3161 lines
113 KiB
HLSL
3161 lines
113 KiB
HLSL
string DefaultParameterScopeBlock = "material"; // 1
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float3 AmbientLightColor : register(vs_2_0, c4) : register(vs_3_0, c4) <bool unmanaged = 1;> = { 0.3, 0.3, 0.3 };
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struct
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{
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float3 Color;
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float3 Direction;
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} DirectionalLight[3] : register(vs_2_0, c5) : register(ps_3_0, c5) : 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 };
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int NumPointLights : register(ps_3_0, i0) <string SasBindAddress = "Sas.NumPointLights"; string UIWidget = "None";>;
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struct
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{
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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] : register(ps_3_0, c89) <bool unmanaged = 1;>;
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struct
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{
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float4 WorldPositionMultiplier_XYZZ;
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float2 CurrentOffsetUV;
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} Cloud : register(vs_3_0, c117) <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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column_major float4x4 ShadowMapWorldToShadow : register(vs_3_0, c113) <bool unmanaged = 1;>;
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float OpacityOverride : register(vs_2_0, c1) : register(vs_3_0, c1) <bool unmanaged = 1;> = { 1 };
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float3 TintColor : register(ps_2_0, c2) : register(ps_3_0, c2) <bool unmanaged = 1;> = { 1, 1, 1 };
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float3 EyePosition : register(vs_3_0, c123) : register(ps_3_0, c123) <bool unmanaged = 1;>;
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column_major float4x4 ViewProjection : register(vs_2_0, c119) : register(vs_3_0, c119) <bool unmanaged = 1;>;
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float4 WorldBones[128] : register(vs_2_0, c128) : register(vs_3_0, c128) <bool unmanaged = 1;>;
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bool HasShadow <string UIWidget = "None"; string SasBindAddress = "Sas.HasShadow";>;
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texture ShadowMap <string UIWidget = "None"; string SasBindAddress = "Sas.Shadow[0].ShadowMap";>; // 6
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sampler2D ShadowMapSampler : register(ps_3_0, s0) <string Texture = "ShadowMap"; string UIWidget = "None"; string SasBindAddress = "Sas.Shadow[0].ShadowMap";> =
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sampler_state
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{
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Texture = <ShadowMap>; // 9
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MinFilter = 1;
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MagFilter = 1;
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MipFilter = 0;
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AddressU = 3;
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AddressV = 3;
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};
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float4 Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize : register(ps_3_0, c11) <string UIWidget = "None"; string SasBindAddress = "Sas.Shadow[0].Zero_Zero_OneOverMapSize_OneOverMapSize";>;
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float2 MapCellSize <string UIWidget = "None"; string SasBindAddress = "Terrain.Map.CellSize";> = { 10, 10 };
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texture MacroSampler <string UIWidget = "None"; string SasBindAddress = "Terrain.MacroTexture"; string ResourceName = "ShaderPreviewMacro.dds";>; // 17
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sampler2D MacroSamplerSampler <string Texture = "MacroSampler"; string UIWidget = "None"; string SasBindAddress = "Terrain.MacroTexture"; string ResourceName = "ShaderPreviewMacro.dds";> =
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sampler_state
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{
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Texture = <MacroSampler>; // 21
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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 _SasGlobal : SasGlobal <string UIWidget = "None"; int3 SasVersion = int3(1, 0, 0); int MaxLocalLights = 8; int MaxSupportedInstancingMode = 1;>;
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int NumJointsPerVertex <string UIWidget = "None"; string SasBindAddress = "Sas.Skeleton.NumJointsPerVertex";>;
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column_major float4x3 World : World : register(vs_2_0, c124) : register(vs_3_0, c124);
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texture CloudTexture <string UIWidget = "None"; string SasBindAddress = "Terrain.Cloud.Texture"; string ResourceName = "ShaderPreviewCloud.dds";>; // 29
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sampler2D CloudTextureSampler <string Texture = "CloudTexture"; string UIWidget = "None"; string SasBindAddress = "Terrain.Cloud.Texture"; string ResourceName = "ShaderPreviewCloud.dds";> =
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sampler_state
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{
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Texture = <CloudTexture>; // 33
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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 EnvironmentTexture <string UIWidget = "None"; string SasBindAddress = "Objects.LightSpaceEnvironmentMap"; string ResourceType = "Cube";>; // 38
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samplerCUBE EnvironmentTextureSampler <string Texture = "EnvironmentTexture"; string UIWidget = "None"; string SasBindAddress = "Objects.LightSpaceEnvironmentMap"; string ResourceType = "Cube";> =
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sampler_state
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{
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Texture = <EnvironmentTexture>; // 42
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MinFilter = 2;
