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

2383 lines
79 KiB
HLSL

string DefaultParameterScopeBlock = "material"; // 1
float3 AmbientLightColor <bool unmanaged = 1;> = { 0.3, 0.3, 0.3 };
struct
{
float3 Color;
float3 Direction;
} DirectionalLight[3] : register(vs_3_0, c5) <bool unmanaged = 1;> = { 1.625198, 1.512711, 1.097048, 0.62914, -0.34874, 0.69465, 0.5232916, 0.6654605, 0.7815244, -0.32877, 0.90329, 0.27563, 0.4420466, 0.4102767, 0.4420466, -0.80704, -0.58635, 0.06975 };
int NumPointLights <string SasBindAddress = "Sas.NumPointLights"; string UIWidget = "None";>;
struct {
float3 Color;
float3 Position;
float2 Range_Inner_Outer;
} PointLight[8] <bool unmanaged = 1;>;
struct
{
float4 WorldPositionMultiplier_XYZZ;
float2 CurrentOffsetUV;
} Cloud : register(vs_3_0, c117) <bool unmanaged = 1;>;
float3 NoCloudMultiplier <bool unmanaged = 1;> = { 1, 1, 1 };
float3 RecolorColorDummy <bool unmanaged = 1;>;
column_major float4x4 ShadowMapWorldToShadow : register(vs_3_0, c113) <bool unmanaged = 1;>;
float OpacityOverride : register(vs_2_0, c1) <bool unmanaged = 1;> = { 1 };
float3 TintColor : register(ps_2_0, c2) : register(ps_3_0, c2) <bool unmanaged = 1;> = { 1, 1, 1 };
float3 EyePosition : register(vs_2_0, c123) : register(vs_3_0, c123) : register(ps_3_0, c123) <bool unmanaged = 1;>;
column_major float4x4 ViewProjection : register(vs_2_0, c119) : register(vs_3_0, c119) <bool unmanaged = 1;>;
float4 WorldBones[128] : register(vs_2_0, c128) : register(vs_3_0, c128) <bool unmanaged = 1;>;
bool HasShadow <string UIWidget = "None"; string SasBindAddress = "Sas.HasShadow";>;
texture ShadowMap <string UIWidget = "None"; string SasBindAddress = "Sas.Shadow[0].ShadowMap";>; // 6
sampler2D ShadowMapSampler <string Texture = "ShadowMap"; string UIWidget = "None"; string SasBindAddress = "Sas.Shadow[0].ShadowMap";> =
sampler_state
{
Texture = <ShadowMap>; // 9
MinFilter = 1;
MagFilter = 1;
MipFilter = 0;
AddressU = 3;
AddressV = 3;
};
float4 Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize <string UIWidget = "None"; string SasBindAddress = "Sas.Shadow[0].Zero_Zero_OneOverMapSize_OneOverMapSize";>;
float2 MapCellSize <string UIWidget = "None"; string SasBindAddress = "Terrain.Map.CellSize";> = { 10, 10 };
texture MacroSampler <string UIWidget = "None"; string SasBindAddress = "Terrain.MacroTexture"; string ResourceName = "ShaderPreviewMacro.dds";>; // 17
sampler2D MacroSamplerSampler <string Texture = "MacroSampler"; string UIWidget = "None"; string SasBindAddress = "Terrain.MacroTexture"; string ResourceName = "ShaderPreviewMacro.dds";> =
sampler_state
{
Texture = <MacroSampler>; // 21
MinFilter = 2;
MagFilter = 2;
MipFilter = 2;
AddressU = 1;
AddressV = 1;
};
int _SasGlobal : SasGlobal <string UIWidget = "None"; int3 SasVersion = int3(1, 0, 0); int MaxLocalLights = 8; int MaxSupportedInstancingMode = 1;>;
int NumJointsPerVertex <string UIWidget = "None"; string SasBindAddress = "Sas.Skeleton.NumJointsPerVertex";>;
column_major float4x3 World : World : register(vs_2_0, c124) : register(vs_3_0, c124);
texture CloudTexture <string UIWidget = "None"; string SasBindAddress = "Terrain.Cloud.Texture"; string ResourceName = "ShaderPreviewCloud.dds";>; // 29
sampler2D CloudTextureSampler <string Texture = "CloudTexture"; string UIWidget = "None"; string SasBindAddress = "Terrain.Cloud.Texture"; string ResourceName = "ShaderPreviewCloud.dds";> =
sampler_state
{
Texture = <CloudTexture>; // 33
MinFilter = 2;
MagFilter = 2;
MipFilter = 2;
AddressU = 1;
AddressV = 1;
};
texture EnvironmentTexture <string UIWidget = "None"; string SasBindAddress = "Objects.LightSpaceEnvironmentMap"; string ResourceType = "Cube";>; // 38
samplerCUBE EnvironmentTextureSampler <string Texture = "EnvironmentTexture"; string UIWidget = "None"; string SasBindAddress = "Objects.LightSpaceEnvironmentMap"; string ResourceType = "Cube";> =
sampler_state
{
Texture = <EnvironmentTexture>; // 42
MinFilter = 2;
MagFilter = 2;
MipFilter = 2;
AddressU = 3;
AddressV = 3;
AddressW = 3;
};
texture ChronoRiftTexture <string UIWidget = "None"; string SasBindAddress = "WW3D.FXChronoRift";>; // 47
sampler2D ChronoRiftTextureSampler : register(ps_3_0, s0) <string Texture = "ChronoRiftTexture"; string UIWidget = "None"; string SasBindAddress = "WW3D.FXChronoRift";> =
sampler_state
{
Texture = <ChronoRiftTexture>; // 50
MipFilter = 2;
MinFilter = 2;
MagFilter = 2;
AddressU = 1;
AddressV = 1;
};
texture DiffuseTexture <string UIName = "Diffuse Texture";>; // 54
sampler2D DiffuseTextureSampler <string Texture = "DiffuseTexture"; string UIName = "Diffuse Texture";> =
sampler_state
{
Texture = <DiffuseTexture>; // 56
MinFilter = 3;
MagFilter = 2;
MipFilter = 2;
MaxAnisotropy = 8;
AddressU = 1;
AddressV = 1;
};
texture NormalMap <string UIName = "Normal Texture";>; // 59
sampler2D NormalMapSampler : register(ps_3_0, s1) <string Texture = "NormalMap"; string UIName = "Normal Texture";> =
sampler_state
{
Texture = <NormalMap>; // 61
MinFilter = 3;
MagFilter = 2;
MipFilter = 2;
MaxAnisotropy = 8;
AddressU = 1;
AddressV = 1;
};
float BumpScale : register(ps_3_0, c11) <string UIName = "Bump Height"; string UIWidget = "Slider"; float UIMin = 0; float UIMax = 10; float UIStep = 0.1;> = { 1 };
float3 AmbientColor <string UIName = "Ambient Color"; string UIWidget = "Color";> = { 0.4, 0.4, 0.4 };
float4 DiffuseColor <string UIName = "Diffuse Color"; string UIWidget = "Color";> = { 1, 1, 1, 1 };
float3 SpecularColor <string UIName = "Specular Color"; string UIWidget = "Color";> = { 0.8, 0.8, 0.8 };
float SpecularExponent <string UIName = "Specular Exponent"; string UIWidget = "Slider"; float UIMax = 200; float UIMin = 0; float UIStep = 1;> = { 50 };
bool AlphaTestEnable <string UIName = "Alpha Test Enable";>;
struct
{
float4 ScaleUV_OffsetUV;
} Shroud : register(vs_2_0, c11) : register(vs_3_0, c11) <string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud";> = { 1, 1, 0, 0 };
texture ShroudTexture <string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud.Texture";>; // 77
sampler2D ShroudTextureSampler : register(ps_2_0, s1) : register(ps_3_0, s2) <string Texture = "ShroudTexture"; string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud.Texture";> =
sampler_state
{
Texture = <ShroudTexture>; // 80
MinFilter = 2;
MagFilter = 2;
MipFilter = 2;
AddressU = 3;
AddressV = 3;
};
float Time : Time;
// VS_H_Array_Shader_0 Vertex_3_0 Has PRES True
struct VS_H_Array_Shader_0_Input
{
float4 position : POSITION;
float4 normal : NORMAL;
float4 tangent : TANGENT;
float4 binormal : BINORMAL;
float4 texcoord : TEXCOORD;
};
struct VS_H_Array_Shader_0_Output
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float3 texcoord1 : TEXCOORD1;
float3 texcoord2 : TEXCOORD2;
float3 texcoord3 : TEXCOORD3;
float3 texcoord4 : TEXCOORD4;
float4 texcoord5 : TEXCOORD5;
float4 texcoord6 : TEXCOORD6;
float4 color : COLOR;
};
VS_H_Array_Shader_0_Output VS_H_Array_Shader_0(VS_H_Array_Shader_0_Input i)
{
/*
PRSI
OutputRegisterOffset: 12
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 1
Unknown3: 0
Unknown4: 0
Unknown5: 12
Unknown6: 1
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr12;
{
// Expression_2_1
// mul c12.x, c0.x, (0.3)
expr12.x = Time.x * (0.3);
}
VS_H_Array_Shader_0_Output o;
float4 temp0, temp1, temp2;
// def c0, 1, 0, -0.0015, 0.003
// def c1, 0.4301922, 0.6143571, -0.6143571, 0
// dcl_position v0
// dcl_normal v1
// dcl_tangent v2
// dcl_binormal v3
// dcl_texcoord v4
// dcl_position o0
// dcl_texcoord o1
// dcl_texcoord1 o2.xyz
// dcl_texcoord2 o3.xyz
// dcl_texcoord3 o4.xyz
// dcl_texcoord4 o5.xyz
// dcl_texcoord5 o6
// dcl_texcoord6 o7
// dcl_color o8
// dp3 o2.z, v1, c124
o.texcoord1.z = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz);
// dp3 o3.z, v1, c125
o.texcoord2.z = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz);
// dp3 o4.z, v1, c126
o.texcoord3.z = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz);
// mov r0.w, c0.x
temp0.w = float1(1);
// mad r1, v0.xyzx, c0.xxxy, c0.yyyx
temp1 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 r0.z, r1, c126
temp0.z = dot(temp1, (World._m02_m12_m22_m32));
// dp4 r0.x, r1, c124
temp0.x = dot(temp1, (World._m00_m10_m20_m30));
// dp4 r0.y, r1, c125
temp0.y = dot(temp1, (World._m01_m11_m21_m31));
// dp4 r1.x, r0, c116
temp1.x = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33));
// rcp r1.y, r1.x
temp1.y = 1.0f / temp1.x;
// mov o6.w, r1.x
o.texcoord5.w = temp1.x;
// dp4 r1.x, r0, c115
temp1.x = dot(temp0, (ShadowMapWorldToShadow._m02_m12_m22_m32));
// mad o6.z, r1.x, r1.y, c0.z
o.texcoord5.z = temp1.x * temp1.y + float1(-0.0015);
// dp4 o0.x, r0, c119
o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30));
// dp4 o0.y, r0, c120
o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31));
// dp4 o0.z, r0, c121
o.position.z = dot(temp0, (ViewProjection._m02_m12_m22_m32));
// dp4 o0.w, r0, c122
o.position.w = dot(temp0, (ViewProjection._m03_m13_m23_m33));
