, c0.x
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temp0 = i.color.w * temp0.w + float4(-0.3529412, -0.3529412, -0.3529412, -0.3529412);
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// texkill r0
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clip(temp0);
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// mov r0, t1.x
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temp0 = i.texcoord1.x;
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// mov oC0, r0
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out_color = temp0;
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//
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return out_color;
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}
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// PSCreateShadowMap_Array_Shader_3 Pixel_2_0 Has PRES False
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struct PSCreateShadowMap_Array_Shader_3_Input
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{
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float4 color : COLOR;
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float2 texcoord : TEXCOORD;
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float texcoord1 : TEXCOORD1;
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};
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float4 PSCreateShadowMap_Array_Shader_3(PSCreateShadowMap_Array_Shader_3_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0;
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// def c0, -0.3529412, 0, 0, 0
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// dcl v0
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// dcl t0.xy
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// dcl t1.x
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// dcl_2d s0
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// texld r0, t0, s0
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temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
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// mad r0, v0.w, r0.w, c0.x
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temp0 = i.color.w * temp0.w + float4(-0.3529412, -0.3529412, -0.3529412, -0.3529412);
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// texkill r0
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clip(temp0);
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// mov r0, t1.x
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temp0 = i.texcoord1.x;
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// mov oC0, r0
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out_color = temp0;
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//
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return out_color;
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}
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// PSCreateShadowMap_Array_Shader_4 Pixel_2_0 Has PRES False
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struct PSCreateShadowMap_Array_Shader_4_Input
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{
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float3 color : COLOR;
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float2 texcoord : TEXCOORD;
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float texcoord1 : TEXCOORD1;
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};
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float4 PSCreateShadowMap_Array_Shader_4(PSCreateShadowMap_Array_Shader_4_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0;
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// def c0, 1, -2.352941, 0, 0
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// dcl v0.xyz
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// dcl t0.xy
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// dcl t1.x
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// dcl_2d s0
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// texld r0, t0, s0
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temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
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// mul r0.xyz, r0, v0
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temp0.xyz = temp0.xyz * i.color.xyz;
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// dp3 r0.x, r0, c0.x
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temp0.x = dot(temp0.xyz, float3(1, 1, 1));
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// add r0, r0.x, c0.y
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temp0 = temp0.x + float4(-2.3529413, -2.3529413, -2.3529413, -2.3529413);
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// texkill r0
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clip(temp0);
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// mov r0, t1.x
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temp0 = i.texcoord1.x;
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// mov oC0, r0
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out_color = temp0;
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//
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return out_color;
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}
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// PSCreateShadowMap_Array_Shader_5 Pixel_2_0 Has PRES False
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struct PSCreateShadowMap_Array_Shader_5_Input
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{
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float3 color : COLOR;
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float2 texcoord : TEXCOORD;
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float texcoord1 : TEXCOORD1;
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};
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float4 PSCreateShadowMap_Array_Shader_5(PSCreateShadowMap_Array_Shader_5_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0;
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// def c0, 1, -2.352941, 0, 0
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// dcl v0.xyz
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// dcl t0.xy
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// dcl t1.x
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// dcl_2d s0
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// texld r0, t0, s0
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temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
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// mul r0.xyz, r0, v0