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MagFilter = 2;
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MipFilter = 2;
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AddressU = 3;
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AddressV = 3;
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AddressW = 3;
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};
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texture DiffuseTexture <string UIName = "Diffuse Texture";>; // 47
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sampler2D DiffuseTextureSampler : register(ps_2_0, s0) <string Texture = "DiffuseTexture"; string UIName = "Diffuse Texture";> =
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sampler_state
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{
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Texture = <DiffuseTexture>; // 49
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MinFilter = 3;
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MagFilter = 2;
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MipFilter = 2;
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MaxAnisotropy = 8;
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AddressU = 1;
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AddressV = 1;
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};
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texture NormalMap <string UIName = "Normal Texture";>; // 52
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sampler2D NormalMapSampler <string Texture = "NormalMap"; string UIName = "Normal Texture";> =
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sampler_state
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{
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Texture = <NormalMap>; // 54
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MinFilter = 3;
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MagFilter = 2;
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MipFilter = 2;
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MaxAnisotropy = 8;
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AddressU = 1;
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AddressV = 1;
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};
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texture SpecMap <string UIName = "Specular Map";>; // 57
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sampler2D SpecMapSampler <string Texture = "SpecMap"; string UIName = "Specular Map";> =
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sampler_state
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{
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Texture = <SpecMap>; // 59
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MinFilter = 3;
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MagFilter = 2;
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MipFilter = 2;
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MaxAnisotropy = 8;
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AddressU = 1;
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AddressV = 1;
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};
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texture LightMap <string UIName = "Light Map";>; // 62
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sampler2D LightMapSampler <string Texture = "LightMap"; string UIName = "Light Map";> =
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sampler_state
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{
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Texture = <LightMap>; // 64
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MinFilter = 3;
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MagFilter = 2;
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MipFilter = 2;
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MaxAnisotropy = 8;
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AddressU = 3;
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AddressV = 3;
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};
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float BumpScale <string UIName = "Bump Height"; string UIWidget = "Slider"; float UIMin = 0; float UIMax = 10; float UIStep = 0.1;> = { 1 };
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float3 AmbientColor : register(vs_2_0, c11) : register(vs_3_0, c11) <string UIName = "Ambient Color"; string UIWidget = "Color";> = { 0.4, 0.4, 0.4 };
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float4 DiffuseColor : register(vs_2_0, c12) : register(vs_3_0, c12) <string UIName = "Diffuse Color"; string UIWidget = "Color";> = { 1, 1, 1, 1 };
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float3 SpecularColor <string UIName = "Specular Color"; string UIWidget = "Color";> = { 0.8, 0.8, 0.8 };
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float SpecularExponent <string UIName = "Specular Exponent"; string UIWidget = "Slider"; float UIMax = 200; float UIMin = 0; float UIStep = 1;> = { 50 };
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float EnvMult <string UIName = "Reflection Multiplier"; string UIWidget = "Slider"; float UIMax = 1; float UIMin = 0; float UIStep = 0.01;> = { 1 };
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bool AlphaTestEnable <string UIName = "Alpha Test Enable";>;
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struct
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{
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float4 ScaleUV_OffsetUV;
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} Shroud : register(vs_2_0, c13) : register(vs_3_0, c13) <string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud";> = { 1, 1, 0, 0 };
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texture ShroudTexture <string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud.Texture";>; // 82
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sampler2D ShroudTextureSampler : register(ps_2_0, s1) <string Texture = "ShroudTexture"; string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud.Texture";> =
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sampler_state
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{
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Texture = <ShroudTexture>; // 85
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MinFilter = 2;
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MagFilter = 2;
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MipFilter = 2;
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AddressU = 3;