// mad r1, r0.xyxy, c0.w, v4.xyxy
temp1 = temp0.xyxy * float4(0.003, 0.003, 0.003, 0.003) + i.texcoord.xyxy;
// mul r2, r1, c1.xyzx
temp2 = temp1 * float4(0.43019223, 0.6143571, -0.6143571, 0.43019223);
// mul r1, r1, c1.xzyx
temp1 = temp1 * float4(0.43019223, -0.6143571, 0.6143571, 0.43019223);
// add o1.y, r2.w, r2.z
o.texcoord.y = temp2.w + temp2.z;
// add r0.w, r2.y, r2.x
temp0.w = temp2.y + temp2.x;
// add o1.x, r0.w, c12.x
o.texcoord.x = temp0.w + expr12.x;
// add o1.w, r1.w, r1.z
o.texcoord.w = temp1.w + temp1.z;
// add r0.w, r1.y, r1.x
temp0.w = temp1.y + temp1.x;
// add o1.z, r0.w, c12.x
o.texcoord.z = temp0.w + expr12.x;
// add r1.xy, r0, c11.zwzw
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
// mul o7.xy, r1, c11
o.texcoord6.xy = temp1.xy * Shroud.ScaleUV_OffsetUV.xy;
// mul r1.xy, r0.z, c117.zwzw
temp1.xy = temp0.zz * Cloud.WorldPositionMultiplier_XYZZ.zw;
// mov o5.xyz, r0
o.texcoord4 = temp0;
// mad r0.xy, r0, c117, -r1
temp0.xy = temp0.xy * Cloud.WorldPositionMultiplier_XYZZ.xy + -temp1.xy;
// add o7.zw, r0.xyxy, c118.xyxy
o.texcoord6.zw = temp0.xy + Cloud.CurrentOffsetUV.xy;
// dp3 r0.x, v3, c124
temp0.x = dot(i.binormal.xyz, (World._m00_m10_m20_m30).xyz);
// mov o2.x, -r0.x
o.texcoord1.x = -temp0.x;
// dp3 r0.x, v2, c124
temp0.x = dot(i.tangent.xyz, (World._m00_m10_m20_m30).xyz);
// mov o2.y, -r0.x
o.texcoord1.y = -temp0.x;
// dp3 r0.x, v3, c125
temp0.x = dot(i.binormal.xyz, (World._m01_m11_m21_m31).xyz);
// mov o3.x, -r0.x
o.texcoord2.x = -temp0.x;
// dp3 r0.x, v2, c125
temp0.x = dot(i.tangent.xyz, (World._m01_m11_m21_m31).xyz);
// mov o3.y, -r0.x
o.texcoord2.y = -temp0.x;
// dp3 r0.x, v3, c126
temp0.x = dot(i.binormal.xyz, (World._m02_m12_m22_m32).xyz);
// mov o4.x, -r0.x
o.texcoord3.x = -temp0.x;
// dp3 r0.x, v2, c126
temp0.x = dot(i.tangent.xyz, (World._m02_m12_m22_m32).xyz);
// mov o4.y, -r0.x
o.texcoord3.y = -temp0.x;
// mov o6.xy, v4
o.texcoord5.xy = i.texcoord.xy;
// mov o8, c0.y
o.color = float4(0, 0, 0, 0);
//
return o;
}
// VS_H_Array_Shader_1 Vertex_3_0 Has PRES True
struct VS_H_Array_Shader_1_Input
{
float4 position : POSITION;
float4 normal : NORMAL;
float4 tangent : TANGENT;
float4 binormal : BINORMAL;
float4 blendindices : BLENDINDICES;
float4 texcoord : TEXCOORD;
};
struct VS_H_Array_Shader_1_Output
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float3 texcoord1 : TEXCOORD1;
float3 texcoord2 : TEXCOORD2;
float3 texcoord3 : TEXCOORD3;
float3 texcoord4 : TEXCOORD4;
float4 texcoord5 : TEXCOORD5;
float4 texcoord6 : TEXCOORD6;
float4 color : COLOR;
};
VS_H_Array_Shader_1_Output VS_H_Array_Shader_1(VS_H_Array_Shader_1_Input i)
{
/*
PRSI
OutputRegisterOffset: 12
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 1
Unknown3: 0
Unknown4: 0
Unknown5: 12
Unknown6: 1
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr12;
{
// Expression_2_1
// mul c12.x, c0.x, (0.3)
expr12.x = Time.x * (0.3);
}
VS_H_Array_Shader_1_Output o;
float4 temp0, temp1, temp2, temp3;
float addr0;
// def c0, 1, -1, -0.0015, 0.003
// def c1, 0.4301922, 0.6143571, -0.6143571, 0
// dcl_position v0
// dcl_normal v1
// dcl_tangent v2
// dcl_binormal v3
// dcl_blendindices v4
// dcl_texcoord v5
// dcl_position o0
// dcl_texcoord o1
// dcl_texcoord1 o2.xyz
// dcl_texcoord2 o3.xyz
// dcl_texcoord3 o4.xyz
// dcl_texcoord4 o5.xyz
// dcl_texcoord5 o6
// dcl_texcoord6 o7
// dcl_color o8
// add r0.x, v4.x, v4.x
temp0.x = i.blendindices.x + i.blendindices.x;
// frc r0.y, r0.x
temp0.y = frac(temp0.x);
// add r0.z, r0.x, -r0.y
temp0.z = temp0.x + -temp0.y;
// slt r0.y, -r0.y, r0.y
temp0.y = (-temp0.y < temp0.y) ? 1 : 0;
// slt r0.x, r0.x, -r0.x
temp0.x = (temp0.x < -temp0.x) ? 1 : 0;
// mad r0.x, r0.x, r0.y, r0.z
temp0.x = temp0.x * temp0.y + temp0.z;
// mova a0.x, r0.x
addr0.x = temp0.x;
// mul r0, v0.zxyy, c128[a0.x].yzxy
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
// mad r0, c128[a0.x].wwwx, v0.xyzx, r0
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
// mul r1, v0.yzxz, c128[a0.x].zxyz
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
// mad r0, r0, c0.xxxy, -r1
temp0 = temp0 * float4(1, 1, 1, -1) + -temp1;
// mul r1.xyz, r0.w, c128[a0.x]
temp1.xyz = temp0.www * WorldBones[0 + addr0.x].xyz;
// mad r1.xyz, c128[a0.x].w, r0, -r1
temp1.xyz = WorldBones[0 + addr0.x].www * temp0.xyz + -temp1.xyz;
// mad r1.xyz, c128[a0.x].yzxw, r0.zxyw, r1
temp1.xyz = WorldBones[0 + addr0.x].yzx * temp0.zxy + temp1.xyz;
// mad r0.xyz, c128[a0.x].zxyw, -r0.yzxw, r1
temp0.xyz = WorldBones[0 + addr0.x].zxy * -temp0.yzx + temp1.xyz;
// add r0.xyz, r0, c129[a0.x]
temp0.xyz = temp0.xyz + WorldBones[1 + addr0.x].xyz;
// mov r0.w, c0.x
temp0.w = float1(1);
// dp4 r1.x, r0, c116
temp1.x = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33));
// rcp r1.y, r1.x
temp1.y = 1.0f / temp1.x;
// mov o6.w, r1.x
o.texcoord5.w = temp1.x;
// dp4 r1.x, r0, c115
temp1.x = dot(temp0, (ShadowMapWorldToShadow._m02_m12_m22_m32));
// mad o6.z, r1.x, r1.y, c0.z
o.texcoord5.z = temp1.x * temp1.y + float1(-0.0015);
// dp4 o0.x, r0, c119
o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30));
// dp4 o0.y, r0, c120
o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31));
// dp4 o0.z, r0, c121
o.position.z = dot(temp0, (ViewProjection._m02_m12_m22_m32));
// dp4 o0.w, r0, c122
o.position.w = dot(temp0, (ViewProjection._m03_m13_m23_m33));
// mad r1.xy, r0.yxzw, c0.w, v5.yxzw
temp1.xy = temp0.yx * float2(0.003, 0.003) + i.texcoord.yx;
// mul r2, r1.yxyx, c1.xyzx
temp2 = temp1.yxyx * float4(0.43019223, 0.6143571, -0.6143571, 0.43019223);
// add o1.y, r2.w, r2.z
o.texcoord.y = temp2.w + temp2.z;
// add r0.w, r2.y, r2.x
temp0.w = temp2.y + temp2.x;
// mad o1.w, r1.y, c1.y, r2.w
o.texcoord.w = temp1.y * float1(0.6143571) + temp2.w;
// add o1.x, r0.w, c12.x
o.texcoord.x = temp0.w + expr12.x;
// mul r0.w, r1.x, c1.z
temp0.w = temp1.x * float1(-0.6143571);
// mad r0.w, r1.y, c1.x, r0.w
temp0.w = temp1.y * float1(0.43019223) + temp0.w;
// add o1.z, r0.w, c12.x
o.texcoord.z = temp0.w + expr12.x;
// add r1.xy, r0, c11.zwzw
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
// mul o7.xy, r1, c11
o.texcoord6.xy = temp1.xy * Shroud.ScaleUV_OffsetUV.xy;
// mul r1.xy, r0.z, c117.zwzw
temp1.xy = temp0.zz * Cloud.WorldPositionMultiplier_XYZZ.zw;
// mad r1.xy, r0, c117, -r1
temp1.xy = temp0.xy * Cloud.WorldPositionMultiplier_XYZZ.xy + -temp1.xy;
// mov o5.xyz, r0
o.texcoord4 = temp0;
// add o7.zw, r1.xyxy, c118.xyxy
o.texcoord6.zw = temp1.xy + Cloud.CurrentOffsetUV.xy;
// mul r0, v3.zxyy, c128[a0.x].yzxy
temp0 = i.binormal.zxyy * WorldBones[0 + addr0.x].yzxy;
// mad r0, c128[a0.x].wwwx, v3.xyzx, r0
temp0 = WorldBones[0 + addr0.x].wwwx * i.binormal.xyzx + temp0;
// mul r1, v3.yzxz, c128[a0.x].zxyz
temp1 = i.binormal.yzxz * WorldBones[0 + addr0.x].zxyz;
// mad r0, r0, c0.xxxy, -r1
temp0 = temp0 * float4(1, 1, 1, -1) + -temp1;
// mul r1.xyz, r0.w, c128[a0.x]
temp1.xyz = temp0.www * WorldBones[0 + addr0.x].xyz;
// mad r1.xyz, c128[a0.x].w, r0, -r1
temp1.xyz = WorldBones[0 + addr0.x].www * temp0.xyz + -temp1.xyz;
// mad r1.xyz, c128[a0.x].yzxw, r0.zxyw, r1
temp1.xyz = WorldBones[0 + addr0.x].yzx * temp0.zxy + temp1.xyz;
// mad r0.xyz, c128[a0.x].zxyw, -r0.yzxw, r1
temp0.xyz = WorldBones[0 + addr0.x].zxy * -temp0.yzx + temp1.xyz;
// mov o2.x, -r0.x
o.texcoord1.x = -temp0.x;
// mul r1, v2.zxyy, c128[a0.x].yzxy
temp1 = i.tangent.zxyy * WorldBones[0 + addr0.x].yzxy;
// mad r1, c128[a0.x].wwwx, v2.xyzx, r1
temp1 = WorldBones[0 + addr0.x].wwwx * i.tangent.xyzx + temp1;
// mul r2, v2.yzxz, c128[a0.x].zxyz
temp2 = i.tangent.yzxz * WorldBones[0 + addr0.x].zxyz;
// mad r1, r1, c0.xxxy, -r2
temp1 = temp1 * float4(1, 1, 1, -1) + -temp2;
// mul r2.xyz, r1.w, c128[a0.x]
temp2.xyz = temp1.www * WorldBones[0 + addr0.x].xyz;
// mad r2.xyz, c128[a0.x].w, r1, -r2
temp2.xyz = WorldBones[0 + addr0.x].www * temp1.xyz + -temp2.xyz;
// mad r2.xyz, c128[a0.x].yzxw, r1.zxyw, r2
temp2.xyz = WorldBones[0 + addr0.x].yzx * temp1.zxy + temp2.xyz;
// mad r1.xyz, c128[a0.x].zxyw, -r1.yzxw, r2
temp1.xyz = WorldBones[0 + addr0.x].zxy * -temp1.yzx + temp2.xyz;
// mov o2.y, -r1.x
o.texcoord1.y = -temp1.x;
// mul r2, v1.zxyy, c128[a0.x].yzxy
temp2 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
// mad r2, c128[a0.x].wwwx, v1.xyzx, r2
temp2 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp2;
// mul r3, v1.yzxz, c128[a0.x].zxyz
temp3 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
// mad r2, r2, c0.xxxy, -r3
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
// mul r3.xyz, r2.w, c128[a0.x]
temp3.xyz = temp2.www * WorldBones[0 + addr0.x].xyz;
// mad r3.xyz, c128[a0.x].w, r2, -r3
temp3.xyz = WorldBones[0 + addr0.x].www * temp2.xyz + -temp3.xyz;
// mad r3.xyz, c128[a0.x].yzxw, r2.zxyw, r3
temp3.xyz = WorldBones[0 + addr0.x].yzx * temp2.zxy + temp3.xyz;
// mad r2.xyz, c128[a0.x].zxyw, -r2.yzxw, r3
temp2.xyz = WorldBones[0 + addr0.x].zxy * -temp2.yzx + temp3.xyz;
// mov o2.z, r2.x
o.texcoord1.z = temp2.x;
// mov o3.x, -r0.y
o.texcoord2.x = -temp0.y;