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temp0.xyz = temp0.xyz * i.color.xyz;
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// dp3 r0.x, r0, c0.x
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temp0.x = dot(temp0.xyz, float3(1, 1, 1));
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// add r0, r0.x, c0.y
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temp0 = temp0.x + float4(-2.3529413, -2.3529413, -2.3529413, -2.3529413);
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// texkill r0
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clip(temp0);
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// mov r0, t1.x
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temp0 = i.texcoord1.x;
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// mov oC0, r0
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out_color = temp0;
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//
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return out_color;
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}
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// PSCreateShadowMap_Array_Shader_6 Pixel_2_0 Has PRES False
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struct PSCreateShadowMap_Array_Shader_6_Input
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{
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float4 color : COLOR;
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float2 texcoord : TEXCOORD;
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float texcoord1 : TEXCOORD1;
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};
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float4 PSCreateShadowMap_Array_Shader_6(PSCreateShadowMap_Array_Shader_6_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0;
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// def c0, -0.3529412, 0, 0, 0
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// dcl v0
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// dcl t0.xy
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// dcl t1.x
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// dcl_2d s0
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// texld r0, t0, s0
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temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
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// mad r0, v0.w, r0.w, c0.x
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temp0 = i.color.w * temp0.w + float4(-0.3529412, -0.3529412, -0.3529412, -0.3529412);
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// texkill r0
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clip(temp0);
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// mov r0, t1.x
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temp0 = i.texcoord1.x;
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// mov oC0, r0
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out_color = temp0;
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//
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return out_color;
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}
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PixelShader PSCreateShadowMap_Array[7] = {
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compile ps_2_0 PSCreateShadowMap_Array_Shader_0(), // 45
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compile ps_2_0 PSCreateShadowMap_Array_Shader_1(), // 46
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compile ps_2_0 PSCreateShadowMap_Array_Shader_2(), // 47
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compile ps_2_0 PSCreateShadowMap_Array_Shader_3(), // 48
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compile ps_2_0 PSCreateShadowMap_Array_Shader_4(), // 49
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compile ps_2_0 PSCreateShadowMap_Array_Shader_5(), // 50
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compile ps_2_0 PSCreateShadowMap_Array_Shader_6(), // 51
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};
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// _CreateShadowMap_Expression8 Expression_2_0 Has PRES False
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float _CreateShadowMap_Expression8()
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{
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float1 expr0;
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// mov c0.x, c0.x
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expr0.x = BlendMode.x;
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return expr0;
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}
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// _CreateShadowMap_VertexShader9 Vertex_2_0 Has PRES False
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struct _CreateShadowMap_VertexShader9_Input
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{
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float4 position : POSITION;
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float4 texcoord : TEXCOORD;
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float4 color : COLOR;
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};
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struct _CreateShadowMap_VertexShader9_Output
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{
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float4 position : POSITION;
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float texcoord1 : TEXCOORD1;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD;
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};
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_CreateShadowMap_VertexShader9_Output _CreateShadowMap_VertexShader9(_CreateShadowMap_VertexShader9_Input i)
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{
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_CreateShadowMap_VertexShader9_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_color v2
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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, (Projection._m00_m10_m20_m30));
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// dp4 oPos.y, r0, c12
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o.position.y = dot(temp0, (Projection._m01_m11_m21_m31));
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// dp4 r1.y, r0, c14
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temp1.y = dot(temp0, (Projection._m03_m13_m23_m33));
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// dp4 r1.x, r0, c13