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AddressV = 3;
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};
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float Time : Time;
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// VS_H_Array_Shader_0 Vertex_3_0 Has PRES False
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struct VS_H_Array_Shader_0_Input
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{
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float4 position : POSITION;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 binormal : BINORMAL;
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float4 texcoord : TEXCOORD;
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float4 texcoord1 : TEXCOORD1;
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float4 color : COLOR;
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};
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struct VS_H_Array_Shader_0_Output
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{
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float4 position : POSITION;
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float4 texcoord : TEXCOORD;
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float3 texcoord1 : TEXCOORD1;
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float3 texcoord2 : TEXCOORD2;
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float3 texcoord3 : TEXCOORD3;
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float3 texcoord4 : TEXCOORD4;
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float4 texcoord5 : TEXCOORD5;
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float4 texcoord6 : TEXCOORD6;
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float4 color : COLOR;
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};
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VS_H_Array_Shader_0_Output VS_H_Array_Shader_0(VS_H_Array_Shader_0_Input i)
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{
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VS_H_Array_Shader_0_Output o;
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float4 temp0, temp1;
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// def c0, 1, 0, 0.5, -0.0015
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// dcl_position v0
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// dcl_normal v1
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// dcl_tangent v2
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// dcl_binormal v3
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// dcl_texcoord v4
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// dcl_texcoord1 v5
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// dcl_color v6
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// dcl_position o0
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// dcl_texcoord o1
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// dcl_texcoord1 o2.xyz
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// dcl_texcoord2 o3.xyz
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// dcl_texcoord3 o4.xyz
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// dcl_texcoord4 o5.xyz
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// dcl_texcoord5 o6
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// dcl_texcoord6 o7
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// dcl_color o8
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// dp3 r0.x, v1, c124
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temp0.x = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz);
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// dp3 r0.y, v1, c125
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temp0.y = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz);
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// dp3 r0.z, v1, c126
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temp0.z = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz);
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// dp3 r0.w, r0, c10
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temp0.w = dot(temp0.xyz, DirectionalLight[2].Direction.xyz);
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// mov o2.z, r0.x
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o.texcoord1.z = temp0.x;
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// mov o3.z, r0.y
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o.texcoord2.z = temp0.y;
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// mov o4.z, r0.z
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o.texcoord3.z = temp0.z;
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// max r0.x, r0.w, c0.y
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temp0.x = max(temp0.w, float1(0));
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// mul r0.xyz, r0.x, c9
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temp0.xyz = temp0.xxx * DirectionalLight[2].Color.xyz;
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// mul r0.xyz, r0, c12
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temp0.xyz = temp0.xyz * DiffuseColor.xyz;
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// mov r1.xyz, c4
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temp1.xyz = AmbientLightColor.xyz;
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// mad r0.xyz, r1, c11, r0
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temp0.xyz = temp1.xyz * AmbientColor.xyz + temp0.xyz;
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// mul r0.xyz, r0, v6
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temp0.xyz = temp0.xyz * i.color.xyz;
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// mov r0.w, c1.x
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temp0.w = OpacityOverride.x;
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// mad r1, v6.w, c0.yyyx, c0.zzzy
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temp1 = i.color.w * float4(0, 0, 0, 1) + float4(0.5, 0.5, 0.5, 0);
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// mul o8, r0, r1
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o.color = temp0 * temp1;
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// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
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temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
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// dp4 r1.z, r0, c126
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temp1.z = dot(temp0, (World._m02_m12_m22_m32));
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// mov r1.w, c0.x