// mov o4.x, -r0.z
o.texcoord3.x = -temp0.z;
// mov o3.y, -r1.y
o.texcoord2.y = -temp1.y;
// mov o4.y, -r1.z
o.texcoord3.y = -temp1.z;
// mov o3.z, r2.y
o.texcoord2.z = temp2.y;
// mov o4.z, r2.z
o.texcoord3.z = temp2.z;
// mov o6.xy, v5
o.texcoord5.xy = i.texcoord.xy;
// mov o8, c1.w
o.color = float4(0, 0, 0, 0);
//
return o;
}
VertexShader VS_H_Array[2] = {
compile vs_3_0 VS_H_Array_Shader_0(), // 84
compile vs_3_0 VS_H_Array_Shader_1(), // 85
};
// PS_H_Array_Shader_0 Pixel_3_0 Has PRES False
struct PS_H_Array_Shader_0_Input
{
float4 texcoord : TEXCOORD;
float3 texcoord1 : TEXCOORD1;
float3 texcoord2 : TEXCOORD2;
float3 texcoord3 : TEXCOORD3;
float3 texcoord4 : TEXCOORD4;
float2 texcoord5 : TEXCOORD5;
float2 texcoord6 : TEXCOORD6;
};
float4 PS_H_Array_Shader_0(PS_H_Array_Shader_0_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1;
float3 temp2, temp3;
// def c0, 2, -1, 2.2, 1
// def c1, 0.3, 0.6, 3, 50
// dcl_texcoord v0
// dcl_texcoord1_centroid v1.xyz
// dcl_texcoord2_centroid v2.xyz
// dcl_texcoord3_centroid v3.xyz
// dcl_texcoord4 v4.xyz
// dcl_texcoord5 v5.xy
// dcl_texcoord6 v6.xy
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// add r0.xy, v0, v0
temp0.xy = i.texcoord.xy + i.texcoord.xy;
// texld r0, r0, s0
temp0 = tex2D(ChronoRiftTextureSampler, 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 r0.xyz, r1, c0.z
temp0.xyz = temp1.xyz * float3(2.2, 2.2, 2.2);
// exp r1.x, r0.x
temp1.x = exp2(temp0.x);
// exp r1.y, r0.y
temp1.y = exp2(temp0.y);
// exp r1.z, r0.z
temp1.z = exp2(temp0.z);
// add r0.xy, v0.wzzw, v0.wzzw
temp0.xy = i.texcoord.wz + i.texcoord.wz;
// texld r0, r0, s0
temp0 = tex2D(ChronoRiftTextureSampler, temp0.xy);
// log r2.x, r0.x
temp2.x = log2(temp0.x);
// log r2.y, r0.y
temp2.y = log2(temp0.y);
// log r2.z, r0.z
temp2.z = log2(temp0.z);
// mul r0.xyz, r2, c0.z
temp0.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
// exp r2.x, r0.x
temp2.x = exp2(temp0.x);
// exp r2.y, r0.y
temp2.y = exp2(temp0.y);
// exp r2.z, r0.z
temp2.z = exp2(temp0.z);
// mul r0.xyz, r1, r2
temp0.xyz = temp1.xyz * temp2.xyz;
// texld r1, v5, s1
temp1 = tex2D(NormalMapSampler, i.texcoord5.xy);
// mad r1.xyz, r1, c0.x, c0.y
temp1.xyz = temp1.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
// mul r1.xy, r1, c11.x
temp1.xy = temp1.xy * BumpScale.xx;
// dp3 r2.x, r1, v1
temp2.x = dot(temp1.xyz, i.texcoord1.xyz);
// dp3 r2.y, r1, v2
temp2.y = dot(temp1.xyz, i.texcoord2.xyz);
// dp3 r2.z, r1, v3
temp2.z = dot(temp1.xyz, i.texcoord3.xyz);
// nrm r1.xyz, r2
temp1.xyz = normalize(temp2.xyz).xyz;
// add r2.xyz, c123, -v4
temp2.xyz = EyePosition.xyz + -i.texcoord4.xyz;
// nrm r3.xyz, r2
temp3.xyz = normalize(temp2.xyz).xyz;
// dp3 r0.w, r3, r1
temp0.w = dot(temp3.xyz, temp1.xyz);
// add r0.w, -r0.w, c0.w
temp0.w = -temp0.w + float1(1);
// mul r0.w, r0.w, r0.w
temp0.w = temp0.w * temp0.w;
// mul r1.xyz, r0.w, c1
temp1.xyz = temp0.www * float3(0.3, 0.6, 3);
// mad r0.xyz, r0, c1.w, r1
temp0.xyz = temp0.xyz * float3(50, 50, 50) + temp1.xyz;
// min r1.xyz, r0, c0.x
temp1.xyz = min(temp0.xyz, float3(2, 2, 2));
// mul r0.xyz, r1, c2
temp0.xyz = temp1.xyz * TintColor.xyz;
// texld r1, v6, s2
temp1 = tex2D(ShroudTextureSampler, i.texcoord6.xy);
// mul oC0.xyz, r0, r1
out_color.xyz = temp0.xyz * temp1.xyz;
// mov oC0.w, c0.w
out_color.w = float1(1);
//
return out_color;
}
// PS_H_Array_Shader_1 Pixel_3_0 Has PRES False
struct PS_H_Array_Shader_1_Input
{
float4 texcoord : TEXCOORD;
float3 texcoord1 : TEXCOORD1;
float3 texcoord2 : TEXCOORD2;
float3 texcoord3 : TEXCOORD3;
float3 texcoord4 : TEXCOORD4;
float2 texcoord5 : TEXCOORD5;
float2 texcoord6 : TEXCOORD6;
};
float4 PS_H_Array_Shader_1(PS_H_Array_Shader_1_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1;
float3 temp2, temp3;
// def c0, 2, -1, 2.2, 1
// def c1, 0.3, 0.6, 3, 50
// dcl_texcoord v0
// dcl_texcoord1_centroid v1.xyz
// dcl_texcoord2_centroid v2.xyz
// dcl_texcoord3_centroid v3.xyz
// dcl_texcoord4 v4.xyz
// dcl_texcoord5 v5.xy
// dcl_texcoord6 v6.xy
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// add r0.xy, v0, v0
temp0.xy = i.texcoord.xy + i.texcoord.xy;
// texld r0, r0, s0
temp0 = tex2D(ChronoRiftTextureSampler, 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 r0.xyz, r1, c0.z
temp0.xyz = temp1.xyz * float3(2.2, 2.2, 2.2);
// exp r1.x, r0.x
temp1.x = exp2(temp0.x);
// exp r1.y, r0.y
temp1.y = exp2(temp0.y);
// exp r1.z, r0.z
temp1.z = exp2(temp0.z);
// add r0.xy, v0.wzzw, v0.wzzw
temp0.xy = i.texcoord.wz + i.texcoord.wz;
// texld r0, r0, s0
temp0 = tex2D(ChronoRiftTextureSampler, temp0.xy);
// log r2.x, r0.x
temp2.x = log2(temp0.x);
// log r2.y, r0.y
temp2.y = log2(temp0.y);
// log r2.z, r0.z
temp2.z = log2(temp0.z);
// mul r0.xyz, r2, c0.z
temp0.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
// exp r2.x, r0.x
temp2.x = exp2(temp0.x);
// exp r2.y, r0.y
temp2.y = exp2(temp0.y);
// exp r2.z, r0.z
temp2.z = exp2(temp0.z);
// mul r0.xyz, r1, r2
temp0.xyz = temp1.xyz * temp2.xyz;
// texld r1, v5, s1
temp1 = tex2D(NormalMapSampler, i.texcoord5.xy);
// mad r1.xyz, r1, c0.x, c0.y
temp1.xyz = temp1.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
// mul r1.xy, r1, c11.x
temp1.xy = temp1.xy * BumpScale.xx;
// dp3 r2.x, r1, v1
temp2.x = dot(temp1.xyz, i.texcoord1.xyz);
// dp3 r2.y, r1, v2
temp2.y = dot(temp1.xyz, i.texcoord2.xyz);
// dp3 r2.z, r1, v3
temp2.z = dot(temp1.xyz, i.texcoord3.xyz);
// nrm r1.xyz, r2
temp1.xyz = normalize(temp2.xyz).xyz;
// add r2.xyz, c123, -v4
temp2.xyz = EyePosition.xyz + -i.texcoord4.xyz;
// nrm r3.xyz, r2
temp3.xyz = normalize(temp2.xyz).xyz;
// dp3 r0.w, r3, r1
temp0.w = dot(temp3.xyz, temp1.xyz);
// add r0.w, -r0.w, c0.w
temp0.w = -temp0.w + float1(1);
// mul r0.w, r0.w, r0.w
temp0.w = temp0.w * temp0.w;
// mul r1.xyz, r0.w, c1
temp1.xyz = temp0.www * float3(0.3, 0.6, 3);
// mad r0.xyz, r0, c1.w, r1
temp0.xyz = temp0.xyz * float3(50, 50, 50) + temp1.xyz;
// min r1.xyz, r0, c0.x
temp1.xyz = min(temp0.xyz, float3(2, 2, 2));
// mul r0.xyz, r1, c2
temp0.xyz = temp1.xyz * TintColor.xyz;
// texld r1, v6, s2
temp1 = tex2D(ShroudTextureSampler, i.texcoord6.xy);
// mul oC0.xyz, r0, r1
out_color.xyz = temp0.xyz * temp1.xyz;
// mov oC0.w, c0.w
out_color.w = float1(1);
//
return out_color;
}
// PS_H_Array_Shader_2 Pixel_3_0 Has PRES False
struct PS_H_Array_Shader_2_Input
{
float4 texcoord : TEXCOORD;
float3 texcoord1 : TEXCOORD1;
float3 texcoord2 : TEXCOORD2;
float3 texcoord3 : TEXCOORD3;
float3 texcoord4 : TEXCOORD4;
float2 texcoord5 : TEXCOORD5;
float2 texcoord6 : TEXCOORD6;
};
float4 PS_H_Array_Shader_2(PS_H_Array_Shader_2_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1;
float3 temp2, temp3;
// def c0, 2, -1, 2.2, 1
// def c1, 0.3, 0.6, 3, 50
// dcl_texcoord v0
// dcl_texcoord1_centroid v1.xyz
// dcl_texcoord2_centroid v2.xyz
// dcl_texcoord3_centroid v3.xyz
// dcl_texcoord4 v4.xyz
// dcl_texcoord5 v5.xy
// dcl_texcoord6 v6.xy
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// add r0.xy, v0, v0
temp0.xy = i.texcoord.xy + i.texcoord.xy;
// texld r0, r0, s0
temp0 = tex2D(ChronoRiftTextureSampler, 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 r0.xyz, r1, c0.z
temp0.xyz = temp1.xyz * float3(2.2, 2.2, 2.2);
// exp r1.x, r0.x
temp1.x = exp2(temp0.x);
// exp r1.y, r0.y
temp1.y = exp2(temp0.y);
// exp r1.z, r0.z
temp1.z = exp2(temp0.z);
// add r0.xy, v0.wzzw, v0.wzzw
temp0.xy = i.texcoord.wz + i.texcoord.wz;
// texld r0, r0, s0
temp0 = tex2D(ChronoRiftTextureSampler, temp0.xy);
// log r2.x, r0.x
temp2.x = log2(temp0.x);
// log r2.y, r0.y
temp2.y = log2(temp0.y);
// log r2.z, r0.z
temp2.z = log2(temp0.z);
// mul r0.xyz, r2, c0.z
temp0.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
// exp r2.x, r0.x
temp2.x = exp2(temp0.x);
// exp r2.y, r0.y
temp2.y = exp2(temp0.y);
// exp r2.z, r0.z
temp2.z = exp2(temp0.z);
// mul r0.xyz, r1, r2
temp0.xyz = temp1.xyz * temp2.xyz;
// texld r1, v5, s1
temp1 = tex2D(NormalMapSampler, i.texcoord5.xy);
// mad r1.xyz, r1, c0.x, c0.y
temp1.xyz = temp1.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
// mul r1.xy, r1, c11.x
temp1.xy = temp1.xy * BumpScale.xx;
// dp3 r2.x, r1, v1
temp2.x = dot(temp1.xyz, i.texcoord1.xyz);
// dp3 r2.y, r1, v2
temp2.y = dot(temp1.xyz, i.texcoord2.xyz);
// dp3 r2.z, r1, v3
temp2.z = dot(temp1.xyz, i.texcoord3.xyz);
// nrm r1.xyz, r2
temp1.xyz = normalize(temp2.xyz).xyz;
// add r2.xyz, c123, -v4
temp2.xyz = EyePosition.xyz + -i.texcoord4.xyz;
// nrm r3.xyz, r2
temp3.xyz = normalize(temp2.xyz).xyz;
// dp3 r0.w, r3, r1
temp0.w = dot(temp3.xyz, temp1.xyz);
// add r0.w, -r0.w, c0.w
temp0.w = -temp0.w + float1(1);
// mul r0.w, r0.w, r0.w
temp0.w = temp0.w * temp0.w;
// mul r1.xyz, r0.w, c1
temp1.xyz = temp0.www * float3(0.3, 0.6, 3);
// mad r0.xyz, r0, c1.w, r1
temp0.xyz = temp0.xyz * float3(50, 50, 50) + temp1.xyz;
// min r1.xyz, r0, c0.x
temp1.xyz = min(temp0.xyz, float3(2, 2, 2));
// mul r0.xyz, r1, c2
temp0.xyz = temp1.xyz * TintColor.xyz;
// texld r1, v6, s2