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temp1.x = dot(temp0, (Projection._m02_m12_m22_m32));
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// rcp r0.x, r1.y
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temp0.x = 1.0f / temp1.y;
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// mov oPos.zw, r1.xyxy
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o.position.zw = temp1.xy;
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// mul oT1.x, r1.x, r0.x
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o.texcoord1 = temp1.x * temp0.x;
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// mov oD0, v2
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o.color = i.color;
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// mov oT0.xy, v1
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o.texcoord = i.texcoord;
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//
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return o;
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}
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// AlphaNoDepthTest_M_PixelShader10 Pixel_2_0 Has PRES False
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struct AlphaNoDepthTest_M_PixelShader10_Input
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{
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float2 texcoord : TEXCOORD;
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float4 texcoord1 : TEXCOORD1;
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};
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float4 AlphaNoDepthTest_M_PixelShader10(AlphaNoDepthTest_M_PixelShader10_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0;
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// dcl t0.xy
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// dcl t1
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// dcl_2d s0
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// texld r0, t0, s0
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temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
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// mul r0, r0, t1
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temp0 = temp0 * i.texcoord1;
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// mov oC0, r0
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out_color = temp0;
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//
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return out_color;
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}
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// AlphaNoDepthTest_M_VertexShader11 Vertex_2_0 Has PRES False
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struct AlphaNoDepthTest_M_VertexShader11_Input
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{
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float4 position : POSITION;
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float4 texcoord : TEXCOORD;
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float4 color : COLOR;
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};
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struct AlphaNoDepthTest_M_VertexShader11_Output
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD;
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float4 texcoord1 : TEXCOORD1;
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};
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AlphaNoDepthTest_M_VertexShader11_Output AlphaNoDepthTest_M_VertexShader11(AlphaNoDepthTest_M_VertexShader11_Input i)
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{
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AlphaNoDepthTest_M_VertexShader11_Output o;
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float4 temp0;
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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_color v2
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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, (Projection._m00_m10_m20_m30));
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// dp4 oPos.y, r0, c12
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o.position.y = dot(temp0, (Projection._m01_m11_m21_m31));
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// dp4 oPos.z, r0, c13
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o.position.z = dot(temp0, (Projection._m02_m12_m22_m32));
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// dp4 oPos.w, r0, c14
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o.position.w = dot(temp0, (Projection._m03_m13_m23_m33));
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// mov oT0.xy, v1
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o.texcoord = i.texcoord;
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// mov oT1, v2
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o.texcoord1 = i.color;
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//
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return o;
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}
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// AdditiveNoDepthTest_M_PixelShader12 Pixel_2_0 Has PRES False
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struct AdditiveNoDepthTest_M_PixelShader12_Input
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{
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float2 texcoord : TEXCOORD;
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float4 texcoord1 : TEXCOORD1;
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};
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float4 AdditiveNoDepthTest_M_PixelShader12(AdditiveNoDepthTest_M_PixelShader12_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0;
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// dcl t0.xy
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// dcl t1
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// dcl_2d s0
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// texld r0, t0, s0
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temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
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// mul r0, r0, t1
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temp0 = temp0 * i.texcoord1;
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// mov oC0, r0
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out_color = temp0;
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//
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return out_color;
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}