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temp1.w = float1(1);
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// dp4 r1.x, r0, c124
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temp1.x = dot(temp0, (World._m00_m10_m20_m30));
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// dp4 r1.y, r0, c125
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temp1.y = dot(temp0, (World._m01_m11_m21_m31));
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// dp4 o0.x, r1, c119
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o.position.x = dot(temp1, (ViewProjection._m00_m10_m20_m30));
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// dp4 o0.y, r1, c120
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o.position.y = dot(temp1, (ViewProjection._m01_m11_m21_m31));
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// dp4 o0.z, r1, c121
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o.position.z = dot(temp1, (ViewProjection._m02_m12_m22_m32));
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// dp4 o0.w, r1, c122
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o.position.w = dot(temp1, (ViewProjection._m03_m13_m23_m33));
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// add r0.xy, r1, c13.zwzw
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temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
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// mul o7.xy, r0, c13
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o.texcoord6.xy = temp0.xy * Shroud.ScaleUV_OffsetUV.xy;
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// mul r0.xy, r1.z, c117.zwzw
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temp0.xy = temp1.zz * Cloud.WorldPositionMultiplier_XYZZ.zw;
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// mad r0.xy, r1, c117, -r0
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temp0.xy = temp1.xy * Cloud.WorldPositionMultiplier_XYZZ.xy + -temp0.xy;
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// add o7.zw, r0.xyxy, c118.xyxy
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o.texcoord6.zw = temp0.xy + Cloud.CurrentOffsetUV.xy;
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// mov o1.xy, v4
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o.texcoord.xy = i.texcoord.xy;
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// mov o1.zw, v5.xyyx
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o.texcoord.zw = i.texcoord1.yx;
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// dp3 r0.x, v3, c124
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temp0.x = dot(i.binormal.xyz, (World._m00_m10_m20_m30).xyz);
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// mov o2.x, -r0.x
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o.texcoord1.x = -temp0.x;
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// dp3 r0.x, v2, c124
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temp0.x = dot(i.tangent.xyz, (World._m00_m10_m20_m30).xyz);
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// mov o2.y, -r0.x
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o.texcoord1.y = -temp0.x;
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// dp3 r0.x, v3, c125
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temp0.x = dot(i.binormal.xyz, (World._m01_m11_m21_m31).xyz);
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// mov o3.x, -r0.x
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o.texcoord2.x = -temp0.x;
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// dp3 r0.x, v2, c125
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temp0.x = dot(i.tangent.xyz, (World._m01_m11_m21_m31).xyz);
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// mov o3.y, -r0.x
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o.texcoord2.y = -temp0.x;
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// dp3 r0.x, v3, c126
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temp0.x = dot(i.binormal.xyz, (World._m02_m12_m22_m32).xyz);
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// mov o4.x, -r0.x
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o.texcoord3.x = -temp0.x;
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// dp3 r0.x, v2, c126
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temp0.x = dot(i.tangent.xyz, (World._m02_m12_m22_m32).xyz);
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// mov o4.y, -r0.x
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o.texcoord3.y = -temp0.x;
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// mov o5.xyz, r1
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o.texcoord4 = temp1;
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// dp4 r0.x, r1, c116
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temp0.x = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33));
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// rcp r0.y, r0.x
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temp0.y = 1.0f / temp0.x;
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// mov o6.w, r0.x
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o.texcoord5.w = temp0.x;
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// dp4 r0.x, r1, c113
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temp0.x = dot(temp1, (ShadowMapWorldToShadow._m00_m10_m20_m30));
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// dp4 r0.z, r1, c114
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temp0.z = dot(temp1, (ShadowMapWorldToShadow._m01_m11_m21_m31));
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// dp4 r0.w, r1, c115
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temp0.w = dot(temp1, (ShadowMapWorldToShadow._m02_m12_m22_m32));
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// mad o6.xyz, r0.xzww, r0.y, c0.yyww
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o.texcoord5.xyz = temp0.xzw * temp0.yyy + float3(0, 0, -0.0015);
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//
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return o;
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}
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// VS_H_Array_Shader_1 Vertex_3_0 Has PRES False
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struct VS_H_Array_Shader_1_Input
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{
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float4 position : POSITION;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 binormal : BINORMAL;
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float4 blendindices : BLENDINDICES;