temp1 = tex2D(ShroudTextureSampler, i.texcoord6.xy);
// mul oC0.xyz, r0, r1
out_color.xyz = temp0.xyz * temp1.xyz;
// mov oC0.w, c0.w
out_color.w = float1(1);
//
return out_color;
}
// PS_H_Array_Shader_3 Pixel_3_0 Has PRES False
struct PS_H_Array_Shader_3_Input
{
float4 texcoord : TEXCOORD;
float3 texcoord1 : TEXCOORD1;
float3 texcoord2 : TEXCOORD2;
float3 texcoord3 : TEXCOORD3;
float3 texcoord4 : TEXCOORD4;
float2 texcoord5 : TEXCOORD5;
float2 texcoord6 : TEXCOORD6;
};
float4 PS_H_Array_Shader_3(PS_H_Array_Shader_3_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1;
float3 temp2, temp3;
// def c0, 2, -1, 2.2, 1
// def c1, 0.3, 0.6, 3, 50
// dcl_texcoord v0
// dcl_texcoord1_centroid v1.xyz
// dcl_texcoord2_centroid v2.xyz
// dcl_texcoord3_centroid v3.xyz
// dcl_texcoord4 v4.xyz
// dcl_texcoord5 v5.xy
// dcl_texcoord6 v6.xy
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// add r0.xy, v0, v0
temp0.xy = i.texcoord.xy + i.texcoord.xy;
// texld r0, r0, s0
temp0 = tex2D(ChronoRiftTextureSampler, 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 r0.xyz, r1, c0.z
temp0.xyz = temp1.xyz * float3(2.2, 2.2, 2.2);
// exp r1.x, r0.x
temp1.x = exp2(temp0.x);
// exp r1.y, r0.y
temp1.y = exp2(temp0.y);
// exp r1.z, r0.z
temp1.z = exp2(temp0.z);
// add r0.xy, v0.wzzw, v0.wzzw
temp0.xy = i.texcoord.wz + i.texcoord.wz;
// texld r0, r0, s0
temp0 = tex2D(ChronoRiftTextureSampler, temp0.xy);
// log r2.x, r0.x
temp2.x = log2(temp0.x);
// log r2.y, r0.y
temp2.y = log2(temp0.y);
// log r2.z, r0.z
temp2.z = log2(temp0.z);
// mul r0.xyz, r2, c0.z
temp0.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
// exp r2.x, r0.x
temp2.x = exp2(temp0.x);
// exp r2.y, r0.y
temp2.y = exp2(temp0.y);
// exp r2.z, r0.z
temp2.z = exp2(temp0.z);
// mul r0.xyz, r1, r2
temp0.xyz = temp1.xyz * temp2.xyz;
// texld r1, v5, s1
temp1 = tex2D(NormalMapSampler, i.texcoord5.xy);
// mad r1.xyz, r1, c0.x, c0.y
temp1.xyz = temp1.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
// mul r1.xy, r1, c11.x
temp1.xy = temp1.xy * BumpScale.xx;
// dp3 r2.x, r1, v1
temp2.x = dot(temp1.xyz, i.texcoord1.xyz);
// dp3 r2.y, r1, v2
temp2.y = dot(temp1.xyz, i.texcoord2.xyz);
// dp3 r2.z, r1, v3
temp2.z = dot(temp1.xyz, i.texcoord3.xyz);
// nrm r1.xyz, r2
temp1.xyz = normalize(temp2.xyz).xyz;
// add r2.xyz, c123, -v4
temp2.xyz = EyePosition.xyz + -i.texcoord4.xyz;
// nrm r3.xyz, r2
temp3.xyz = normalize(temp2.xyz).xyz;
// dp3 r0.w, r3, r1
temp0.w = dot(temp3.xyz, temp1.xyz);
// add r0.w, -r0.w, c0.w
temp0.w = -temp0.w + float1(1);
// mul r0.w, r0.w, r0.w
temp0.w = temp0.w * temp0.w;
// mul r1.xyz, r0.w, c1
temp1.xyz = temp0.www * float3(0.3, 0.6, 3);
// mad r0.xyz, r0, c1.w, r1
temp0.xyz = temp0.xyz * float3(50, 50, 50) + temp1.xyz;
// min r1.xyz, r0, c0.x
temp1.xyz = min(temp0.xyz, float3(2, 2, 2));
// mul r0.xyz, r1, c2
temp0.xyz = temp1.xyz * TintColor.xyz;
// texld r1, v6, s2
temp1 = tex2D(ShroudTextureSampler, i.texcoord6.xy);
// mul oC0.xyz, r0, r1
out_color.xyz = temp0.xyz * temp1.xyz;
// mov oC0.w, c0.w
out_color.w = float1(1);
//
return out_color;
}
PixelShader PS_H_Array[4] = {
compile ps_3_0 PS_H_Array_Shader_0(), // 86
compile ps_3_0 PS_H_Array_Shader_1(), // 87
compile ps_3_0 PS_H_Array_Shader_2(), // 88
compile ps_3_0 PS_H_Array_Shader_3(), // 89
};
// VS_M_Array_Shader_0 Vertex_3_0 Has PRES True
struct VS_M_Array_Shader_0_Input
{
float4 position : POSITION;
float4 normal : NORMAL;
float4 tangent : TANGENT;
float4 binormal : BINORMAL;
float4 texcoord : TEXCOORD;
};
struct VS_M_Array_Shader_0_Output
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
float3 texcoord2 : TEXCOORD2;
float4 texcoord3 : TEXCOORD3;
float4 texcoord4 : TEXCOORD4;
float2 texcoord5 : TEXCOORD5;
float3 texcoord6 : TEXCOORD6;
float4 color : COLOR;
};
VS_M_Array_Shader_0_Output VS_M_Array_Shader_0(VS_M_Array_Shader_0_Input i)
{
/*
PRSI
OutputRegisterOffset: 11
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 2
Unknown3: 0
Unknown4: 0
Unknown5: 11
Unknown6: 2
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr11;
float4 expr12;
{
float4 temp0;
// Expression_2_1
// mul c11.x, c1.x, (0.3)
expr11.x = Time.x * (0.3);
// mul r0.x, c0.x, (66)
temp0.x = MapCellSize.x * (66);
// rcp c12.x, r0.x
expr12.x = 1.0f / (temp0.x);
}
VS_M_Array_Shader_0_Output o;
float4 temp0, temp1, temp2, temp3;
float3 temp4, temp5, temp6;
// def c0, 1, 0, -0.0015, 0.003
// def c1, 0.4301922, 0.6143571, -0.6143571, 0
// def c2, 1, -1, 0, 0
// dcl_position v0
// dcl_normal v1
// dcl_tangent v2
// dcl_binormal v3
// dcl_texcoord v4
// dcl_position o0
// dcl_texcoord o1
// dcl_texcoord1 o2
// dcl_texcoord2 o3.xyz
// dcl_texcoord3 o4
// dcl_texcoord4 o5
// dcl_texcoord5 o6.xy
// dcl_texcoord6 o7.xyz
// dcl_color o8
// mov r0.w, c0.x
temp0.w = float1(1);
// mad r1, v0.xyzx, c0.xxxy, c0.yyyx
temp1 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 r0.z, r1, c126
temp0.z = dot(temp1, (World._m02_m12_m22_m32));
// dp4 r0.x, r1, c124
temp0.x = dot(temp1, (World._m00_m10_m20_m30));
// dp4 r0.y, r1, c125
temp0.y = dot(temp1, (World._m01_m11_m21_m31));
// dp4 o0.x, r0, c119
o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30));
// dp4 o0.y, r0, c120
o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31));
// dp4 o0.z, r0, c121
o.position.z = dot(temp0, (ViewProjection._m02_m12_m22_m32));
// dp4 o0.w, r0, c122
o.position.w = dot(temp0, (ViewProjection._m03_m13_m23_m33));
// dp3 r1.x, v3, c124
temp1.x = dot(i.binormal.xyz, (World._m00_m10_m20_m30).xyz);
// dp3 r1.y, v3, c125
temp1.y = dot(i.binormal.xyz, (World._m01_m11_m21_m31).xyz);
// dp3 r1.z, v3, c126
temp1.z = dot(i.binormal.xyz, (World._m02_m12_m22_m32).xyz);
// dp3 o2.x, c6, -r1
o.texcoord1.x = dot(DirectionalLight[0].Direction.xyz, -temp1.xyz);
// dp3 r2.x, v2, c124
temp2.x = dot(i.tangent.xyz, (World._m00_m10_m20_m30).xyz);
// dp3 r2.y, v2, c125
temp2.y = dot(i.tangent.xyz, (World._m01_m11_m21_m31).xyz);
// dp3 r2.z, v2, c126
temp2.z = dot(i.tangent.xyz, (World._m02_m12_m22_m32).xyz);
// dp3 o2.y, c6, -r2
o.texcoord1.y = dot(DirectionalLight[0].Direction.xyz, -temp2.xyz);
// dp3 r3.x, v1, c124
temp3.x = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz);
// dp3 r3.y, v1, c125
temp3.y = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz);
// dp3 r3.z, v1, c126
temp3.z = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz);
// dp3 o2.z, c6, r3
o.texcoord1.z = dot(DirectionalLight[0].Direction.xyz, temp3.xyz);
// add r4.xyz, -r0, c123
temp4.xyz = -temp0.xyz + EyePosition.xyz;
// dp3 r1.w, r4, r4
temp1.w = dot(temp4.xyz, temp4.xyz);
// rsq r1.w, r1.w
temp1.w = 1 / sqrt(temp1.w);
// mad r5.xyz, r4, r1.w, c6
temp5.xyz = temp4.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
// mul r4.xyz, r4, r1.w
temp4.xyz = temp4.xyz * temp1.www;
// dp3 r6.x, r5, -r1
temp6.x = dot(temp5.xyz, -temp1.xyz);
// dp3 o7.x, r4, -r1
o.texcoord6.x = dot(temp4.xyz, -temp1.xyz);
// dp3 r6.y, r5, -r2
temp6.y = dot(temp5.xyz, -temp2.xyz);
// dp3 o7.y, r4, -r2
o.texcoord6.y = dot(temp4.xyz, -temp2.xyz);
// dp3 o7.z, r4, r3
o.texcoord6.z = dot(temp4.xyz, temp3.xyz);
// dp3 r6.z, r5, r3
temp6.z = dot(temp5.xyz, temp3.xyz);
// dp3 r1.x, r6, r6
temp1.x = dot(temp6.xyz, temp6.xyz);
// rsq r1.x, r1.x
temp1.x = 1 / sqrt(temp1.x);
// mul o3.xyz, r6, r1.x
o.texcoord2 = temp6 * temp1.x;
// dp4 r1.x, r0, c116
temp1.x = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33));
// dp4 r0.w, r0, c115
temp0.w = dot(temp0, (ShadowMapWorldToShadow._m02_m12_m22_m32));
// mul r1.yz, r0.z, c117.xzww
temp1.yz = temp0.zz * Cloud.WorldPositionMultiplier_XYZZ.zw;
// rcp r0.z, r1.x
temp0.z = 1.0f / temp1.x;
// mov o5.w, r1.x
o.texcoord4.w = temp1.x;
// mad o5.z, r0.w, r0.z, c0.z
o.texcoord4.z = temp0.w * temp0.z + float1(-0.0015);
// mad r2, r0.xyxy, c0.w, v4.xyxy
temp2 = temp0.xyxy * float4(0.003, 0.003, 0.003, 0.003) + i.texcoord.xyxy;
// mul r3, r2, c1.xyzx
temp3 = temp2 * float4(0.43019223, 0.6143571, -0.6143571, 0.43019223);
// mul r2, r2, c1.xzyx
temp2 = temp2 * float4(0.43019223, -0.6143571, 0.6143571, 0.43019223);
// add o1.y, r3.w, r3.z
o.texcoord.y = temp3.w + temp3.z;
// add r0.z, r3.y, r3.x
temp0.z = temp3.y + temp3.x;
// add o1.x, r0.z, c11.x
o.texcoord.x = temp0.z + expr11.x;
// add o1.w, r2.w, r2.z
o.texcoord.w = temp2.w + temp2.z;
// add r0.z, r2.y, r2.x
temp0.z = temp2.y + temp2.x;
// add o1.z, r0.z, c11.x
o.texcoord.z = temp0.z + expr11.x;
// add r0.zw, r0.xyxy, c13
temp0.zw = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
// mul o4.xy, r0.zwzw, c13
o.texcoord3.xy = temp0.zw * Shroud.ScaleUV_OffsetUV.xy;
// mad r0.zw, r0.xyxy, c117.xyxy, -r1.xyyz
temp0.zw = temp0.xy * Cloud.WorldPositionMultiplier_XYZZ.xy + -temp1.yz;
// add o4.zw, r0, c118.xyxy
o.texcoord3.zw = temp0.zw + Cloud.CurrentOffsetUV.xy;
// mov r1.x, c12.x
temp1.x = expr12.x;
// mul r0.zw, r1.x, c2.xyxy
temp0.zw = temp1.xx * float2(1, -1);
// mul o6.xy, r0, r0.zwzw
o.texcoord5 = temp0 * temp0.zwzw;
// mov o2.w, c0.y
o.texcoord1.w = float1(0);
// mov o5.xy, v4
o.texcoord4.xy = i.texcoord.xy;