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// AdditiveNoDepthTest_M_VertexShader13 Vertex_2_0 Has PRES False
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struct AdditiveNoDepthTest_M_VertexShader13_Input
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|
{
|
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float4 position : POSITION;
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float4 texcoord : TEXCOORD;
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float4 color : COLOR;
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};
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struct AdditiveNoDepthTest_M_VertexShader13_Output
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{
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
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float4 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
AdditiveNoDepthTest_M_VertexShader13_Output AdditiveNoDepthTest_M_VertexShader13(AdditiveNoDepthTest_M_VertexShader13_Input i)
|
|
{
|
|
AdditiveNoDepthTest_M_VertexShader13_Output o;
|
|
float4 temp0;
|
|
// def c0, 1, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_texcoord v1
|
|
// dcl_color v2
|
|
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
|
|
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
|
|
// dp4 oPos.x, r0, c11
|
|
o.position.x = dot(temp0, (Projection._m00_m10_m20_m30));
|
|
// dp4 oPos.y, r0, c12
|
|
o.position.y = dot(temp0, (Projection._m01_m11_m21_m31));
|
|
// dp4 oPos.z, r0, c13
|
|
o.position.z = dot(temp0, (Projection._m02_m12_m22_m32));
|
|
// dp4 oPos.w, r0, c14
|
|
o.position.w = dot(temp0, (Projection._m03_m13_m23_m33));
|
|
// mov oT0.xy, v1
|
|
o.texcoord = i.texcoord;
|
|
// mov oT1, v2
|
|
o.texcoord1 = i.color;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// Multiplicative_M_PixelShader14 Pixel_2_0 Has PRES False
|
|
struct Multiplicative_M_PixelShader14_Input
|
|
{
|
|
float2 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
float4 Multiplicative_M_PixelShader14(Multiplicative_M_PixelShader14_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0;
|
|
// dcl t0.xy
|
|
// dcl t1
|
|
// dcl_2d s0
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
|
|
// mul r0, r0, t1
|
|
temp0 = temp0 * i.texcoord1;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// Multiplicative_M_VertexShader15 Vertex_2_0 Has PRES False
|
|
struct Multiplicative_M_VertexShader15_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct Multiplicative_M_VertexShader15_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
Multiplicative_M_VertexShader15_Output Multiplicative_M_VertexShader15(Multiplicative_M_VertexShader15_Input i)
|
|
{
|
|
Multiplicative_M_VertexShader15_Output o;
|
|
float4 temp0;
|
|
// def c0, 1, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_texcoord v1
|
|
// dcl_color v2
|
|
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
|
|
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
|
|
// dp4 oPos.x, r0, c11
|
|
o.position.x = dot(temp0, (Projection._m00_m10_m20_m30));
|
|
// dp4 oPos.y, r0, c12
|
|
o.position.y = dot(temp0, (Projection._m01_m11_m21_m31));
|
|
// dp4 oPos.z, r0, c13
|
|
o.position.z = dot(temp0, (Projection._m02_m12_m22_m32));
|
|
// dp4 oPos.w, r0, c14
|
|
o.position.w = dot(temp0, (Projection._m03_m13_m23_m33));
|
|
// mov oT0.xy, v1
|
|
o.texcoord = i.texcoord;
|
|
// mov oT1, v2
|
|
o.texcoord1 = i.color;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// AlphaTest_M_PixelShader16 Pixel_2_0 Has PRES False
|
|
struct AlphaTest_M_PixelShader16_Input
|
|
{
|
|
float2 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
float4 AlphaTest_M_PixelShader16(AlphaTest_M_PixelShader16_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0;
|
|
// dcl t0.xy
|
|
// dcl t1
|
|
// dcl_2d s0
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
|
|
// mul r0, r0, t1
|
|
temp0 = temp0 * i.texcoord1;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// AlphaTest_M_VertexShader17 Vertex_2_0 Has PRES False
|
|
struct AlphaTest_M_VertexShader17_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct AlphaTest_M_VertexShader17_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
AlphaTest_M_VertexShader17_Output AlphaTest_M_VertexShader17(AlphaTest_M_VertexShader17_Input i)
|
|
{
|
|
AlphaTest_M_VertexShader17_Output o;
|
|
float4 temp0;
|
|
// def c0, 1, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_texcoord v1
|
|
// dcl_color v2
|
|
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
|
|
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
|
|
// dp4 oPos.x, r0, c11
|
|
o.position.x = dot(temp0, (Projection._m00_m10_m20_m30));
|
|
// dp4 oPos.y, r0, c12
|
|
o.position.y = dot(temp0, (Projection._m01_m11_m21_m31));
|
|
// dp4 oPos.z, r0, c13
|
|
o.position.z = dot(temp0, (Projection._m02_m12_m22_m32));
|
|
// dp4 oPos.w, r0, c14
|
|
o.position.w = dot(temp0, (Projection._m03_m13_m23_m33));
|
|
// mov oT0.xy, v1
|
|
o.texcoord = i.texcoord;
|
|
// mov oT1, v2
|
|
o.texcoord1 = i.color;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// AdditiveAlphaTest_M_PixelShader18 Pixel_2_0 Has PRES False
|
|
struct AdditiveAlphaTest_M_PixelShader18_Input
|
|
{
|
|
float2 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
float4 AdditiveAlphaTest_M_PixelShader18(AdditiveAlphaTest_M_PixelShader18_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
// def c0, -1, 0.01, 0, 0
|
|
// dcl t0.xy
|
|
// dcl t1
|
|
// dcl t2
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// mov r0.x, t1.z
|
|
temp0.x = i.texcoord1.z;
|
|
// mov r0.y, t1.w
|
|
temp0.y = i.texcoord1.w;
|
|
// texld r0, r0, s1
|
|
temp0 = tex2D(Texture1Sampler, temp0.xy);
|
|
// texld r1, t1, s1
|
|
temp1 = tex2D(Texture1Sampler, i.texcoord1.xy);
|
|
// add r0.xy, r0, r1
|
|
temp0.xy = temp0.xy + temp1.xy;
|
|
// add r0.xy, r0, c0.x
|
|
temp0.xy = temp0.xy + float2(-1, -1);
|
|
// mad r0.xy, r0, c0.y, t0
|
|
temp0.xy = temp0.xy * float2(0.01, 0.01) + i.texcoord.xy;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(Texture0Sampler, temp0.xy);
|
|
// mul r0, r0, t2
|
|
temp0 = temp0 * i.texcoord2;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// AdditiveAlphaTest_M_VertexShader19 Vertex_2_0 Has PRES True
|
|
struct AdditiveAlphaTest_M_VertexShader19_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct AdditiveAlphaTest_M_VertexShader19_Output
|
|
{
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
AdditiveAlphaTest_M_VertexShader19_Output AdditiveAlphaTest_M_VertexShader19(AdditiveAlphaTest_M_VertexShader19_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 15