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float4 texcoord : TEXCOORD;
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float4 texcoord1 : TEXCOORD1;
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float4 color : COLOR;
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};
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struct VS_H_Array_Shader_1_Output
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{
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float4 position : POSITION;
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float4 texcoord : TEXCOORD;
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float3 texcoord1 : TEXCOORD1;
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float3 texcoord2 : TEXCOORD2;
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float3 texcoord3 : TEXCOORD3;
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float3 texcoord4 : TEXCOORD4;
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float4 texcoord5 : TEXCOORD5;
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float4 texcoord6 : TEXCOORD6;
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float4 color : COLOR;
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};
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VS_H_Array_Shader_1_Output VS_H_Array_Shader_1(VS_H_Array_Shader_1_Input i)
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{
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VS_H_Array_Shader_1_Output o;
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float4 temp0, temp1, temp2, temp3, temp4;
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float addr0;
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// def c0, 1, -1, 0, 0.5
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// def c2, 0, -0.0015, 0, 0
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// dcl_position v0
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// dcl_normal v1
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// dcl_tangent v2
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// dcl_binormal v3
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// dcl_blendindices v4
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// dcl_texcoord v5
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// dcl_texcoord1 v6
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// dcl_color v7
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// dcl_position o0
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// dcl_texcoord o1
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// dcl_texcoord1 o2.xyz
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// dcl_texcoord2 o3.xyz
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// dcl_texcoord3 o4.xyz
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// dcl_texcoord4 o5.xyz
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// dcl_texcoord5 o6
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// dcl_texcoord6 o7
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// dcl_color o8
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// slt r0.x, v4.x, -v4.x
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temp0.x = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
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// frc r0.y, v4.x
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temp0.y = frac(i.blendindices.x);
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// add r0.z, -r0.y, v4.x
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temp0.z = -temp0.y + i.blendindices.x;
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// slt r0.y, -r0.y, r0.y
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temp0.y = (-temp0.y < temp0.y) ? 1 : 0;
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// mad r0.x, r0.x, r0.y, r0.z
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temp0.x = temp0.x * temp0.y + temp0.z;
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// add r0.x, r0.x, r0.x
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temp0.x = temp0.x + temp0.x;
|
|
// mova a0.x, r0.x
|
|
addr0.x = temp0.x;
|
|
// mul r0.w, v7.w, c129[a0.x].w
|
|
temp0.w = i.color.w * WorldBones[1 + addr0.x].w;
|
|
// mov r1.w, c1.x
|
|
temp1.w = OpacityOverride.x;
|
|
// mov r0.xyz, c0.w
|
|
temp0.xyz = float3(0.5, 0.5, 0.5);
|
|
// add r2.x, v4.x, v4.x
|
|
temp2.x = i.blendindices.x + i.blendindices.x;
|
|
// frc r2.y, r2.x
|
|
temp2.y = frac(temp2.x);
|
|
// add r2.z, r2.x, -r2.y
|
|
temp2.z = temp2.x + -temp2.y;
|
|
// slt r2.y, -r2.y, r2.y
|
|
temp2.y = (-temp2.y < temp2.y) ? 1 : 0;
|
|
// slt r2.x, r2.x, -r2.x
|
|
temp2.x = (temp2.x < -temp2.x) ? 1 : 0;
|
|
// mad r2.x, r2.x, r2.y, r2.z
|
|
temp2.x = temp2.x * temp2.y + temp2.z;
|
|
// mova a0.x, r2.x
|
|
addr0.x = temp2.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;
|
|
// dp3 r2.w, r2, c10
|
|
temp2.w = dot(temp2.xyz, DirectionalLight[2].Direction.xyz);
|
|
// max r2.w, r2.w, c0.z
|
|
temp2.w = max(temp2.w, float1(0));
|
|
// mul r3.xyz, r2.w, c9
|
|
temp3.xyz = temp2.www * DirectionalLight[2].Color.xyz;
|
|
// mul r3.xyz, r3, c12
|
|
temp3.xyz = temp3.xyz * DiffuseColor.xyz;
|
|
// mov r4.xyz, c4
|
|
temp4.xyz = AmbientLightColor.xyz;
|
|
// mad r3.xyz, r4, c11, r3
|
|
temp3.xyz = temp4.xyz * AmbientColor.xyz + temp3.xyz;
|
|
// mul r1.xyz, r3, v7
|
|
temp1.xyz = temp3.xyz * i.color.xyz;
|
|
// mul o8, r0, r1
|
|
o.color = temp0 * temp1;
|
|
// 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));
|
|
// add r1.xy, r0, c13.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o7.xy, r1, c13
|
|
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;
|
|
// add o7.zw, r1.xyxy, c118.xyxy
|
|
o.texcoord6.zw = temp1.xy + Cloud.CurrentOffsetUV.xy;
|
|
// mov o1.xy, v5
|
|
o.texcoord.xy = i.texcoord.xy;
|
|
// mov o1.zw, v6.xyyx
|
|
o.texcoord.zw = i.texcoord1.yx;
|
|
// 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 r3, v3.yzxz, c128[a0.x].zxyz
|
|
temp3 = i.binormal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c0.xxxy, -r3
|
|
temp1 = temp1 * float4(1, 1, 1, -1) + -temp3;
|
|
// mul r3.xyz, r1.w, c128[a0.x]
|
|
temp3.xyz = temp1.www * WorldBones[0 + addr0.x].xyz;
|
|
// mad r3.xyz, c128[a0.x].w, r1, -r3
|
|
temp3.xyz = WorldBones[0 + addr0.x].www * temp1.xyz + -temp3.xyz;
|
|
// mad r3.xyz, c128[a0.x].yzxw, r1.zxyw, r3
|
|
temp3.xyz = WorldBones[0 + addr0.x].yzx * temp1.zxy + temp3.xyz;
|
|
// mad r1.xyz, c128[a0.x].zxyw, -r1.yzxw, r3
|
|
temp1.xyz = WorldBones[0 + addr0.x].zxy * -temp1.yzx + temp3.xyz;
|
|
// mov o2.x, -r1.x
|
|
o.texcoord1.x = -temp1.x;
|
|
// mul r3, v2.zxyy, c128[a0.x].yzxy
|
|