// mov o8, c0.y
o.color = float4(0, 0, 0, 0);
//
return o;
}
// VS_M_Array_Shader_1 Vertex_3_0 Has PRES True
struct VS_M_Array_Shader_1_Input
{
float4 position : POSITION;
float4 normal : NORMAL;
float4 tangent : TANGENT;
float4 binormal : BINORMAL;
float4 blendindices : BLENDINDICES;
float4 texcoord : TEXCOORD;
};
struct VS_M_Array_Shader_1_Output
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
float3 texcoord2 : TEXCOORD2;
float4 texcoord3 : TEXCOORD3;
float4 texcoord4 : TEXCOORD4;
float2 texcoord5 : TEXCOORD5;
float3 texcoord6 : TEXCOORD6;
float4 color : COLOR;
};
VS_M_Array_Shader_1_Output VS_M_Array_Shader_1(VS_M_Array_Shader_1_Input i)
{
/*
PRSI
OutputRegisterOffset: 11
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 2
Unknown3: 0
Unknown4: 0
Unknown5: 11
Unknown6: 2
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr11;
float4 expr12;
{
float4 temp0;
// Expression_2_1
// mul c11.x, c1.x, (0.3)
expr11.x = Time.x * (0.3);
// mul r0.x, c0.x, (66)
temp0.x = MapCellSize.x * (66);
// rcp c12.x, r0.x
expr12.x = 1.0f / (temp0.x);
}
VS_M_Array_Shader_1_Output o;
float4 temp0, temp1, temp2, temp3, temp4;
float addr0;
float3 temp5, temp6;
// def c0, 1, -1, -0.0015, 0.003
// def c1, 0.4301922, 0.6143571, -0.6143571, 0
// dcl_position v0
// dcl_normal v1
// dcl_tangent v2
// dcl_binormal v3
// dcl_blendindices v4
// dcl_texcoord v5
// dcl_position o0
// dcl_texcoord o1
// dcl_texcoord1 o2
// dcl_texcoord2 o3.xyz
// dcl_texcoord3 o4
// dcl_texcoord4 o5
// dcl_texcoord5 o6.xy
// dcl_texcoord6 o7.xyz
// dcl_color o8
// add r0.x, v4.x, v4.x
temp0.x = i.blendindices.x + i.blendindices.x;
// frc r0.y, r0.x
temp0.y = frac(temp0.x);
// add r0.z, r0.x, -r0.y
temp0.z = temp0.x + -temp0.y;
// slt r0.y, -r0.y, r0.y
temp0.y = (-temp0.y < temp0.y) ? 1 : 0;
// slt r0.x, r0.x, -r0.x
temp0.x = (temp0.x < -temp0.x) ? 1 : 0;
// mad r0.x, r0.x, r0.y, r0.z
temp0.x = temp0.x * temp0.y + temp0.z;
// mova a0.x, r0.x
addr0.x = temp0.x;
// mul r0, v0.zxyy, c128[a0.x].yzxy
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
// mad r0, c128[a0.x].wwwx, v0.xyzx, r0
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
// mul r1, v0.yzxz, c128[a0.x].zxyz
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
// mad r0, r0, c0.xxxy, -r1
temp0 = temp0 * float4(1, 1, 1, -1) + -temp1;
// mul r1.xyz, r0.w, c128[a0.x]
temp1.xyz = temp0.www * WorldBones[0 + addr0.x].xyz;
// mad r1.xyz, c128[a0.x].w, r0, -r1
temp1.xyz = WorldBones[0 + addr0.x].www * temp0.xyz + -temp1.xyz;
// mad r1.xyz, c128[a0.x].yzxw, r0.zxyw, r1
temp1.xyz = WorldBones[0 + addr0.x].yzx * temp0.zxy + temp1.xyz;
// mad r0.xyz, c128[a0.x].zxyw, -r0.yzxw, r1
temp0.xyz = WorldBones[0 + addr0.x].zxy * -temp0.yzx + temp1.xyz;
// add r0.xyz, r0, c129[a0.x]
temp0.xyz = temp0.xyz + WorldBones[1 + addr0.x].xyz;
// mov r0.w, c0.x
temp0.w = float1(1);
// dp4 o0.x, r0, c119
o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30));
// dp4 o0.y, r0, c120
o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31));
// dp4 o0.z, r0, c121
o.position.z = dot(temp0, (ViewProjection._m02_m12_m22_m32));
// dp4 o0.w, r0, c122
o.position.w = dot(temp0, (ViewProjection._m03_m13_m23_m33));
// mul r1, v3.zxyy, c128[a0.x].yzxy
temp1 = i.binormal.zxyy * WorldBones[0 + addr0.x].yzxy;
// mad r1, c128[a0.x].wwwx, v3.xyzx, r1
temp1 = WorldBones[0 + addr0.x].wwwx * i.binormal.xyzx + temp1;
// mul r2, v3.yzxz, c128[a0.x].zxyz
temp2 = i.binormal.yzxz * WorldBones[0 + addr0.x].zxyz;
// mad r1, r1, c0.xxxy, -r2
temp1 = temp1 * float4(1, 1, 1, -1) + -temp2;
// mul r2.xyz, r1.w, c128[a0.x]
temp2.xyz = temp1.www * WorldBones[0 + addr0.x].xyz;
// mad r2.xyz, c128[a0.x].w, r1, -r2
temp2.xyz = WorldBones[0 + addr0.x].www * temp1.xyz + -temp2.xyz;
// mad r2.xyz, c128[a0.x].yzxw, r1.zxyw, r2
temp2.xyz = WorldBones[0 + addr0.x].yzx * temp1.zxy + temp2.xyz;
// mad r1.xyz, c128[a0.x].zxyw, -r1.yzxw, r2
temp1.xyz = WorldBones[0 + addr0.x].zxy * -temp1.yzx + temp2.xyz;
// dp3 o2.x, c6, -r1
o.texcoord1.x = dot(DirectionalLight[0].Direction.xyz, -temp1.xyz);
// mul r2, v2.zxyy, c128[a0.x].yzxy
temp2 = i.tangent.zxyy * WorldBones[0 + addr0.x].yzxy;
// mad r2, c128[a0.x].wwwx, v2.xyzx, r2
temp2 = WorldBones[0 + addr0.x].wwwx * i.tangent.xyzx + temp2;
// mul r3, v2.yzxz, c128[a0.x].zxyz
temp3 = i.tangent.yzxz * WorldBones[0 + addr0.x].zxyz;
// mad r2, r2, c0.xxxy, -r3
temp2 = temp2 * float4(1, 1, 1, -1) + -temp3;
// mul r3.xyz, r2.w, c128[a0.x]
temp3.xyz = temp2.www * WorldBones[0 + addr0.x].xyz;
// mad r3.xyz, c128[a0.x].w, r2, -r3
temp3.xyz = WorldBones[0 + addr0.x].www * temp2.xyz + -temp3.xyz;
// mad r3.xyz, c128[a0.x].yzxw, r2.zxyw, r3
temp3.xyz = WorldBones[0 + addr0.x].yzx * temp2.zxy + temp3.xyz;
// mad r2.xyz, c128[a0.x].zxyw, -r2.yzxw, r3
temp2.xyz = WorldBones[0 + addr0.x].zxy * -temp2.yzx + temp3.xyz;
// dp3 o2.y, c6, -r2
o.texcoord1.y = dot(DirectionalLight[0].Direction.xyz, -temp2.xyz);
// mul r3, v1.zxyy, c128[a0.x].yzxy
temp3 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
// mad r3, c128[a0.x].wwwx, v1.xyzx, r3
temp3 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp3;
// mul r4, v1.yzxz, c128[a0.x].zxyz
temp4 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
// mad r3, r3, c0.xxxy, -r4
temp3 = temp3 * float4(1, 1, 1, -1) + -temp4;
// mul r4.xyz, r3.w, c128[a0.x]
temp4.xyz = temp3.www * WorldBones[0 + addr0.x].xyz;
// mad r4.xyz, c128[a0.x].w, r3, -r4
temp4.xyz = WorldBones[0 + addr0.x].www * temp3.xyz + -temp4.xyz;
// mad r4.xyz, c128[a0.x].yzxw, r3.zxyw, r4
temp4.xyz = WorldBones[0 + addr0.x].yzx * temp3.zxy + temp4.xyz;
// mad r3.xyz, c128[a0.x].zxyw, -r3.yzxw, r4
temp3.xyz = WorldBones[0 + addr0.x].zxy * -temp3.yzx + temp4.xyz;
// dp3 o2.z, c6, r3
o.texcoord1.z = dot(DirectionalLight[0].Direction.xyz, temp3.xyz);
// add r4.xyz, -r0, c123
temp4.xyz = -temp0.xyz + EyePosition.xyz;
// dp3 r1.w, r4, r4
temp1.w = dot(temp4.xyz, temp4.xyz);
// rsq r1.w, r1.w
temp1.w = 1 / sqrt(temp1.w);
// mad r5.xyz, r4, r1.w, c6
temp5.xyz = temp4.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
// mul r4.xyz, r4, r1.w
temp4.xyz = temp4.xyz * temp1.www;
// dp3 r6.x, r5, -r1
temp6.x = dot(temp5.xyz, -temp1.xyz);
// dp3 o7.x, r4, -r1
o.texcoord6.x = dot(temp4.xyz, -temp1.xyz);
// dp3 r6.y, r5, -r2
temp6.y = dot(temp5.xyz, -temp2.xyz);
// dp3 o7.y, r4, -r2
o.texcoord6.y = dot(temp4.xyz, -temp2.xyz);
// dp3 o7.z, r4, r3
o.texcoord6.z = dot(temp4.xyz, temp3.xyz);
// dp3 r6.z, r5, r3
temp6.z = dot(temp5.xyz, temp3.xyz);
// dp3 r1.x, r6, r6
temp1.x = dot(temp6.xyz, temp6.xyz);
// rsq r1.x, r1.x
temp1.x = 1 / sqrt(temp1.x);
// mul o3.xyz, r6, r1.x
o.texcoord2 = temp6 * temp1.x;
// dp4 r1.x, r0, c115
temp1.x = dot(temp0, (ShadowMapWorldToShadow._m02_m12_m22_m32));
// dp4 r0.w, r0, c116
temp0.w = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33));
// rcp r1.y, r0.w
temp1.y = 1.0f / temp0.w;
// mov o5.w, r0.w
o.texcoord4.w = temp0.w;
// mad o5.z, r1.x, r1.y, c0.z
o.texcoord4.z = temp1.x * temp1.y + float1(-0.0015);
// mad r1.xy, r0.yxzw, c0.w, v5.yxzw
temp1.xy = temp0.yx * float2(0.003, 0.003) + i.texcoord.yx;
// mul r2, r1.yxyx, c1.xyzx
temp2 = temp1.yxyx * float4(0.43019223, 0.6143571, -0.6143571, 0.43019223);
// add o1.y, r2.w, r2.z
o.texcoord.y = temp2.w + temp2.z;
// add r0.w, r2.y, r2.x
temp0.w = temp2.y + temp2.x;
// mad o1.w, r1.y, c1.y, r2.w
o.texcoord.w = temp1.y * float1(0.6143571) + temp2.w;
// add o1.x, r0.w, c11.x
o.texcoord.x = temp0.w + expr11.x;
// mul r0.w, r1.x, c1.z
temp0.w = temp1.x * float1(-0.6143571);
// mad r0.w, r1.y, c1.x, r0.w
temp0.w = temp1.y * float1(0.43019223) + temp0.w;
// add o1.z, r0.w, c11.x
o.texcoord.z = temp0.w + expr11.x;
// add r1.xy, r0, c13.zwzw
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
// mul o4.xy, r1, c13
o.texcoord3.xy = temp1.xy * Shroud.ScaleUV_OffsetUV.xy;
// mul r0.zw, r0.z, c117
temp0.zw = temp0.zz * Cloud.WorldPositionMultiplier_XYZZ.zw;
// mad r0.zw, r0.xyxy, c117.xyxy, -r0
temp0.zw = temp0.xy * Cloud.WorldPositionMultiplier_XYZZ.xy + -temp0.zw;
// add o4.zw, r0, c118.xyxy
o.texcoord3.zw = temp0.zw + Cloud.CurrentOffsetUV.xy;
// mov r1.xy, c0
temp1.xy = float2(1, -1);
// mul r0.zw, r1.xyxy, c12.x
temp0.zw = temp1.xy * expr12.xx;
// mul o6.xy, r0, r0.zwzw
o.texcoord5 = temp0 * temp0.zwzw;
// mov o2.w, c1.w
o.texcoord1.w = float1(0);
// mov o5.xy, v5
o.texcoord4.xy = i.texcoord.xy;
// mov o8, c1.w
o.color = float4(0, 0, 0, 0);
//
return o;
}
VertexShader VS_M_Array[2] = {
compile vs_3_0 VS_M_Array_Shader_0(), // 92
compile vs_3_0 VS_M_Array_Shader_1(), // 93
};
// PS_M_Array_Shader_0 Pixel_3_0 Has PRES False
struct PS_M_Array_Shader_0_Input
{
float4 texcoord : TEXCOORD;
float2 texcoord3 : TEXCOORD3;
float2 texcoord4 : TEXCOORD4;
float3 texcoord6 : TEXCOORD6;
};
float4 PS_M_Array_Shader_0(PS_M_Array_Shader_0_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2;
// def c0, 2, -1, 1, 0
// def c1, 0.3, 0.6, 3, 0
// dcl_texcoord v0
// dcl_texcoord3 v1.xy
// dcl_texcoord4 v2.xy
// dcl_texcoord6 v3.xyz