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 2
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 15
|
|
Unknown6: 2
|
|
Mappings: 1
|
|
0 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr15;
|
|
float4 expr16;
|
|
{
|
|
// Expression_2_1
|
|
// mul c15.x, c0.x, (0.03)
|
|
expr15.x = Time.x * (0.03);
|
|
// mul c16.x, c0.x, (0.06)
|
|
expr16.x = Time.x * (0.06);
|
|
}
|
|
|
|
AdditiveAlphaTest_M_VertexShader19_Output o;
|
|
float4 temp0;
|
|
// def c0, 0.07071161, 0.001325808, -0.07070975, 0.0006629213
|
|
// def c1, 0.001325843, 0.0353558, -0.0006629039, 0.03535488
|
|
// def c2, 1, 0, 0.00625, 0
|
|
// dcl_position v0
|
|
// dcl_texcoord v1
|
|
// dcl_color v2
|
|
// mul r0.xy, v1, c0
|
|
temp0.xy = i.texcoord.xy * float2(0.070711605, 0.0013258078);
|
|
// add r0.x, r0.y, r0.x
|
|
temp0.x = temp0.y + temp0.x;
|
|
// add oT1.x, r0.x, c15.x
|
|
o.texcoord1.x = temp0.x + expr15.x;
|
|
// mul r0, v1.yxyx, c1
|
|
temp0 = i.texcoord.yxyx * float4(0.0013258426, 0.035355803, -0.0006629039, 0.035354875);
|
|
// mad oT1.yw, v1.xxzy, c0.xzzw, r0.xxzw
|
|
o.texcoord1.yw = i.texcoord.xy * float2(-0.07070975, 0.0006629213) + temp0.xw;
|
|
// add r0.x, r0.z, r0.y
|
|
temp0.x = temp0.z + temp0.y;
|
|
// add oT1.z, r0.x, c16.x
|
|
o.texcoord1.z = temp0.x + expr16.x;
|
|
// mad r0, v0.xyzx, c2.xxxy, c2.yyyx
|
|
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
|
|
// dp4 oPos.x, r0, c11
|
|
o.position.x = dot(temp0, (Projection._m00_m10_m20_m30));
|
|
// dp4 oPos.y, r0, c12
|
|
o.position.y = dot(temp0, (Projection._m01_m11_m21_m31));
|
|
// dp4 oPos.z, r0, c13
|
|
o.position.z = dot(temp0, (Projection._m02_m12_m22_m32));
|
|
// dp4 oPos.w, r0, c14
|
|
o.position.w = dot(temp0, (Projection._m03_m13_m23_m33));
|
|
// mul oT0.xy, v1, c2.xzzw
|
|
o.texcoord = i.texcoord * float4(1, 0.00625, 0.00625, 0);
|
|
// mov oT2, v2
|
|
o.texcoord2 = i.color;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// Additive_M_PixelShader20 Pixel_2_0 Has PRES False
|
|
struct Additive_M_PixelShader20_Input
|
|
{
|
|
float2 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
float4 Additive_M_PixelShader20(Additive_M_PixelShader20_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0;
|
|
// dcl t0.xy
|
|
// dcl t1
|
|
// dcl_2d s0
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
|
|
// mul r0, r0, t1
|
|
temp0 = temp0 * i.texcoord1;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// Additive_M_VertexShader21 Vertex_2_0 Has PRES False
|
|
struct Additive_M_VertexShader21_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct Additive_M_VertexShader21_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
Additive_M_VertexShader21_Output Additive_M_VertexShader21(Additive_M_VertexShader21_Input i)
|
|
{
|
|
Additive_M_VertexShader21_Output o;
|
|
float4 temp0;
|
|
// def c0, 1, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_texcoord v1
|
|
// dcl_color v2
|
|
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
|
|
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
|
|
// dp4 oPos.x, r0, c11
|
|
o.position.x = dot(temp0, (Projection._m00_m10_m20_m30));
|
|
// dp4 oPos.y, r0, c12
|
|
o.position.y = dot(temp0, (Projection._m01_m11_m21_m31));
|
|
// dp4 oPos.z, r0, c13
|
|
o.position.z = dot(temp0, (Projection._m02_m12_m22_m32));
|
|
// dp4 oPos.w, r0, c14
|
|
o.position.w = dot(temp0, (Projection._m03_m13_m23_m33));
|
|
// mov oT0.xy, v1
|
|
o.texcoord = i.texcoord;
|
|
// mov oT1, v2
|
|
o.texcoord1 = i.color;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// Alpha_M_PixelShader22 Pixel_2_0 Has PRES False
|
|
struct Alpha_M_PixelShader22_Input
|
|
{
|
|
float2 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
float4 Alpha_M_PixelShader22(Alpha_M_PixelShader22_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0;
|
|
// dcl t0.xy
|
|
// dcl t1
|
|
// dcl_2d s0
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
|
|
// mul r0, r0, t1
|
|
temp0 = temp0 * i.texcoord1;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// Alpha_M_VertexShader23 Vertex_2_0 Has PRES False
|
|
struct Alpha_M_VertexShader23_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct Alpha_M_VertexShader23_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
Alpha_M_VertexShader23_Output Alpha_M_VertexShader23(Alpha_M_VertexShader23_Input i)
|
|
{
|
|
Alpha_M_VertexShader23_Output o;
|
|
float4 temp0;
|
|
// def c0, 1, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_texcoord v1
|
|
// dcl_color v2
|
|
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
|
|
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
|
|
// dp4 oPos.x, r0, c11
|
|
o.position.x = dot(temp0, (Projection._m00_m10_m20_m30));
|
|
// dp4 oPos.y, r0, c12
|
|
o.position.y = dot(temp0, (Projection._m01_m11_m21_m31));
|
|
// dp4 oPos.z, r0, c13
|
|
o.position.z = dot(temp0, (Projection._m02_m12_m22_m32));
|
|
// dp4 oPos.w, r0, c14
|
|
o.position.w = dot(temp0, (Projection._m03_m13_m23_m33));
|
|
// mov oT0.xy, v1
|
|
o.texcoord = i.texcoord;
|
|
// mov oT1, v2
|
|
o.texcoord1 = i.color;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// AlphaNoDepthTest_PixelShader24 Pixel_2_0 Has PRES False
|
|
struct AlphaNoDepthTest_PixelShader24_Input
|
|
{
|
|
float2 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
float4 AlphaNoDepthTest_PixelShader24(AlphaNoDepthTest_PixelShader24_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0;
|
|
float3 temp1;
|
|
// def c0, 2.2, 0, 0, 0
|
|
// dcl t0.xy
|
|
// dcl t1
|
|
// dcl_2d s0
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
|
|
// log r1.x, r0.x
|
|
temp1.x = log2(temp0.x);
|
|
// log r1.y, r0.y
|
|
temp1.y = log2(temp0.y);
|
|
// log r1.z, r0.z
|
|
temp1.z = log2(temp0.z);
|
|
// mul r1.xyz, r1, c0.x
|
|
temp1.xyz = temp1.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r0.x, r1.x
|
|
temp0.x = exp2(temp1.x);
|
|
// exp r0.y, r1.y
|
|
temp0.y = exp2(temp1.y);
|
|
// exp r0.z, r1.z
|
|
temp0.z = exp2(temp1.z);
|
|
// mul r0, r0, t1
|
|
temp0 = temp0 * i.texcoord1;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// AlphaNoDepthTest_VertexShader25 Vertex_2_0 Has PRES False
|
|
struct AlphaNoDepthTest_VertexShader25_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct AlphaNoDepthTest_VertexShader25_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
AlphaNoDepthTest_VertexShader25_Output AlphaNoDepthTest_VertexShader25(AlphaNoDepthTest_VertexShader25_Input i)
|
|
{
|
|
AlphaNoDepthTest_VertexShader25_Output o;
|
|
float4 temp0;
|
|
// def c0, 1, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_texcoord v1
|
|
// dcl_color v2
|
|
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