temp3 = i.tangent.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r3, c128[a0.x].wwwx, v2.xyzx, r3
|
|
temp3 = WorldBones[0 + addr0.x].wwwx * i.tangent.xyzx + temp3;
|
|
// mul r4, v2.yzxz, c128[a0.x].zxyz
|
|
temp4 = i.tangent.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;
|
|
// mov o2.y, -r3.x
|
|
o.texcoord1.y = -temp3.x;
|
|
// mov o2.z, r2.x
|
|
o.texcoord1.z = temp2.x;
|
|
// mov o3.x, -r1.y
|
|
o.texcoord2.x = -temp1.y;
|
|
// mov o4.x, -r1.z
|
|
o.texcoord3.x = -temp1.z;
|
|
// mov o3.y, -r3.y
|
|
o.texcoord2.y = -temp3.y;
|
|
// mov o4.y, -r3.z
|
|
o.texcoord3.y = -temp3.z;
|
|
// mov o3.z, r2.y
|
|
o.texcoord2.z = temp2.y;
|
|
// mov o4.z, r2.z
|
|
o.texcoord3.z = temp2.z;
|
|
// mov o5.xyz, r0
|
|
o.texcoord4 = temp0;
|
|
// dp4 r1.x, r0, c113
|
|
temp1.x = dot(temp0, (ShadowMapWorldToShadow._m00_m10_m20_m30));
|
|
// dp4 r1.y, r0, c114
|
|
temp1.y = dot(temp0, (ShadowMapWorldToShadow._m01_m11_m21_m31));
|
|
// dp4 r1.z, r0, c115
|
|
temp1.z = dot(temp0, (ShadowMapWorldToShadow._m02_m12_m22_m32));
|
|
// dp4 r0.x, r0, c116
|
|
temp0.x = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// rcp r0.y, r0.x
|
|
temp0.y = 1.0f / temp0.x;
|
|
// mov o6.w, r0.x
|
|
o.texcoord5.w = temp0.x;
|
|
// mad o6.xyz, r1, r0.y, c2.xxyw
|
|
o.texcoord5.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
VertexShader VS_H_Array[2] = {
|
|
compile vs_3_0 VS_H_Array_Shader_0(), // 89
|
|
compile vs_3_0 VS_H_Array_Shader_1(), // 90
|
|
};
|
|
// 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;
|
|
float4 texcoord6 : TEXCOORD6;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
float4 PS_H_Array_Shader_0(PS_H_Array_Shader_0_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float3 temp6, temp7;
|
|
float2 temp8;
|
|
// def c0, 2.2, 2, -1, 0
|
|
// def c1, -0, -1, -2, -3
|
|
// def c3, -4, -5, -6, -7
|
|
// def c4, 10, 0, 0, 0
|
|
// dcl_texcoord v0
|
|
// dcl_texcoord1_centroid v1.xyz
|
|
// dcl_texcoord2_centroid v2.xyz
|
|
// dcl_texcoord3_centroid v3.xyz
|
|
// dcl_texcoord4 v4.xyz
|
|
// dcl_texcoord6 v5
|
|
// dcl_color v6
|
|
// dcl_2d s0
|
|
// dcl_cube s1
|
|
// dcl_2d s2
|
|
// dcl_2d s3
|
|
// dcl_2d s4
|
|
// dcl_2d s5
|
|
// dcl_2d s6
|
|
// add r0.xyz, c123, -v4
|
|
temp0.xyz = EyePosition.xyz + -i.texcoord4.xyz;
|
|
// nrm r1.xyz, r0
|
|
temp1.xyz = normalize(temp0.xyz).xyz;
|
|
// texld r0, v0, s2
|
|
temp0 = tex2D(DiffuseTextureSampler, i.texcoord.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.x
|
|
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, r2, c12
|
|
temp0.xyz = temp2.xyz * DiffuseColor.xyz;
|
|
// texld r3, v0, s3
|
|
temp3 = tex2D(NormalMapSampler, i.texcoord.xy);
|
|
// mad r3.xyz, r3, c0.y, c0.z
|
|
temp3.xyz = temp3.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
|
|
// mul r3.xy, r3, c11.x
|
|
temp3.xy = temp3.xy * BumpScale.xx;
|
|
// dp3 r4.x, r3, v1
|
|
temp4.x = dot(temp3.xyz, i.texcoord1.xyz);
|
|
// dp3 r4.y, r3, v2
|
|
temp4.y = dot(temp3.xyz, i.texcoord2.xyz);
|
|
// dp3 r4.z, r3, v3
|
|
temp4.z = dot(temp3.xyz, i.texcoord3.xyz);
|
|
// nrm r3.xyz, r4
|
|
temp3.xyz = normalize(temp4.xyz).xyz;
|
|
// texld r4, v0, s4
|
|
temp4 = tex2D(SpecMapSampler, i.texcoord.xy);
|
|
// dp3 r1.w, r1, r3
|
|
temp1.w = dot(temp1.xyz, temp3.xyz);
|
|
// add r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w + temp1.w;
|
|
// mad r1.xyz, r3, -r1.w, r1
|
|
temp1.xyz = temp3.xyz * -temp1.www + temp1.xyz;
|
|
// mov r1.xyz, -r1
|
|
temp1.xyz = -temp1.xyz;
|
|
// texld r1, r1, s1
|
|
temp1 = texCUBE(EnvironmentTextureSampler, temp1.xyz);
|
|
// mul r1.xyz, r1, c5
|
|
temp1.xyz = temp1.xyz * DirectionalLight[0].Color.xyz;
|
|
// mul r1.xyz, r4.x, r1
|
|
temp1.xyz = temp4.xxx * temp1.xyz;
|
|
// mad r1.xyz, r2, v6, r1
|
|
temp1.xyz = temp2.xyz * i.color.xyz + temp1.xyz;
|
|
// texld r2, v5.zwzw, s0
|
|
temp2 = tex2D(CloudTextureSampler, i.texcoord6.zw);
|
|
// log r4.x, r2.x
|
|
temp4.x = log2(temp2.x);
|
|
// log r4.y, r2.y
|
|
temp4.y = log2(temp2.y);
|
|
// log r4.z, r2.z
|
|
temp4.z = log2(temp2.z);
|
|
// mul r2.xyz, r4, c0.x
|
|
temp2.xyz = temp4.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r4.x, r2.x
|
|
temp4.x = exp2(temp2.x);
|
|
// exp r4.y, r2.y
|
|
temp4.y = exp2(temp2.y);
|
|
// exp r4.z, r2.z
|
|
temp4.z = exp2(temp2.z);
|
|
// dp3 r1.w, r3, c6
|
|
temp1.w = dot(temp3.xyz, DirectionalLight[0].Direction.xyz);
|
|
// max r2.x, r1.w, c0.w
|
|
temp2.x = max(temp1.w, float1(0));
|
|
// mul r2.yzw, r4.xxyz, c5.xxyz
|
|
temp2.yzw = temp4.xyz * DirectionalLight[0].Color.xyz;
|
|
// mul r4.xyz, r0, r2.x
|
|
temp4.xyz = temp0.xyz * temp2.xxx;
|
|
// mad r1.xyz, r2.yzww, r4, r1
|
|
temp1.xyz = temp2.yzw * temp4.xyz + temp1.xyz;
|
|
// dp3 r1.w, r3, c8
|
|
temp1.w = dot(temp3.xyz, DirectionalLight[1].Direction.xyz);
|
|
// max r2.x, r1.w, c0.w
|
|
temp2.x = max(temp1.w, float1(0));
|
|
// mul r2.xyz, r0, r2.x
|
|
temp2.xyz = temp0.xyz * temp2.xxx;
|
|
// mad r1.xyz, c7, r2, r1
|
|
temp1.xyz = DirectionalLight[1].Color.xyz * temp2.xyz + temp1.xyz;
|
|
// mov r2.xyz, c0.w
|
|
temp2.xyz = float3(0, 0, 0);
|
|
// mov r1.w, c0.w
|
|
temp1.w = float1(0);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < NumPointLights; ++it0) {
|
|
// add r4, r1.w, c1
|
|
temp4 = temp1.w + float4(-0, -1, -2, -3);
|
|
// add r5, r1.w, c3
|
|
temp5 = temp1.w + float4(-4, -5, -6, -7);
|
|
// mov r2.w, c0.w
|
|
temp2.w = float1(0);
|
|
// cmp r6.xyz, -r4_abs.x, c89, r2.w
|
|
temp6.xyz = (-abs(temp4).xxx >= 0) ? PointLight[0].Color.xyz : temp2.www;
|
|
// cmp r7.xyz, -r4_abs.x, c90, r2.w
|
|
temp7.xyz = (-abs(temp4).xxx >= 0) ? PointLight[0].Position.xyz : temp2.www;
|
|
// cmp r8.xy, -r4_abs.x, c91, r2.w
|
|
temp8.xy = (-abs(temp4).xx >= 0) ? PointLight[0].Range_Inner_Outer.xy : temp2.ww;
|
|
// cmp r6.xyz, -r4_abs.y, c92, r6
|
|
temp6.xyz = (-abs(temp4).yyy >= 0) ? PointLight[1].Color.xyz : temp6.xyz;
|
|
// cmp r7.xyz, -r4_abs.y, c93, r7
|
|
temp7.xyz = (-abs(temp4).yyy >= 0) ? PointLight[1].Position.xyz : temp7.xyz;
|
|
// cmp r4.xy, -r4_abs.y, c94, r8
|
|
temp4.xy = (-abs(temp4).yy >= 0) ? PointLight[1].Range_Inner_Outer.xy : temp8.xy;
|
|
// cmp r6.xyz, -r4_abs.z, c95, r6
|
|
temp6.xyz = (-abs(temp4).zzz >= 0) ? PointLight[2].Color.xyz : temp6.xyz;
|
|
// cmp r7.xyz, -r4_abs.z, c96, r7
|
|
temp7.xyz = (-abs(temp4).zzz >= 0) ? PointLight[2].Position.xyz : temp7.xyz;
|
|
// cmp r4.xy, -r4_abs.z, c97, r4
|
|
temp4.xy = (-abs(temp4).zz >= 0) ? PointLight[2].Range_Inner_Outer.xy : temp4.xy;
|
|
// cmp r6.xyz, -r4_abs.w, c98, r6
|
|
temp6.xyz = (-abs(temp4).www >= 0) ? PointLight[3].Color.xyz : temp6.xyz;
|
|
// cmp r7.xyz, -r4_abs.w, c99, r7
|
|