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// texld r0, v2, s1
temp0 = /* not implemented _pp modifier */ tex2D(NormalMapSampler, i.texcoord4.xy);
// mad_pp r0.xyz, r0, c0.x, c0.y
temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
// mul_pp r0.xy, r0, c11.x
temp0.xy = /* not implemented _pp modifier */ temp0.xy * BumpScale.xx;
// nrm_pp r1.xyz, r0
temp1.xyz = /* not implemented _pp modifier */ normalize(temp0.xyz).xyz;
// dp3 r0.x, v3, r1
temp0.x = dot(i.texcoord6.xyz, temp1.xyz);
// add r0.x, -r0.x, c0.z
temp0.x = -temp0.x + float1(1);
// mul r0.x, r0.x, r0.x
temp0.x = temp0.x * temp0.x;
// add_pp r0.yz, v0.xxyw, v0.xxyw
temp0.yz = /* not implemented _pp modifier */ i.texcoord.xy + i.texcoord.xy;
// texld r1, r0.yzzw, s0
temp1 = /* not implemented _pp modifier */ tex2D(ChronoRiftTextureSampler, temp0.yz);
// add_pp r0.yz, v0.xwzw, v0.xwzw
temp0.yz = /* not implemented _pp modifier */ i.texcoord.wz + i.texcoord.wz;
// texld r2, r0.yzzw, s0
temp2 = /* not implemented _pp modifier */ tex2D(ChronoRiftTextureSampler, temp0.yz);
// mul_pp r0.yzw, r1.xxyz, r2.xxyz
temp0.yzw = /* not implemented _pp modifier */ temp1.xyz * temp2.xyz;
// add_pp r0.yzw, r0, r0
temp0.yzw = /* not implemented _pp modifier */ temp0.yzw + temp0.yzw;
// mad_pp r0.xyz, r0.x, c1, r0.yzww
temp0.xyz = /* not implemented _pp modifier */ temp0.xxx * float3(0.3, 0.6, 3) + temp0.yzw;
// min_pp r1.xyz, r0, c0.x
temp1.xyz = /* not implemented _pp modifier */ min(temp0.xyz, float3(2, 2, 2));
// mul_pp r0.xyz, r1, c2
temp0.xyz = /* not implemented _pp modifier */ temp1.xyz * TintColor.xyz;
// texld r1, v1, s2
temp1 = /* not implemented _pp modifier */ tex2D(ShroudTextureSampler, i.texcoord3.xy);
// mul_pp oC0.xyz, r0, r1
out_color.xyz = /* not implemented _pp modifier */ temp0.xyz * temp1.xyz;
// mov_pp oC0.w, c0.z
out_color.w = /* not implemented _pp modifier */ float1(1);
//
return out_color;
}
// PS_M_Array_Shader_1 Pixel_3_0 Has PRES False
struct PS_M_Array_Shader_1_Input
{
float4 texcoord : TEXCOORD;
float2 texcoord3 : TEXCOORD3;
float2 texcoord4 : TEXCOORD4;
float3 texcoord6 : TEXCOORD6;
};
float4 PS_M_Array_Shader_1(PS_M_Array_Shader_1_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2;
// def c0, 2, -1, 1, 0
// def c1, 0.3, 0.6, 3, 0
// dcl_texcoord v0
// dcl_texcoord3 v1.xy
// dcl_texcoord4 v2.xy
// dcl_texcoord6 v3.xyz
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// texld r0, v2, s1
temp0 = /* not implemented _pp modifier */ tex2D(NormalMapSampler, i.texcoord4.xy);
// mad_pp r0.xyz, r0, c0.x, c0.y
temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
// mul_pp r0.xy, r0, c11.x
temp0.xy = /* not implemented _pp modifier */ temp0.xy * BumpScale.xx;
// nrm_pp r1.xyz, r0
temp1.xyz = /* not implemented _pp modifier */ normalize(temp0.xyz).xyz;
// dp3 r0.x, v3, r1
temp0.x = dot(i.texcoord6.xyz, temp1.xyz);
// add r0.x, -r0.x, c0.z
temp0.x = -temp0.x + float1(1);
// mul r0.x, r0.x, r0.x
temp0.x = temp0.x * temp0.x;
// add_pp r0.yz, v0.xxyw, v0.xxyw
temp0.yz = /* not implemented _pp modifier */ i.texcoord.xy + i.texcoord.xy;
// texld r1, r0.yzzw, s0
temp1 = /* not implemented _pp modifier */ tex2D(ChronoRiftTextureSampler, temp0.yz);
// add_pp r0.yz, v0.xwzw, v0.xwzw
temp0.yz = /* not implemented _pp modifier */ i.texcoord.wz + i.texcoord.wz;
// texld r2, r0.yzzw, s0
temp2 = /* not implemented _pp modifier */ tex2D(ChronoRiftTextureSampler, temp0.yz);
// mul_pp r0.yzw, r1.xxyz, r2.xxyz
temp0.yzw = /* not implemented _pp modifier */ temp1.xyz * temp2.xyz;
// add_pp r0.yzw, r0, r0
temp0.yzw = /* not implemented _pp modifier */ temp0.yzw + temp0.yzw;
// mad_pp r0.xyz, r0.x, c1, r0.yzww
temp0.xyz = /* not implemented _pp modifier */ temp0.xxx * float3(0.3, 0.6, 3) + temp0.yzw;
// min_pp r1.xyz, r0, c0.x
temp1.xyz = /* not implemented _pp modifier */ min(temp0.xyz, float3(2, 2, 2));
// mul_pp r0.xyz, r1, c2
temp0.xyz = /* not implemented _pp modifier */ temp1.xyz * TintColor.xyz;
// texld r1, v1, s2
temp1 = /* not implemented _pp modifier */ tex2D(ShroudTextureSampler, i.texcoord3.xy);
// mul_pp oC0.xyz, r0, r1
out_color.xyz = /* not implemented _pp modifier */ temp0.xyz * temp1.xyz;
// mov_pp oC0.w, c0.z
out_color.w = /* not implemented _pp modifier */ float1(1);
//
return out_color;
}
// PS_M_Array_Shader_2 Pixel_3_0 Has PRES False
struct PS_M_Array_Shader_2_Input
{
float4 texcoord : TEXCOORD;
float2 texcoord3 : TEXCOORD3;
float2 texcoord4 : TEXCOORD4;
float3 texcoord6 : TEXCOORD6;
};
float4 PS_M_Array_Shader_2(PS_M_Array_Shader_2_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2;
// def c0, 2, -1, 1, 0
// def c1, 0.3, 0.6, 3, 0
// dcl_texcoord v0
// dcl_texcoord3 v1.xy
// dcl_texcoord4 v2.xy
// dcl_texcoord6 v3.xyz
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// texld r0, v2, s1
temp0 = /* not implemented _pp modifier */ tex2D(NormalMapSampler, i.texcoord4.xy);
// mad_pp r0.xyz, r0, c0.x, c0.y
temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
// mul_pp r0.xy, r0, c11.x
temp0.xy = /* not implemented _pp modifier */ temp0.xy * BumpScale.xx;
// nrm_pp r1.xyz, r0
temp1.xyz = /* not implemented _pp modifier */ normalize(temp0.xyz).xyz;
// dp3 r0.x, v3, r1
temp0.x = dot(i.texcoord6.xyz, temp1.xyz);
// add r0.x, -r0.x, c0.z
temp0.x = -temp0.x + float1(1);
// mul r0.x, r0.x, r0.x
temp0.x = temp0.x * temp0.x;
// add_pp r0.yz, v0.xxyw, v0.xxyw
temp0.yz = /* not implemented _pp modifier */ i.texcoord.xy + i.texcoord.xy;
// texld r1, r0.yzzw, s0
temp1 = /* not implemented _pp modifier */ tex2D(ChronoRiftTextureSampler, temp0.yz);
// add_pp r0.yz, v0.xwzw, v0.xwzw
temp0.yz = /* not implemented _pp modifier */ i.texcoord.wz + i.texcoord.wz;
// texld r2, r0.yzzw, s0
temp2 = /* not implemented _pp modifier */ tex2D(ChronoRiftTextureSampler, temp0.yz);
// mul_pp r0.yzw, r1.xxyz, r2.xxyz
temp0.yzw = /* not implemented _pp modifier */ temp1.xyz * temp2.xyz;
// add_pp r0.yzw, r0, r0
temp0.yzw = /* not implemented _pp modifier */ temp0.yzw + temp0.yzw;
// mad_pp r0.xyz, r0.x, c1, r0.yzww
temp0.xyz = /* not implemented _pp modifier */ temp0.xxx * float3(0.3, 0.6, 3) + temp0.yzw;
// min_pp r1.xyz, r0, c0.x
temp1.xyz = /* not implemented _pp modifier */ min(temp0.xyz, float3(2, 2, 2));
// mul_pp r0.xyz, r1, c2
temp0.xyz = /* not implemented _pp modifier */ temp1.xyz * TintColor.xyz;
// texld r1, v1, s2
temp1 = /* not implemented _pp modifier */ tex2D(ShroudTextureSampler, i.texcoord3.xy);
// mul_pp oC0.xyz, r0, r1
out_color.xyz = /* not implemented _pp modifier */ temp0.xyz * temp1.xyz;
// mov_pp oC0.w, c0.z
out_color.w = /* not implemented _pp modifier */ float1(1);
//
return out_color;
}
// PS_M_Array_Shader_3 Pixel_3_0 Has PRES False
struct PS_M_Array_Shader_3_Input
{
float4 texcoord : TEXCOORD;
float2 texcoord3 : TEXCOORD3;
float2 texcoord4 : TEXCOORD4;
float3 texcoord6 : TEXCOORD6;
};
float4 PS_M_Array_Shader_3(PS_M_Array_Shader_3_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2;
// def c0, 2, -1, 1, 0
// def c1, 0.3, 0.6, 3, 0
// dcl_texcoord v0
// dcl_texcoord3 v1.xy
// dcl_texcoord4 v2.xy
// dcl_texcoord6 v3.xyz
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// texld r0, v2, s1
temp0 = /* not implemented _pp modifier */ tex2D(NormalMapSampler, i.texcoord4.xy);
// mad_pp r0.xyz, r0, c0.x, c0.y
temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
// mul_pp r0.xy, r0, c11.x
temp0.xy = /* not implemented _pp modifier */ temp0.xy * BumpScale.xx;
// nrm_pp r1.xyz, r0
temp1.xyz = /* not implemented _pp modifier */ normalize(temp0.xyz).xyz;
// dp3 r0.x, v3, r1
temp0.x = dot(i.texcoord6.xyz, temp1.xyz);
// add r0.x, -r0.x, c0.z
temp0.x = -temp0.x + float1(1);
// mul r0.x, r0.x, r0.x
temp0.x = temp0.x * temp0.x;
// add_pp r0.yz, v0.xxyw, v0.xxyw
temp0.yz = /* not implemented _pp modifier */ i.texcoord.xy + i.texcoord.xy;
// texld r1, r0.yzzw, s0
temp1 = /* not implemented _pp modifier */ tex2D(ChronoRiftTextureSampler, temp0.yz);
// add_pp r0.yz, v0.xwzw, v0.xwzw
temp0.yz = /* not implemented _pp modifier */ i.texcoord.wz + i.texcoord.wz;
// texld r2, r0.yzzw, s0
temp2 = /* not implemented _pp modifier */ tex2D(ChronoRiftTextureSampler, temp0.yz);
// mul_pp r0.yzw, r1.xxyz, r2.xxyz
temp0.yzw = /* not implemented _pp modifier */ temp1.xyz * temp2.xyz;
// add_pp r0.yzw, r0, r0
temp0.yzw = /* not implemented _pp modifier */ temp0.yzw + temp0.yzw;
// mad_pp r0.xyz, r0.x, c1, r0.yzww
temp0.xyz = /* not implemented _pp modifier */ temp0.xxx * float3(0.3, 0.6, 3) + temp0.yzw;
// min_pp r1.xyz, r0, c0.x
temp1.xyz = /* not implemented _pp modifier */ min(temp0.xyz, float3(2, 2, 2));
// mul_pp r0.xyz, r1, c2
temp0.xyz = /* not implemented _pp modifier */ temp1.xyz * TintColor.xyz;
// texld r1, v1, s2
temp1 = /* not implemented _pp modifier */ tex2D(ShroudTextureSampler, i.texcoord3.xy);
// mul_pp oC0.xyz, r0, r1
out_color.xyz = /* not implemented _pp modifier */ temp0.xyz * temp1.xyz;
// mov_pp oC0.w, c0.z
out_color.w = /* not implemented _pp modifier */ float1(1);
//
return out_color;