|
|
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
|
|
// dp4 oPos.x, r0, c11
|
|
o.position.x = dot(temp0, (Projection._m00_m10_m20_m30));
|
|
// dp4 oPos.y, r0, c12
|
|
o.position.y = dot(temp0, (Projection._m01_m11_m21_m31));
|
|
// dp4 oPos.z, r0, c13
|
|
o.position.z = dot(temp0, (Projection._m02_m12_m22_m32));
|
|
// dp4 oPos.w, r0, c14
|
|
o.position.w = dot(temp0, (Projection._m03_m13_m23_m33));
|
|
// mov oT0.xy, v1
|
|
o.texcoord = i.texcoord;
|
|
// mov oT1, v2
|
|
o.texcoord1 = i.color;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// AdditiveNoDepthTest_PixelShader26 Pixel_2_0 Has PRES False
|
|
struct AdditiveNoDepthTest_PixelShader26_Input
|
|
{
|
|
float2 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
float4 AdditiveNoDepthTest_PixelShader26(AdditiveNoDepthTest_PixelShader26_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0;
|
|
float3 temp1;
|
|
// def c0, 2.2, 0, 0, 0
|
|
// dcl t0.xy
|
|
// dcl t1
|
|
// dcl_2d s0
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
|
|
// log r1.x, r0.x
|
|
temp1.x = log2(temp0.x);
|
|
// log r1.y, r0.y
|
|
temp1.y = log2(temp0.y);
|
|
// log r1.z, r0.z
|
|
temp1.z = log2(temp0.z);
|
|
// mul r1.xyz, r1, c0.x
|
|
temp1.xyz = temp1.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r0.x, r1.x
|
|
temp0.x = exp2(temp1.x);
|
|
// exp r0.y, r1.y
|
|
temp0.y = exp2(temp1.y);
|
|
// exp r0.z, r1.z
|
|
temp0.z = exp2(temp1.z);
|
|
// mul r0, r0, t1
|
|
temp0 = temp0 * i.texcoord1;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// AdditiveNoDepthTest_VertexShader27 Vertex_2_0 Has PRES False
|
|
struct AdditiveNoDepthTest_VertexShader27_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct AdditiveNoDepthTest_VertexShader27_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
AdditiveNoDepthTest_VertexShader27_Output AdditiveNoDepthTest_VertexShader27(AdditiveNoDepthTest_VertexShader27_Input i)
|
|
{
|
|
AdditiveNoDepthTest_VertexShader27_Output o;
|
|
float4 temp0;
|
|
// def c0, 1, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_texcoord v1
|
|
// dcl_color v2
|
|
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
|
|
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
|
|
// dp4 oPos.x, r0, c11
|
|
o.position.x = dot(temp0, (Projection._m00_m10_m20_m30));
|
|
// dp4 oPos.y, r0, c12
|
|
o.position.y = dot(temp0, (Projection._m01_m11_m21_m31));
|
|
// dp4 oPos.z, r0, c13
|
|
o.position.z = dot(temp0, (Projection._m02_m12_m22_m32));
|
|
// dp4 oPos.w, r0, c14
|
|
o.position.w = dot(temp0, (Projection._m03_m13_m23_m33));
|
|
// mov oT0.xy, v1
|
|
o.texcoord = i.texcoord;
|
|
// mov oT1, v2
|
|
o.texcoord1 = i.color;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// Multiplicative_PixelShader28 Pixel_2_0 Has PRES False
|
|
struct Multiplicative_PixelShader28_Input
|
|
{
|
|
float2 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
float4 Multiplicative_PixelShader28(Multiplicative_PixelShader28_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0;
|
|
float3 temp1;
|
|
// def c0, 2.2, 0, 0, 0
|
|
// dcl t0.xy
|
|
// dcl t1
|
|
// dcl_2d s0
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
|
|
// log r1.x, r0.x
|
|
temp1.x = log2(temp0.x);
|
|
// log r1.y, r0.y
|
|
temp1.y = log2(temp0.y);
|
|
// log r1.z, r0.z
|
|
temp1.z = log2(temp0.z);
|
|
// mul r1.xyz, r1, c0.x
|
|
temp1.xyz = temp1.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r0.x, r1.x
|
|
temp0.x = exp2(temp1.x);
|
|
// exp r0.y, r1.y
|
|
temp0.y = exp2(temp1.y);
|
|
// exp r0.z, r1.z
|
|
temp0.z = exp2(temp1.z);
|
|
// mul r0, r0, t1
|
|
temp0 = temp0 * i.texcoord1;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// Multiplicative_VertexShader29 Vertex_2_0 Has PRES False
|
|
struct Multiplicative_VertexShader29_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct Multiplicative_VertexShader29_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
Multiplicative_VertexShader29_Output Multiplicative_VertexShader29(Multiplicative_VertexShader29_Input i)
|
|
{
|
|
Multiplicative_VertexShader29_Output o;
|
|
float4 temp0;
|
|
// def c0, 1, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_texcoord v1
|
|
// dcl_color v2
|
|
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
|
|
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
|
|
// dp4 oPos.x, r0, c11
|
|
o.position.x = dot(temp0, (Projection._m00_m10_m20_m30));
|
|
// dp4 oPos.y, r0, c12
|
|
o.position.y = dot(temp0, (Projection._m01_m11_m21_m31));
|
|
// dp4 oPos.z, r0, c13
|
|
o.position.z = dot(temp0, (Projection._m02_m12_m22_m32));
|
|
// dp4 oPos.w, r0, c14
|
|
o.position.w = dot(temp0, (Projection._m03_m13_m23_m33));
|
|
// mov oT0.xy, v1
|
|
o.texcoord = i.texcoord;
|
|
// mov oT1, v2
|
|
o.texcoord1 = i.color;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// AlphaTest_PixelShader30 Pixel_2_0 Has PRES False
|
|
struct AlphaTest_PixelShader30_Input
|
|
{
|
|
float2 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
float4 AlphaTest_PixelShader30(AlphaTest_PixelShader30_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0;
|
|
float3 temp1;
|
|
// def c0, 2.2, 0, 0, 0
|
|
// dcl t0.xy
|
|
// dcl t1
|
|
// dcl_2d s0
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
|
|
// log r1.x, r0.x
|
|
temp1.x = log2(temp0.x);
|
|
// log r1.y, r0.y
|
|
temp1.y = log2(temp0.y);
|
|
// log r1.z, r0.z
|
|
temp1.z = log2(temp0.z);
|
|
// mul r1.xyz, r1, c0.x
|
|
temp1.xyz = temp1.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r0.x, r1.x
|
|
temp0.x = exp2(temp1.x);
|
|
// exp r0.y, r1.y
|
|
temp0.y = exp2(temp1.y);
|
|
// exp r0.z, r1.z
|
|
temp0.z = exp2(temp1.z);
|
|
// mul r0, r0, t1
|
|
temp0 = temp0 * i.texcoord1;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// AlphaTest_VertexShader31 Vertex_2_0 Has PRES False
|
|
struct AlphaTest_VertexShader31_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct AlphaTest_VertexShader31_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
AlphaTest_VertexShader31_Output AlphaTest_VertexShader31(AlphaTest_VertexShader31_Input i)
|
|
{
|
|
AlphaTest_VertexShader31_Output o;
|
|
float4 temp0;
|
|
// def c0, 1, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_texcoord v1
|
|
// dcl_color v2
|
|
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
|
|
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
|
|
// dp4 oPos.x, r0, c11
|
|
o.position.x = dot(temp0, (Projection._m00_m10_m20_m30));
|
|
// dp4 oPos.y, r0, c12
|
|
o.position.y = dot(temp0, (Projection._m01_m11_m21_m31));
|
|
// dp4 oPos.z, r0, c13
|
|
o.position.z = dot(temp0, (Projection._m02_m12_m22_m32));
|
|
// dp4 oPos.w, r0, c14