temp7.xyz = (-abs(temp4).www >= 0) ? PointLight[3].Position.xyz : temp7.xyz;
|
|
// cmp r4.xy, -r4_abs.w, c100, r4
|
|
temp4.xy = (-abs(temp4).ww >= 0) ? PointLight[3].Range_Inner_Outer.xy : temp4.xy;
|
|
// cmp r6.xyz, -r5_abs.x, c101, r6
|
|
temp6.xyz = (-abs(temp5).xxx >= 0) ? PointLight[4].Color.xyz : temp6.xyz;
|
|
// cmp r7.xyz, -r5_abs.x, c102, r7
|
|
temp7.xyz = (-abs(temp5).xxx >= 0) ? PointLight[4].Position.xyz : temp7.xyz;
|
|
// cmp r4.xy, -r5_abs.x, c103, r4
|
|
temp4.xy = (-abs(temp5).xx >= 0) ? PointLight[4].Range_Inner_Outer.xy : temp4.xy;
|
|
// cmp r6.xyz, -r5_abs.y, c104, r6
|
|
temp6.xyz = (-abs(temp5).yyy >= 0) ? PointLight[5].Color.xyz : temp6.xyz;
|
|
// cmp r7.xyz, -r5_abs.y, c105, r7
|
|
temp7.xyz = (-abs(temp5).yyy >= 0) ? PointLight[5].Position.xyz : temp7.xyz;
|
|
// cmp r4.xy, -r5_abs.y, c106, r4
|
|
temp4.xy = (-abs(temp5).yy >= 0) ? PointLight[5].Range_Inner_Outer.xy : temp4.xy;
|
|
// cmp r6.xyz, -r5_abs.z, c107, r6
|
|
temp6.xyz = (-abs(temp5).zzz >= 0) ? PointLight[6].Color.xyz : temp6.xyz;
|
|
// cmp r7.xyz, -r5_abs.z, c108, r7
|
|
temp7.xyz = (-abs(temp5).zzz >= 0) ? PointLight[6].Position.xyz : temp7.xyz;
|
|
// cmp r4.xy, -r5_abs.z, c109, r4
|
|
temp4.xy = (-abs(temp5).zz >= 0) ? PointLight[6].Range_Inner_Outer.xy : temp4.xy;
|
|
// cmp r5.xyz, -r5_abs.w, c110, r6
|
|
temp5.xyz = (-abs(temp5).www >= 0) ? PointLight[7].Color.xyz : temp6.xyz;
|
|
// cmp r6.xyz, -r5_abs.w, c111, r7
|
|
temp6.xyz = (-abs(temp5).www >= 0) ? PointLight[7].Position.xyz : temp7.xyz;
|
|
// cmp r4.xy, -r5_abs.w, c112, r4
|
|
temp4.xy = (-abs(temp5).ww >= 0) ? PointLight[7].Range_Inner_Outer.xy : temp4.xy;
|
|
// add r6.xyz, r6, -v4
|
|
temp6.xyz = temp6.xyz + -i.texcoord4.xyz;
|
|
// dp3 r2.w, r6, r6
|
|
temp2.w = dot(temp6.xyz, temp6.xyz);
|
|
// rsq r2.w, r2.w
|
|
temp2.w = 1 / sqrt(temp2.w);
|
|
// rcp r3.w, r2.w
|
|
temp3.w = 1.0f / temp2.w;
|
|
// mul r6.xyz, r6, r2.w
|
|
temp6.xyz = temp6.xyz * temp2.www;
|
|
// add r2.w, -r4.x, r3.w
|
|
temp2.w = -temp4.x + temp3.w;
|
|
// add r3.w, -r4.x, r4.y
|
|
temp3.w = -temp4.x + temp4.y;
|
|
// rcp r3.w, r3.w
|
|
temp3.w = 1.0f / temp3.w;
|
|
// mad_sat r2.w, r2.w, -r3.w, -c0.z
|
|
temp2.w = saturate(temp2.w * -temp3.w + float1(1));
|
|
// mul r2.w, r2.w, r2.w
|
|
temp2.w = temp2.w * temp2.w;
|
|
// mul r4.xyz, r5, r2.w
|
|
temp4.xyz = temp5.xyz * temp2.www;
|
|
// dp3 r2.w, r3, r6
|
|
temp2.w = dot(temp3.xyz, temp6.xyz);
|
|
// max r3.w, r2.w, c0.w
|
|
temp3.w = max(temp2.w, float1(0));
|
|
// mad r2.xyz, r4, r3.w, r2
|
|
temp2.xyz = temp4.xyz * temp3.www + temp2.xyz;
|
|
// add r1.w, r1.w, -c0.z
|
|
temp1.w = temp1.w + float1(1);
|
|
// endrep
|
|
}
|
|
// texld r3, v0.wzzw, s5
|
|
temp3 = tex2D(LightMapSampler, i.texcoord.wz);
|
|
// log r4.x, r3.x
|
|
temp4.x = log2(temp3.x);
|
|
// log r4.y, r3.y
|
|
temp4.y = log2(temp3.y);
|
|
// log r4.z, r3.z
|
|
temp4.z = log2(temp3.z);
|
|
// mul r3.xyz, r4, c0.x
|
|
temp3.xyz = temp4.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r4.x, r3.x
|
|
temp4.x = exp2(temp3.x);
|
|
// exp r4.y, r3.y
|
|
temp4.y = exp2(temp3.y);
|
|
// exp r4.z, r3.z
|
|
temp4.z = exp2(temp3.z);
|
|
// mad r2.xyz, r4, c4.x, r2
|
|
temp2.xyz = temp4.xyz * float3(10, 10, 10) + temp2.xyz;
|
|
// mad r0.xyz, r2, r0, r1
|
|
temp0.xyz = temp2.xyz * temp0.xyz + temp1.xyz;
|
|
// mul oC0.w, r0.w, v6.w
|
|
out_color.w = temp0.w * i.color.w;
|
|
// mul r0.xyz, r0, c2
|
|
temp0.xyz = temp0.xyz * TintColor.xyz;
|
|
// texld r1, v5, s6
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord6.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
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;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float4 texcoord6 : TEXCOORD6;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
float4 PS_H_Array_Shader_1(PS_H_Array_Shader_1_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6, temp7;
|
|
float2 temp8;
|
|
// def c0, 2.2, 2, -1, -0
|
|
// def c1, 0.25, 10, 0, 0
|
|
// def c3, -0, -1, -2, -3
|
|
// def c4, -4, -5, -6, -7
|
|
// 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.xyz
|
|
// dcl_texcoord6 v6
|
|
// dcl_color v7
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_cube s2
|
|
// dcl_2d s3
|
|
// dcl_2d s4
|
|
// dcl_2d s5
|
|
// dcl_2d s6
|
|
// dcl_2d s7
|
|
// add r0.xyz, c123, -v4
|
|
temp0.xyz = EyePosition.xyz + -i.texcoord4.xyz;
|
|
// nrm r1.xyz, r0
|
|
temp1.xyz = normalize(temp0.xyz).xyz;
|
|
// texld r0, v0, s3
|
|
temp0 = tex2D(DiffuseTextureSampler, i.texcoord.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.x
|
|
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, r2, c13
|
|
temp0.xyz = temp2.xyz * DiffuseColor.xyz;
|
|
// texld r3, v0, s4
|
|
temp3 = tex2D(NormalMapSampler, i.texcoord.xy);
|
|
// mad r3.xyz, r3, c0.y, c0.z
|
|
temp3.xyz = temp3.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
|
|
// mul r3.xy, r3, c12.x
|
|
temp3.xy = temp3.xy * BumpScale.xx;
|
|
// dp3 r4.x, r3, v1
|
|
temp4.x = dot(temp3.xyz, i.texcoord1.xyz);
|
|
// dp3 r4.y, r3, v2
|
|
temp4.y = dot(temp3.xyz, i.texcoord2.xyz);
|
|
// dp3 r4.z, r3, v3
|
|
temp4.z = dot(temp3.xyz, i.texcoord3.xyz);
|
|
// nrm r3.xyz, r4
|
|
temp3.xyz = normalize(temp4.xyz).xyz;
|
|
// texld r4, v5, s0
|
|
temp4 = tex2D(ShadowMapSampler, i.texcoord5.xy);
|
|
// add r5.xy, c11.zxzw, v5
|
|
temp5.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx + i.texcoord5.xy;
|
|
// texld r5, r5, s0
|
|
temp5 = tex2D(ShadowMapSampler, temp5.xy);
|
|
// add r5.yz, c11, v5.xxyw
|
|
temp5.yz = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz + i.texcoord5.xy;
|
|
// texld r6, r5.yzzw, s0
|
|
temp6 = tex2D(ShadowMapSampler, temp5.yz);
|
|
// add r5.yz, c11.xwzw, v5.xxyw
|
|
temp5.yz = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz + i.texcoord5.xy;
|
|
// texld r7, r5.yzzw, s0
|
|
temp7 = tex2D(ShadowMapSampler, temp5.yz);
|
|
// mov r4.y, r5.x
|
|
temp4.y = temp5.x;
|
|
// mov r4.z, r6.x
|
|
temp4.z = temp6.x;
|
|
// mov r4.w, r7.x
|
|
temp4.w = temp7.x;
|
|
// add r4, r4, -v5.z
|
|
temp4 = temp4 + -i.texcoord5.z;
|
|
// cmp r4, r4, -c0.z, -c0.w
|
|
temp4 = (temp4 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r1.w, -c0.z, r4
|
|
temp1.w = dot(float4(1, 1, 1, 1), temp4);
|
|
// mul r1.w, r1.w, c1.x
|
|
temp1.w = temp1.w * float1(0.25);
|
|
// texld r4, v0, s5
|
|
temp4 = tex2D(SpecMapSampler, i.texcoord.xy);
|
|
// dp3 r2.w, r1, r3
|
|
temp2.w = dot(temp1.xyz, temp3.xyz);
|
|
// add r2.w, r2.w, r2.w
|
|
temp2.w = temp2.w + temp2.w;
|
|
// mad r1.xyz, r3, -r2.w, r1
|
|
temp1.xyz = temp3.xyz * -temp2.www + temp1.xyz;
|
|
// mov r1.xyz, -r1
|
|
temp1.xyz = -temp1.xyz;
|
|
// texld r5, r1, s2
|
|