}
PixelShader PS_M_Array[4] = {
compile ps_3_0 PS_M_Array_Shader_0(), // 94
compile ps_3_0 PS_M_Array_Shader_1(), // 95
compile ps_3_0 PS_M_Array_Shader_2(), // 96
compile ps_3_0 PS_M_Array_Shader_3(), // 97
};
// VS_L_Array_Shader_0 Vertex_2_0 Has PRES True
struct VS_L_Array_Shader_0_Input
{
float4 position : POSITION;
float4 normal : NORMAL;
float4 texcoord : TEXCOORD;
};
struct VS_L_Array_Shader_0_Output
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float3 texcoord2 : TEXCOORD2;
float2 texcoord1 : TEXCOORD1;
float4 color : COLOR;
};
VS_L_Array_Shader_0_Output VS_L_Array_Shader_0(VS_L_Array_Shader_0_Input i)
{
/*
PRSI
OutputRegisterOffset: 12
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 1
Unknown3: 0
Unknown4: 0
Unknown5: 12
Unknown6: 1
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr12;
{
// Expression_2_1
// mul c12.x, c0.x, (0.3)
expr12.x = Time.x * (0.3);
}
VS_L_Array_Shader_0_Output o;
float4 temp0, temp1, temp2;
// def c0, 1, 0, 0.003, 0
// def c1, 0.3, 0.6, 3, 0
// def c2, 0.4301922, 0.6143571, -0.6143571, 0
// dcl_position v0
// dcl_normal v1
// dcl_texcoord v2
// mov r0.w, c0.x
temp0.w = float1(1);
// mad r1, v0.xyzx, c0.xxxy, c0.yyyx
temp1 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 r0.z, r1, c126
temp0.z = dot(temp1, (World._m02_m12_m22_m32));
// dp4 r0.x, r1, c124
temp0.x = dot(temp1, (World._m00_m10_m20_m30));
// dp4 r0.y, r1, c125
temp0.y = dot(temp1, (World._m01_m11_m21_m31));
// dp4 oPos.x, r0, c119
o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c120
o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31));
// dp4 oPos.z, r0, c121
o.position.z = dot(temp0, (ViewProjection._m02_m12_m22_m32));
// dp4 oPos.w, r0, c122
o.position.w = dot(temp0, (ViewProjection._m03_m13_m23_m33));
// add r1.xyz, -r0, c123
temp1.xyz = -temp0.xyz + EyePosition.xyz;
// mad r2, r0.xyxy, c0.z, v2.xyxy
temp2 = temp0.xyxy * float4(0.003, 0.003, 0.003, 0.003) + i.texcoord.xyxy;
// add r0.xy, r0, c11.zwzw
temp0.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
// mul r2, r2, c2.xyzx
temp2 = temp2 * float4(0.43019223, 0.6143571, -0.6143571, 0.43019223);
// add r0.zw, r2.xyyw, r2.xyxz
temp0.zw = temp2.yw + temp2.xz;
// add oT0.x, r0.z, c12.x
o.texcoord.x = temp0.z + expr12.x;
// mov oT0.y, r0.w
o.texcoord.y = temp0.w;
// nrm r2.xyz, r1
temp2.xyz = normalize(temp1.xyz).xyz;
// dp3 r1.x, v1, c124
temp1.x = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz);
// dp3 r1.y, v1, c125
temp1.y = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz);
// dp3 r1.z, v1, c126
temp1.z = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz);
// dp3 r0.z, r2, r1
temp0.z = dot(temp2.xyz, temp1.xyz);
// add r0.z, -r0.z, c0.x
temp0.z = -temp0.z + float1(1);
// mul r0.z, r0.z, r0.z
temp0.z = temp0.z * temp0.z;
// mul oT2.xyz, r0.z, c1
o.texcoord2 = temp0.z * float4(0.3, 0.6, 3, 0);
// mul oT1.xy, r0, c11
o.texcoord1 = temp0 * Shroud.ScaleUV_OffsetUV;
// mov oD0, c0.y
o.color = float4(0, 0, 0, 0);
// mov oT0.zw, v2.xyyx
o.texcoord.zw = i.texcoord.yx;
//
return o;
}
// VS_L_Array_Shader_1 Vertex_2_0 Has PRES True
struct VS_L_Array_Shader_1_Input
{
float4 position : POSITION;
float4 normal : NORMAL;
float4 blendindices : BLENDINDICES;
float4 texcoord : TEXCOORD;
};
struct VS_L_Array_Shader_1_Output
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float3 texcoord2 : TEXCOORD2;
float2 texcoord1 : TEXCOORD1;
float4 color : COLOR;
};
VS_L_Array_Shader_1_Output VS_L_Array_Shader_1(VS_L_Array_Shader_1_Input i)
{
/*
PRSI
OutputRegisterOffset: 12
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 1
Unknown3: 0
Unknown4: 0
Unknown5: 12
Unknown6: 1
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr12;
{
// Expression_2_1
// mul c12.x, c0.x, (0.3)
expr12.x = Time.x * (0.3);
}
VS_L_Array_Shader_1_Output o;
float4 temp0, temp1, temp2;
float addr0;
float3 temp3;
// def c0, 1, -1, 0.003, 0
// def c1, 0.3, 0.6, 3, 0
// def c2, 0.4301922, 0.6143571, -0.6143571, 0
// dcl_position v0
// dcl_normal v1
// dcl_blendindices v2
// dcl_texcoord v3
// add r0.x, v2.x, v2.x
temp0.x = i.blendindices.x + i.blendindices.x;
// frc r0.y, r0.x
temp0.y = frac(temp0.x);
// add r0.z, r0.x, -r0.y
temp0.z = temp0.x + -temp0.y;
// slt r0.y, -r0.y, r0.y
temp0.y = (-temp0.y < temp0.y) ? 1 : 0;
// slt r0.x, r0.x, -r0.x
temp0.x = (temp0.x < -temp0.x) ? 1 : 0;
// mad r0.x, r0.x, r0.y, r0.z
temp0.x = temp0.x * temp0.y + temp0.z;
// mova a0.x, r0.x
addr0.x = temp0.x;
// mul r0, v0.zxyy, c128[a0.x].yzxy
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
// mad r0, c128[a0.x].wwwx, v0.xyzx, r0
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
// mul r1, v0.yzxz, c128[a0.x].zxyz
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
// mad r0, r0, c0.xxxy, -r1
temp0 = temp0 * float4(1, 1, 1, -1) + -temp1;
// mul r1.xyz, r0.w, c128[a0.x]
temp1.xyz = temp0.www * WorldBones[0 + addr0.x].xyz;
// mad r1.xyz, c128[a0.x].w, r0, -r1
temp1.xyz = WorldBones[0 + addr0.x].www * temp0.xyz + -temp1.xyz;
// mad r1.xyz, c128[a0.x].yzxw, r0.zxyw, r1
temp1.xyz = WorldBones[0 + addr0.x].yzx * temp0.zxy + temp1.xyz;
// mad r0.xyz, c128[a0.x].zxyw, -r0.yzxw, r1
temp0.xyz = WorldBones[0 + addr0.x].zxy * -temp0.yzx + temp1.xyz;
// add r0.xyz, r0, c129[a0.x]
temp0.xyz = temp0.xyz + WorldBones[1 + addr0.x].xyz;
// mov r0.w, c0.x
temp0.w = float1(1);
// dp4 oPos.x, r0, c119
o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c120
o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31));
// dp4 oPos.z, r0, c121
o.position.z = dot(temp0, (ViewProjection._m02_m12_m22_m32));
// dp4 oPos.w, r0, c122
o.position.w = dot(temp0, (ViewProjection._m03_m13_m23_m33));
// mad r1, r0.xyxy, c0.z, v3.xyxy
temp1 = temp0.xyxy * float4(0.003, 0.003, 0.003, 0.003) + i.texcoord.xyxy;
// mul r1, r1, c2.xyzx
temp1 = temp1 * float4(0.43019223, 0.6143571, -0.6143571, 0.43019223);
// add r1.xy, r1.ywzw, r1.xzzw
temp1.xy = temp1.yw + temp1.xz;
// add oT0.x, r1.x, c12.x
o.texcoord.x = temp1.x + expr12.x;
// mov oT0.y, r1.y
o.texcoord.y = temp1.y;
// mul r1, v1.zxyy, c128[a0.x].yzxy
temp1 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
// mad r1, c128[a0.x].wwwx, v1.xyzx, r1
temp1 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp1;
// mul r2, v1.yzxz, c128[a0.x].zxyz
temp2 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
// mad r1, r1, c0.xxxy, -r2
temp1 = temp1 * float4(1, 1, 1, -1) + -temp2;
// mul r2.xyz, r1.w, c128[a0.x]
temp2.xyz = temp1.www * WorldBones[0 + addr0.x].xyz;
// mad r2.xyz, c128[a0.x].w, r1, -r2
temp2.xyz = WorldBones[0 + addr0.x].www * temp1.xyz + -temp2.xyz;
// mad r2.xyz, c128[a0.x].yzxw, r1.zxyw, r2
temp2.xyz = WorldBones[0 + addr0.x].yzx * temp1.zxy + temp2.xyz;
// mad r1.xyz, c128[a0.x].zxyw, -r1.yzxw, r2
temp1.xyz = WorldBones[0 + addr0.x].zxy * -temp1.yzx + temp2.xyz;
// add r2.xyz, -r0, c123
temp2.xyz = -temp0.xyz + EyePosition.xyz;
// add r0.xy, r0, c11.zwzw
temp0.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
// nrm r3.xyz, r2
temp3.xyz = normalize(temp2.xyz).xyz;
// dp3 r0.z, r3, r1
temp0.z = dot(temp3.xyz, temp1.xyz);
// add r0.z, -r0.z, c0.x
temp0.z = -temp0.z + float1(1);
// mul r0.z, r0.z, r0.z
temp0.z = temp0.z * temp0.z;
// mul oT2.xyz, r0.z, c1
o.texcoord2 = temp0.z * float4(0.3, 0.6, 3, 0);
// mul oT1.xy, r0, c11
o.texcoord1 = temp0 * Shroud.ScaleUV_OffsetUV;
// mov oD0, c0.w
o.color = float4(0, 0, 0, 0);
// mov oT0.zw, v3.xyyx
o.texcoord.zw = i.texcoord.yx;
//
return o;
}
VertexShader VS_L_Array[2] = {
compile vs_2_0 VS_L_Array_Shader_0(), // 100
compile vs_2_0 VS_L_Array_Shader_1(), // 101
};
// PS_L_Array_Shader_0 Pixel_2_0 Has PRES False
struct PS_L_Array_Shader_0_Input
{
float4 texcoord : TEXCOORD;
float2 texcoord1 : TEXCOORD1;
float3 texcoord2 : TEXCOORD2;
};
float4 PS_L_Array_Shader_0(PS_L_Array_Shader_0_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2;
// def c0, 2, 1, 0, 0
// dcl t0
// dcl t1.xy
// dcl t2.xyz
// dcl_2d s0
// dcl_2d s1
// mov r0.xy, t0.wzyx
temp0.xy = i.texcoord.wz;
// texld r0, r0, s0
temp0 = tex2D(ChronoRiftTextureSampler, temp0.xy);
// texld r1, t0, s0
temp1 = tex2D(ChronoRiftTextureSampler, i.texcoord.xy);
// texld r2, t1, s1
temp2 = tex2D(ShroudTextureSampler, i.texcoord1.xy);
// mul r0.xyz, r0, r1
temp0.xyz = temp0.xyz * temp1.xyz;
// mad r0.xyz, r0, c0.x, t2
temp0.xyz = temp0.xyz * float3(2, 2, 2) + i.texcoord2.xyz;
// mul r0.xyz, r0, c2
temp0.xyz = temp0.xyz * TintColor.xyz;
// mul r0.xyz, r2, r0
temp0.xyz = temp2.xyz * temp0.xyz;
// mov r0.w, c0.y
temp0.w = float1(1);
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// PS_L_Array_Shader_1 Pixel_2_0 Has PRES False
struct PS_L_Array_Shader_1_Input
{
float4 texcoord : TEXCOORD;
float2 texcoord1 : TEXCOORD1;
float3 texcoord2 : TEXCOORD2;
};
float4 PS_L_Array_Shader_1(PS_L_Array_Shader_1_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2;
// def c0, 2, 1, 0, 0
// dcl t0
// dcl t1.xy
// dcl t2.xyz
// dcl_2d s0
// dcl_2d s1
// mov r0.xy, t0.wzyx
temp0.xy = i.texcoord.wz;
// texld r0, r0, s0