|
|
o.position.w = dot(temp0, (Projection._m03_m13_m23_m33));
|
|
// mov oT0.xy, v1
|
|
o.texcoord = i.texcoord;
|
|
// mov oT1, v2
|
|
o.texcoord1 = i.color;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// AdditiveAlphaTest_PixelShader32 Pixel_2_0 Has PRES False
|
|
struct AdditiveAlphaTest_PixelShader32_Input
|
|
{
|
|
float2 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
float4 AdditiveAlphaTest_PixelShader32(AdditiveAlphaTest_PixelShader32_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
// def c0, -1, 0.01, 2.2, 0
|
|
// dcl t0.xy
|
|
// dcl t1
|
|
// dcl t2
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// mov r0.x, t1.z
|
|
temp0.x = i.texcoord1.z;
|
|
// mov r0.y, t1.w
|
|
temp0.y = i.texcoord1.w;
|
|
// texld r0, r0, s1
|
|
temp0 = tex2D(Texture1Sampler, temp0.xy);
|
|
// texld r1, t1, s1
|
|
temp1 = tex2D(Texture1Sampler, i.texcoord1.xy);
|
|
// add r0.xy, r0, r1
|
|
temp0.xy = temp0.xy + temp1.xy;
|
|
// add r0.xy, r0, c0.x
|
|
temp0.xy = temp0.xy + float2(-1, -1);
|
|
// mad r0.xy, r0, c0.y, t0
|
|
temp0.xy = temp0.xy * float2(0.01, 0.01) + i.texcoord.xy;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(Texture0Sampler, temp0.xy);
|
|
// log r1.x, r0.x
|
|
temp1.x = log2(temp0.x);
|
|
// log r1.y, r0.y
|
|
temp1.y = log2(temp0.y);
|
|
// log r1.z, r0.z
|
|
temp1.z = log2(temp0.z);
|
|
// mul r1.xyz, r1, c0.z
|
|
temp1.xyz = temp1.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r0.x, r1.x
|
|
temp0.x = exp2(temp1.x);
|
|
// exp r0.y, r1.y
|
|
temp0.y = exp2(temp1.y);
|
|
// exp r0.z, r1.z
|
|
temp0.z = exp2(temp1.z);
|
|
// mul r0, r0, t2
|
|
temp0 = temp0 * i.texcoord2;
|
|
// add r0, r0, r0
|
|
temp0 = temp0 + temp0;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// AdditiveAlphaTest_VertexShader33 Vertex_2_0 Has PRES True
|
|
struct AdditiveAlphaTest_VertexShader33_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct AdditiveAlphaTest_VertexShader33_Output
|
|
{
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
};
|
|
|
|
AdditiveAlphaTest_VertexShader33_Output AdditiveAlphaTest_VertexShader33(AdditiveAlphaTest_VertexShader33_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 15
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 2
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 15
|
|
Unknown6: 2
|
|
Mappings: 1
|
|
0 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr15;
|
|
float4 expr16;
|
|
{
|
|
// Expression_2_1
|
|
// mul c15.x, c0.x, (0.03)
|
|
expr15.x = Time.x * (0.03);
|
|
// mul c16.x, c0.x, (0.06)
|
|
expr16.x = Time.x * (0.06);
|
|
}
|
|
|
|
AdditiveAlphaTest_VertexShader33_Output o;
|
|
float4 temp0;
|
|
// def c0, 0.07071161, 0.001325808, -0.07070975, 0.0006629213
|
|
// def c1, 0.001325843, 0.0353558, -0.0006629039, 0.03535488
|
|
// def c2, 1, 0, 0.00625, 0
|
|
// dcl_position v0
|
|
// dcl_texcoord v1
|
|
// dcl_color v2
|
|
// mul r0.xy, v1, c0
|
|
temp0.xy = i.texcoord.xy * float2(0.070711605, 0.0013258078);
|
|
// add r0.x, r0.y, r0.x
|
|
temp0.x = temp0.y + temp0.x;
|
|
// add oT1.x, r0.x, c15.x
|
|
o.texcoord1.x = temp0.x + expr15.x;
|
|
// mul r0, v1.yxyx, c1
|
|
temp0 = i.texcoord.yxyx * float4(0.0013258426, 0.035355803, -0.0006629039, 0.035354875);
|
|
// mad oT1.yw, v1.xxzy, c0.xzzw, r0.xxzw
|
|
o.texcoord1.yw = i.texcoord.xy * float2(-0.07070975, 0.0006629213) + temp0.xw;
|
|
// add r0.x, r0.z, r0.y
|
|
temp0.x = temp0.z + temp0.y;
|
|
// add oT1.z, r0.x, c16.x
|
|
o.texcoord1.z = temp0.x + expr16.x;
|
|
// mad r0, v0.xyzx, c2.xxxy, c2.yyyx
|
|
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
|
|
// dp4 oPos.x, r0, c11
|
|
o.position.x = dot(temp0, (Projection._m00_m10_m20_m30));
|
|
// dp4 oPos.y, r0, c12
|
|
o.position.y = dot(temp0, (Projection._m01_m11_m21_m31));
|
|
// dp4 oPos.z, r0, c13
|
|
o.position.z = dot(temp0, (Projection._m02_m12_m22_m32));
|
|
// dp4 oPos.w, r0, c14
|
|
o.position.w = dot(temp0, (Projection._m03_m13_m23_m33));
|
|
// mul oT0.xy, v1, c2.xzzw
|
|
o.texcoord = i.texcoord * float4(1, 0.00625, 0.00625, 0);
|
|
// mov oT2, v2
|
|
o.texcoord2 = i.color;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// Additive_PixelShader34 Pixel_2_0 Has PRES False
|
|
struct Additive_PixelShader34_Input
|
|
{
|
|
float2 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
float4 Additive_PixelShader34(Additive_PixelShader34_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0;
|
|
float3 temp1;
|
|
// def c0, 2.2, 0, 0, 0
|
|
// dcl t0.xy
|
|
// dcl t1
|
|
// dcl_2d s0
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
|
|
// log r1.x, r0.x
|
|
temp1.x = log2(temp0.x);
|
|
// log r1.y, r0.y
|
|
temp1.y = log2(temp0.y);
|
|
// log r1.z, r0.z
|
|
temp1.z = log2(temp0.z);
|
|
// mul r1.xyz, r1, c0.x
|
|
temp1.xyz = temp1.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r0.x, r1.x
|
|
temp0.x = exp2(temp1.x);
|
|
// exp r0.y, r1.y
|
|
temp0.y = exp2(temp1.y);
|
|
// exp r0.z, r1.z
|
|
temp0.z = exp2(temp1.z);
|
|
// mul r0, r0, t1
|
|
temp0 = temp0 * i.texcoord1;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// Additive_VertexShader35 Vertex_2_0 Has PRES False
|
|
struct Additive_VertexShader35_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct Additive_VertexShader35_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
Additive_VertexShader35_Output Additive_VertexShader35(Additive_VertexShader35_Input i)
|
|
{
|
|
Additive_VertexShader35_Output o;
|
|
float4 temp0;
|
|
// def c0, 1, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_texcoord v1
|
|
// dcl_color v2
|
|
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
|
|
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
|
|
// dp4 oPos.x, r0, c11
|
|
o.position.x = dot(temp0, (Projection._m00_m10_m20_m30));
|
|
// dp4 oPos.y, r0, c12
|
|
o.position.y = dot(temp0, (Projection._m01_m11_m21_m31));
|
|
// dp4 oPos.z, r0, c13
|
|
o.position.z = dot(temp0, (Projection._m02_m12_m22_m32));
|
|
// dp4 oPos.w, r0, c14
|
|
o.position.w = dot(temp0, (Projection._m03_m13_m23_m33));
|
|
// mov oT0.xy, v1
|
|
o.texcoord = i.texcoord;
|
|
// mov oT1, v2
|
|
o.texcoord1 = i.color;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// Alpha_PixelShader36 Pixel_2_0 Has PRES False
|
|
struct Alpha_PixelShader36_Input
|
|
{
|
|
float2 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
float4 Alpha_PixelShader36(Alpha_PixelShader36_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0;
|
|
float3 temp1;
|
|
// def c0, 2.2, 0, 0, 0
|
|
// dcl t0.xy
|
|
// dcl t1
|
|
// dcl_2d s0
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(Texture0Sampler, i.texcoord.xy);
|
|
// log r1.x, r0.x
|
|