temp0 = tex2D(ChronoRiftTextureSampler, temp0.xy);
// texld r1, t0, s0
temp1 = tex2D(ChronoRiftTextureSampler, i.texcoord.xy);
// texld r2, t1, s1
temp2 = tex2D(ShroudTextureSampler, i.texcoord1.xy);
// mul r0.xyz, r0, r1
temp0.xyz = temp0.xyz * temp1.xyz;
// mad r0.xyz, r0, c0.x, t2
temp0.xyz = temp0.xyz * float3(2, 2, 2) + i.texcoord2.xyz;
// mul r0.xyz, r0, c2
temp0.xyz = temp0.xyz * TintColor.xyz;
// mul r0.xyz, r2, r0
temp0.xyz = temp2.xyz * temp0.xyz;
// mov r0.w, c0.y
temp0.w = float1(1);
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
PixelShader PS_L_Array[2] = {
compile ps_2_0 PS_L_Array_Shader_0(), // 102
compile ps_2_0 PS_L_Array_Shader_1(), // 103
};
// VSCreateShadowMap_Array_Shader_0 Vertex_2_0 Has PRES False
struct VSCreateShadowMap_Array_Shader_0_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct VSCreateShadowMap_Array_Shader_0_Output
{
float4 position : POSITION;
float texcoord1 : TEXCOORD1;
float color : COLOR;
float2 texcoord : TEXCOORD;
};
VSCreateShadowMap_Array_Shader_0_Output VSCreateShadowMap_Array_Shader_0(VSCreateShadowMap_Array_Shader_0_Input i)
{
VSCreateShadowMap_Array_Shader_0_Output o;
float4 temp0, temp1;
// 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 r1.x, r0, c124
temp1.x = dot(temp0, (World._m00_m10_m20_m30));
// dp4 r1.y, r0, c125
temp1.y = dot(temp0, (World._m01_m11_m21_m31));
// dp4 r1.z, r0, c126
temp1.z = dot(temp0, (World._m02_m12_m22_m32));
// mov r1.w, c0.x
temp1.w = float1(1);
// dp4 oPos.x, r1, c119
o.position.x = dot(temp1, (ViewProjection._m00_m10_m20_m30));
// dp4 oPos.y, r1, c120
o.position.y = dot(temp1, (ViewProjection._m01_m11_m21_m31));
// dp4 r0.y, r1, c122
temp0.y = dot(temp1, (ViewProjection._m03_m13_m23_m33));
// dp4 r0.x, r1, c121
temp0.x = dot(temp1, (ViewProjection._m02_m12_m22_m32));
// rcp r0.z, r0.y
temp0.z = 1.0f / temp0.y;
// mov oPos.zw, r0.xyxy
o.position.zw = temp0.xy;
// mul oT1.x, r0.x, r0.z
o.texcoord1 = temp0.x * temp0.z;
// mul oD0.x, v2.w, c1.x
o.color = i.color.w * OpacityOverride.x;
// mov oT0.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
// VSCreateShadowMap_Array_Shader_1 Vertex_2_0 Has PRES False
struct VSCreateShadowMap_Array_Shader_1_Input
{
float4 position : POSITION;
float4 blendindices : BLENDINDICES;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct VSCreateShadowMap_Array_Shader_1_Output
{
float4 position : POSITION;
float texcoord1 : TEXCOORD1;
float color : COLOR;
float2 texcoord : TEXCOORD;
};
VSCreateShadowMap_Array_Shader_1_Output VSCreateShadowMap_Array_Shader_1(VSCreateShadowMap_Array_Shader_1_Input i)
{
VSCreateShadowMap_Array_Shader_1_Output o;
float4 temp0, temp1;
float addr0;
// def c0, 1, -1, 0, 0
// dcl_position v0
// dcl_blendindices v1
// dcl_texcoord v2
// dcl_color v3
// add r0.x, v1.x, v1.x
temp0.x = i.blendindices.x + i.blendindices.x;
// frc r0.y, r0.x
temp0.y = frac(temp0.x);
// add r0.z, r0.x, -r0.y
temp0.z = temp0.x + -temp0.y;
// slt r0.y, -r0.y, r0.y
temp0.y = (-temp0.y < temp0.y) ? 1 : 0;
// slt r0.x, r0.x, -r0.x
temp0.x = (temp0.x < -temp0.x) ? 1 : 0;
// mad r0.x, r0.x, r0.y, r0.z
temp0.x = temp0.x * temp0.y + temp0.z;
// mova a0.x, r0.x
addr0.x = temp0.x;
// mul r0, v0.zxyy, c128[a0.x].yzxy
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
// mad r0, c128[a0.x].wwwx, v0.xyzx, r0
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
// mul r1, v0.yzxz, c128[a0.x].zxyz
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
// mad r0, r0, c0.xxxy, -r1
temp0 = temp0 * float4(1, 1, 1, -1) + -temp1;
// mul r1.xyz, r0.w, c128[a0.x]
temp1.xyz = temp0.www * WorldBones[0 + addr0.x].xyz;
// mad r1.xyz, c128[a0.x].w, r0, -r1
temp1.xyz = WorldBones[0 + addr0.x].www * temp0.xyz + -temp1.xyz;
// mad r1.xyz, c128[a0.x].yzxw, r0.zxyw, r1
temp1.xyz = WorldBones[0 + addr0.x].yzx * temp0.zxy + temp1.xyz;
// mad r0.xyz, c128[a0.x].zxyw, -r0.yzxw, r1
temp0.xyz = WorldBones[0 + addr0.x].zxy * -temp0.yzx + temp1.xyz;
// add r0.xyz, r0, c129[a0.x]
temp0.xyz = temp0.xyz + WorldBones[1 + addr0.x].xyz;
// mov r0.w, c0.x
temp0.w = float1(1);
// dp4 oPos.x, r0, c119
o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c120
o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31));
// dp4 r1.y, r0, c122
temp1.y = dot(temp0, (ViewProjection._m03_m13_m23_m33));
// dp4 r1.x, r0, c121
temp1.x = dot(temp0, (ViewProjection._m02_m12_m22_m32));
// rcp r0.x, r1.y
temp0.x = 1.0f / temp1.y;
// mov oPos.zw, r1.xyxy
o.position.zw = temp1.xy;
// mul oT1.x, r1.x, r0.x
o.texcoord1 = temp1.x * temp0.x;
// slt r0.x, v1.x, -v1.x
temp0.x = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
// frc r0.y, v1.x
temp0.y = frac(i.blendindices.x);
// add r0.z, -r0.y, v1.x
temp0.z = -temp0.y + i.blendindices.x;
// slt r0.y, -r0.y, r0.y
temp0.y = (-temp0.y < temp0.y) ? 1 : 0;
// mad r0.x, r0.x, r0.y, r0.z
temp0.x = temp0.x * temp0.y + temp0.z;
// add r0.x, r0.x, r0.x
temp0.x = temp0.x + temp0.x;
// mova a0.x, r0.x
addr0.x = temp0.x;
// mul r0.x, v3.w, c129[a0.x].w
temp0.x = i.color.w * WorldBones[1 + addr0.x].w;
// mul oD0.x, r0.x, c1.x
o.color = temp0.x * OpacityOverride.x;
// mov oT0.xy, v2
o.texcoord = i.texcoord;
//
return o;
}
VertexShader VSCreateShadowMap_Array[2] = {
compile vs_2_0 VSCreateShadowMap_Array_Shader_0(), // 106
compile vs_2_0 VSCreateShadowMap_Array_Shader_1(), // 107
};
// PSCreateShadowMap_Array_Shader_0 Pixel_2_0 Has PRES False
float4 PSCreateShadowMap_Array_Shader_0(float texcoord1 : TEXCOORD1) : COLOR
{
float4 out_color;
float4 temp0;
// dcl t1.x
// mov r0, t1.x
temp0 = texcoord1.x;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// PSCreateShadowMap_Array_Shader_1 Pixel_2_0 Has PRES False
struct PSCreateShadowMap_Array_Shader_1_Input
{
float2 texcoord : TEXCOORD;
float texcoord1 : TEXCOORD1;
float color : COLOR;
};
float4 PSCreateShadowMap_Array_Shader_1(PSCreateShadowMap_Array_Shader_1_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// def c0, -0.3764706, 0, 0, 0
// dcl t0.xy
// dcl t1.x
// dcl v0.x
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(DiffuseTextureSampler, i.texcoord.xy);
// mad r0, r0.w, v0.x, c0.x
temp0 = temp0.w * i.color.x + float4(-0.3764706, -0.3764706, -0.3764706, -0.3764706);
// texkill r0
clip(temp0);
// mov r0, t1.x
temp0 = i.texcoord1.x;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
PixelShader PSCreateShadowMap_Array[2] = {
compile ps_2_0 PSCreateShadowMap_Array_Shader_0(), // 108
compile ps_2_0 PSCreateShadowMap_Array_Shader_1(), // 109
};
// _CreateDepthMap_Expression21 Expression_2_0 Has PRES False
float _CreateDepthMap_Expression21()
{
float1 expr0;
// mov c0.x, c0.x
expr0.x = AlphaTestEnable.x;
return expr0;
}
// _CreateDepthMap_Expression22 Expression_2_0 Has PRES False
float _CreateDepthMap_Expression22()
{
float1 expr0;
// min c0.x, c0.x, (1)
expr0.x = min(NumJointsPerVertex.x, (1));
return expr0;
}
// Default_L_Expression23 Expression_2_0 Has PRES False
float Default_L_Expression23()
{
float1 expr0;
// min c0.x, c0.x, (1)
expr0.x = min(NumJointsPerVertex.x, (1));
return expr0;
}
// Default_M_Expression24 Expression_2_0 Has PRES False
float Default_M_Expression24()
{
float1 expr0;
// mov c0.x, c0.x
expr0.x = HasShadow.x;
return expr0;
}
// Default_M_Expression25 Expression_2_0 Has PRES False
float Default_M_Expression25()
{
float1 expr0;
// min c0.x, c0.x, (1)
expr0.x = min(NumJointsPerVertex.x, (1));
return expr0;
}
// Default_Expression26 Expression_2_0 Has PRES False
float Default_Expression26()
{
float1 expr0;
// mov c0.x, c0.x
expr0.x = HasShadow.x;
return expr0;
}
// Default_Expression27 Expression_2_0 Has PRES False
float Default_Expression27()
{
float1 expr0;
// min c0.x, c0.x, (1)
expr0.x = min(NumJointsPerVertex.x, (1));
return expr0;
}
technique Default
{
pass p0
{
VertexShader = VS_H_Array[Default_Expression27()]; // 90
PixelShader = PS_H_Array[Default_Expression26()]; // 91
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 1;
CullMode = 2;
AlphaBlendEnable = 1;
SrcBlend = 2;
DestBlend = 2;
AlphaFunc = 7;
AlphaRef = 96;
AlphaTestEnable = 0;
}
}
technique Default_M
{
pass p0
{
VertexShader = VS_M_Array[Default_M_Expression25()]; // 98
PixelShader = PS_M_Array[Default_M_Expression24()]; // 99
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 1;
CullMode = 2;
AlphaBlendEnable = 1;
SrcBlend = 2;
DestBlend = 2;
AlphaFunc = 7;
AlphaRef = 96;
AlphaTestEnable = 0;
}
}
technique Default_L
{
pass p0
{
VertexShader = VS_L_Array[Default_L_Expression23()]; // 104
PixelShader = <PS_L_Array[0]>; // 105
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 1;
CullMode = 2;
AlphaBlendEnable = 1;
SrcBlend = 2;
DestBlend = 2;
AlphaFunc = 7;
AlphaRef = 96;
AlphaTestEnable = 0;
}
}
technique _CreateDepthMap
{
pass p0
{
VertexShader = VSCreateShadowMap_Array[_CreateDepthMap_Expression22()]; // 110
PixelShader = PSCreateShadowMap_Array[_CreateDepthMap_Expression21()]; // 111
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 1;
CullMode = 2;
AlphaBlendEnable = 0;
AlphaTestEnable = 0;
}
}