temp1.x = log2(temp0.x);
|
|
// log r1.y, r0.y
|
|
temp1.y = log2(temp0.y);
|
|
// log r1.z, r0.z
|
|
temp1.z = log2(temp0.z);
|
|
// mul r1.xyz, r1, c0.x
|
|
temp1.xyz = temp1.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r0.x, r1.x
|
|
temp0.x = exp2(temp1.x);
|
|
// exp r0.y, r1.y
|
|
temp0.y = exp2(temp1.y);
|
|
// exp r0.z, r1.z
|
|
temp0.z = exp2(temp1.z);
|
|
// mul r0, r0, t1
|
|
temp0 = temp0 * i.texcoord1;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// Alpha_VertexShader37 Vertex_2_0 Has PRES False
|
|
struct Alpha_VertexShader37_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct Alpha_VertexShader37_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
Alpha_VertexShader37_Output Alpha_VertexShader37(Alpha_VertexShader37_Input i)
|
|
{
|
|
Alpha_VertexShader37_Output o;
|
|
float4 temp0;
|
|
// def c0, 1, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_texcoord v1
|
|
// dcl_color v2
|
|
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
|
|
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
|
|
// dp4 oPos.x, r0, c11
|
|
o.position.x = dot(temp0, (Projection._m00_m10_m20_m30));
|
|
// dp4 oPos.y, r0, c12
|
|
o.position.y = dot(temp0, (Projection._m01_m11_m21_m31));
|
|
// dp4 oPos.z, r0, c13
|
|
o.position.z = dot(temp0, (Projection._m02_m12_m22_m32));
|
|
// dp4 oPos.w, r0, c14
|
|
o.position.w = dot(temp0, (Projection._m03_m13_m23_m33));
|
|
// mov oT0.xy, v1
|
|
o.texcoord = i.texcoord;
|
|
// mov oT1, v2
|
|
o.texcoord1 = i.color;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
technique Alpha
|
|
{
|
|
pass P0
|
|
{
|
|
VertexShader = compile vs_2_0 Alpha_VertexShader37(); // 17
|
|
PixelShader = compile ps_2_0 Alpha_PixelShader36(); // 18
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 1;
|
|
SrcBlend = 5;
|
|
DestBlend = 6;
|
|
AlphaTestEnable = 0;
|
|
}
|
|
}
|
|
|
|
technique Additive
|
|
{
|
|
pass P0
|
|
{
|
|
VertexShader = compile vs_2_0 Additive_VertexShader35(); // 19
|
|
PixelShader = compile ps_2_0 Additive_PixelShader34(); // 20
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 1;
|
|
SrcBlend = 2;
|
|
DestBlend = 2;
|
|
AlphaTestEnable = 0;
|
|
}
|
|
}
|
|
|
|
technique AdditiveAlphaTest
|
|
{
|
|
pass P0
|
|
{
|
|
VertexShader = compile vs_2_0 AdditiveAlphaTest_VertexShader33(); // 21
|
|
PixelShader = compile ps_2_0 AdditiveAlphaTest_PixelShader32(); // 22
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 1;
|
|
SrcBlend = 2;
|
|
DestBlend = 2;
|
|
AlphaTestEnable = 0;
|
|
}
|
|
}
|
|
|
|
technique AlphaTest
|
|
{
|
|
pass P0
|
|
{
|
|
VertexShader = compile vs_2_0 AlphaTest_VertexShader31(); // 23
|
|
PixelShader = compile ps_2_0 AlphaTest_PixelShader30(); // 24
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 0;
|
|
AlphaTestEnable = 1;
|
|
AlphaFunc = 7;
|
|
AlphaRef = 96;
|
|
}
|
|
}
|
|
|
|
technique Multiplicative
|
|
{
|
|
pass P0
|
|
{
|
|
VertexShader = compile vs_2_0 Multiplicative_VertexShader29(); // 25
|
|
PixelShader = compile ps_2_0 Multiplicative_PixelShader28(); // 26
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 1;
|
|
SrcBlend = 9;
|
|
DestBlend = 1;
|
|
AlphaTestEnable = 0;
|
|
}
|
|
}
|
|
|
|
technique AdditiveNoDepthTest
|
|
{
|
|
pass P0
|
|
{
|
|
VertexShader = compile vs_2_0 AdditiveNoDepthTest_VertexShader27(); // 27
|
|
PixelShader = compile ps_2_0 AdditiveNoDepthTest_PixelShader26(); // 28
|
|
ZEnable = 0;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 1;
|
|
SrcBlend = 2;
|
|
DestBlend = 2;
|
|
AlphaTestEnable = 0;
|
|
}
|
|
}
|
|
|
|
technique AlphaNoDepthTest
|
|
{
|
|
pass P0
|
|
{
|
|
VertexShader = compile vs_2_0 AlphaNoDepthTest_VertexShader25(); // 29
|
|
PixelShader = compile ps_2_0 AlphaNoDepthTest_PixelShader24(); // 30
|
|
ZEnable = 0;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 1;
|
|
SrcBlend = 5;
|
|
DestBlend = 6;
|
|
AlphaTestEnable = 0;
|
|
}
|
|
}
|
|
|
|
technique Alpha_M
|
|
{
|
|
pass P0
|
|
{
|
|
VertexShader = compile vs_2_0 Alpha_M_VertexShader23(); // 31
|
|
PixelShader = compile ps_2_0 Alpha_M_PixelShader22(); // 32
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 1;
|
|
SrcBlend = 5;
|
|
DestBlend = 6;
|
|
AlphaTestEnable = 0;
|
|
}
|
|
}
|
|
|
|
technique Additive_M
|
|
{
|
|
pass P0
|
|
{
|
|
VertexShader = compile vs_2_0 Additive_M_VertexShader21(); // 33
|
|
PixelShader = compile ps_2_0 Additive_M_PixelShader20(); // 34
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 1;
|
|
SrcBlend = 2;
|
|
DestBlend = 2;
|
|
AlphaTestEnable = 0;
|
|
}
|
|
}
|
|
|
|
technique AdditiveAlphaTest_M
|
|
{
|
|
pass P0
|
|
{
|
|
VertexShader = compile vs_2_0 AdditiveAlphaTest_M_VertexShader19(); // 35
|
|
PixelShader = compile ps_2_0 AdditiveAlphaTest_M_PixelShader18(); // 36
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 1;
|
|
SrcBlend = 2;
|
|
DestBlend = 2;
|
|
AlphaTestEnable = 0;
|
|
}
|
|
}
|
|
|
|
technique AlphaTest_M
|
|
{
|
|
pass P0
|
|
{
|
|
VertexShader = compile vs_2_0 AlphaTest_M_VertexShader17(); // 37
|
|
PixelShader = compile ps_2_0 AlphaTest_M_PixelShader16(); // 38
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 0;
|
|
AlphaTestEnable = 1;
|
|
AlphaFunc = 7;
|
|
AlphaRef = 96;
|
|
}
|
|
}
|
|
|
|
technique Multiplicative_M
|
|
{
|
|
pass P0
|
|
{
|
|
VertexShader = compile vs_2_0 Multiplicative_M_VertexShader15(); // 39
|
|
PixelShader = compile ps_2_0 Multiplicative_M_PixelShader14(); // 40
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 1;
|
|
SrcBlend = 9;
|
|
DestBlend = 1;
|
|
AlphaTestEnable = 0;
|
|
}
|
|
}
|
|
|
|
technique AdditiveNoDepthTest_M
|
|
{
|
|
pass P0
|
|
{
|
|
VertexShader = compile vs_2_0 AdditiveNoDepthTest_M_VertexShader13(); // 41
|
|
PixelShader = compile ps_2_0 AdditiveNoDepthTest_M_PixelShader12(); // 42
|
|
ZEnable = 0;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 1;
|
|
SrcBlend = 2;
|
|
DestBlend = 2;
|
|
AlphaTestEnable = 0;
|
|
}
|
|
}
|
|
|
|
technique AlphaNoDepthTest_M
|
|
{
|
|
pass P0
|
|
{
|
|
VertexShader = compile vs_2_0 AlphaNoDepthTest_M_VertexShader11(); // 43
|
|
PixelShader = compile ps_2_0 AlphaNoDepthTest_M_PixelShader10(); // 44
|
|
ZEnable = 0;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 1;
|
|
SrcBlend = 5;
|
|
DestBlend = 6;
|
|
AlphaTestEnable = 0;
|
|
}
|
|
}
|
|
|
|
technique _CreateShadowMap
|
|
{
|
|
pass P0
|
|
{
|
|
VertexShader = compile vs_2_0 _CreateShadowMap_VertexShader9(); // 52
|
|
PixelShader = PSCreateShadowMap_Array[_CreateShadowMap_Expression8()]; // 53
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
ZWriteEnable = 1;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 0;
|
|
AlphaTestEnable = 0;
|
|
}
|
|
}
|
|
|