temp5 = texCUBE(EnvironmentTextureSampler, temp1.xyz);
|
|
// mul r1.xyz, r5, c5
|
|
temp1.xyz = temp5.xyz * DirectionalLight[0].Color.xyz;
|
|
// mul r1.xyz, r4.x, r1
|
|
temp1.xyz = temp4.xxx * temp1.xyz;
|
|
// mul r1.xyz, r1.w, r1
|
|
temp1.xyz = temp1.www * temp1.xyz;
|
|
// mad r1.xyz, r2, v7, r1
|
|
temp1.xyz = temp2.xyz * i.color.xyz + temp1.xyz;
|
|
// texld r2, v6.zwzw, s1
|
|
temp2 = tex2D(CloudTextureSampler, i.texcoord6.zw);
|
|
// log r4.x, r2.x
|
|
temp4.x = log2(temp2.x);
|
|
// log r4.y, r2.y
|
|
temp4.y = log2(temp2.y);
|
|
// log r4.z, r2.z
|
|
temp4.z = log2(temp2.z);
|
|
// mul r2.xyz, r4, c0.x
|
|
temp2.xyz = temp4.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r4.x, r2.x
|
|
temp4.x = exp2(temp2.x);
|
|
// exp r4.y, r2.y
|
|
temp4.y = exp2(temp2.y);
|
|
// exp r4.z, r2.z
|
|
temp4.z = exp2(temp2.z);
|
|
// mul r2.xyz, r1.w, r4
|
|
temp2.xyz = temp1.www * temp4.xyz;
|
|
// dp3 r1.w, r3, c6
|
|
temp1.w = dot(temp3.xyz, DirectionalLight[0].Direction.xyz);
|
|
// max r2.w, r1.w, -c0.w
|
|
temp2.w = max(temp1.w, float1(0));
|
|
// mul r2.xyz, r2, c5
|
|
temp2.xyz = temp2.xyz * DirectionalLight[0].Color.xyz;
|
|
// mul r4.xyz, r0, r2.w
|
|
temp4.xyz = temp0.xyz * temp2.www;
|
|
// mad r1.xyz, r2, r4, r1
|
|
temp1.xyz = temp2.xyz * temp4.xyz + temp1.xyz;
|
|
// dp3 r1.w, r3, c8
|
|
temp1.w = dot(temp3.xyz, DirectionalLight[1].Direction.xyz);
|
|
// max r2.x, r1.w, -c0.w
|
|
temp2.x = max(temp1.w, float1(0));
|
|
// mul r2.xyz, r0, r2.x
|
|
temp2.xyz = temp0.xyz * temp2.xxx;
|
|
// mad r1.xyz, c7, r2, r1
|
|
temp1.xyz = DirectionalLight[1].Color.xyz * temp2.xyz + temp1.xyz;
|
|
// mov r2.xyz, -c0.w
|
|
temp2.xyz = float3(0, 0, 0);
|
|
// mov r1.w, -c0.w
|
|
temp1.w = float1(0);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < NumPointLights; ++it0) {
|
|
// add r4, r1.w, c3
|
|
temp4 = temp1.w + float4(-0, -1, -2, -3);
|
|
// add r5, r1.w, c4
|
|
temp5 = temp1.w + float4(-4, -5, -6, -7);
|
|
// mov r2.w, c0.w
|
|
temp2.w = float1(-0);
|
|
// cmp r6.xyz, -r4_abs.x, c89, -r2.w
|
|
temp6.xyz = (-abs(temp4).xxx >= 0) ? PointLight[0].Color.xyz : -temp2.www;
|
|
// cmp r7.xyz, -r4_abs.x, c90, -r2.w
|
|
temp7.xyz = (-abs(temp4).xxx >= 0) ? PointLight[0].Position.xyz : -temp2.www;
|
|
// cmp r8.xy, -r4_abs.x, c91, -r2.w
|
|
temp8.xy = (-abs(temp4).xx >= 0) ? PointLight[0].Range_Inner_Outer.xy : -temp2.ww;
|
|
// cmp r6.xyz, -r4_abs.y, c92, r6
|
|
temp6.xyz = (-abs(temp4).yyy >= 0) ? PointLight[1].Color.xyz : temp6.xyz;
|
|
// cmp r7.xyz, -r4_abs.y, c93, r7
|
|
temp7.xyz = (-abs(temp4).yyy >= 0) ? PointLight[1].Position.xyz : temp7.xyz;
|
|
// cmp r4.xy, -r4_abs.y, c94, r8
|
|
temp4.xy = (-abs(temp4).yy >= 0) ? PointLight[1].Range_Inner_Outer.xy : temp8.xy;
|
|
// cmp r6.xyz, -r4_abs.z, c95, r6
|
|
temp6.xyz = (-abs(temp4).zzz >= 0) ? PointLight[2].Color.xyz : temp6.xyz;
|
|
// cmp r7.xyz, -r4_abs.z, c96, r7
|
|
temp7.xyz = (-abs(temp4).zzz >= 0) ? PointLight[2].Position.xyz : temp7.xyz;
|
|
// cmp r4.xy, -r4_abs.z, c97, r4
|
|
temp4.xy = (-abs(temp4).zz >= 0) ? PointLight[2].Range_Inner_Outer.xy : temp4.xy;
|
|
// cmp r6.xyz, -r4_abs.w, c98, r6
|
|
temp6.xyz = (-abs(temp4).www >= 0) ? PointLight[3].Color.xyz : temp6.xyz;
|
|
// cmp r7.xyz, -r4_abs.w, c99, r7
|
|
temp7.xyz = (-abs(temp4).www >= 0) ? PointLight[3].Position.xyz : temp7.xyz;
|
|
// cmp r4.xy, -r4_abs.w, c100, r4
|
|
temp4.xy = (-abs(temp4).ww >= 0) ? PointLight[3].Range_Inner_Outer.xy : temp4.xy;
|
|
// cmp r6.xyz, -r5_abs.x, c101, r6
|
|
temp6.xyz = (-abs(temp5).xxx >= 0) ? PointLight[4].Color.xyz : temp6.xyz;
|
|
// cmp r7.xyz, -r5_abs.x, c102, r7
|
|
temp7.xyz = (-abs(temp5).xxx >= 0) ? PointLight[4].Position.xyz : temp7.xyz;
|
|
// cmp r4.xy, -r5_abs.x, c103, r4
|
|
temp4.xy = (-abs(temp5).xx >= 0) ? PointLight[4].Range_Inner_Outer.xy : temp4.xy;
|
|
// cmp r6.xyz, -r5_abs.y, c104, r6
|
|
temp6.xyz = (-abs(temp5).yyy >= 0) ? PointLight[5].Color.xyz : temp6.xyz;
|
|
// cmp r7.xyz, -r5_abs.y, c105, r7
|
|
temp7.xyz = (-abs(temp5).yyy >= 0) ? PointLight[5].Position.xyz : temp7.xyz;
|
|
// cmp r4.xy, -r5_abs.y, c106, r4
|
|
temp4.xy = (-abs(temp5).yy >= 0) ? PointLight[5].Range_Inner_Outer.xy : temp4.xy;
|
|
// cmp r6.xyz, -r5_abs.z, c107, r6
|
|
temp6.xyz = (-abs(temp5).zzz >= 0) ? PointLight[6].Color.xyz : temp6.xyz;
|
|
// cmp r7.xyz, -r5_abs.z, c108, r7
|
|
temp7.xyz = (-abs(temp5).zzz >= 0) ? PointLight[6].Position.xyz : temp7.xyz;
|
|
// cmp r4.xy, -r5_abs.z, c109, r4
|
|
temp4.xy = (-abs(temp5).zz >= 0) ? PointLight[6].Range_Inner_Outer.xy : temp4.xy;
|
|
// cmp r5.xyz, -r5_abs.w, c110, r6
|
|
temp5.xyz = (-abs(temp5).www >= 0) ? PointLight[7].Color.xyz : temp6.xyz;
|
|
// cmp r6.xyz, -r5_abs.w, c111, r7
|
|
temp6.xyz = (-abs(temp5).www >= 0) ? PointLight[7].Position.xyz : temp7.xyz;
|
|
// cmp r4.xy, -r5_abs.w, c112, r4
|
|
temp4.xy = (-abs(temp5).ww >= 0) ? PointLight[7].Range_Inner_Outer.xy : temp4.xy;
|
|
// add r6.xyz, r6, -v4
|
|
temp6.xyz = temp6.xyz + -i.texcoord4.xyz;
|
|
// dp3 r2.w, r6, r6
|
|
temp2.w = dot(temp6.xyz, temp6.xyz);
|
|
// rsq r2.w, r2.w
|
|
temp2.w = 1 / sqrt(temp2.w);
|
|
// rcp r3.w, r2.w
|
|
temp3.w = 1.0f / temp2.w;
|
|
// mul r6.xyz, r6, r2.w
|
|
temp6.xyz = temp6.xyz * temp2.www;
|
|
// add r2.w, -r4.x, r3.w
|
|
temp2.w = -temp4.x + temp3.w;
|
|
// add r3.w, -r4.x, r4.y
|
|
temp3.w = -temp4.x + temp4.y;
|
|
// rcp r3.w, r3.w
|
|
temp3.w = 1.0f / temp3.w;
|
|
// mad_sat r2.w, r2.w, -r3.w, -c0.z
|
|
temp2.w = saturate(temp2.w * -temp3.w + float1(1));
|
|
// mul r2.w, r2.w, r2.w
|
|
temp2.w = temp2.w * temp2.w;
|
|
// mul r4.xyz, r5, r2.w
|
|
temp4.xyz = temp5.xyz * temp2.www;
|
|
// dp3 r2.w, r3, r6
|
|
temp2.w = dot(temp3.xyz, temp6.xyz);
|
|
// max r3.w, r2.w, -c0.w
|
|
temp3.w = max(temp2.w, float1(0));
|
|
// mad r2.xyz, r4, r3.w, r2
|
|
temp2.xyz = temp4.xyz * temp3.www + temp2.xyz;
|
|
// add r1.w, r1.w, -c0.z
|
|
temp1.w = temp1.w + float1(1);
|
|
// endrep
|
|
}
|
|
// texld r3, v0.wzzw, s6
|
|
temp3 = tex2D(LightMapSampler, i.texcoord.wz);
|
|
// log r4.x, r3.x
|
|
temp4.x = log2(temp3.x);
|
|
// log r4.y, r3.y
|
|
temp4.y = log2(temp3.y);
|
|
// log r4.z, r3.z
|
|
temp4.z = log2(temp3.z);
|
|
// mul r3.xyz, r4, c0.x
|
|
temp3.xyz = temp4.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r4.x, r3.x
|
|
temp4.x = exp2(temp3.x);
|
|
// exp r4.y, r3.y
|
|
temp4.y = exp2(temp3.y);
|
|
// exp r4.z, r3.z
|
|
temp4.z = exp2(temp3.z);
|
|
// mad r2.xyz, r4, c1.y, r2
|
|
temp2.xyz = temp4.xyz * float3(10, 10, 10) + temp2.xyz;
|
|
// mad r0.xyz, r2, r0, r1
|
|
temp0.xyz = temp2.xyz * temp0.xyz + temp1.xyz;
|
|
// mul oC0.w, r0.w, v7.w
|
|
out_color.w = temp0.w * i.color.w;
|
|
// mul r0.xyz, r0, c2
|
|
temp0.xyz = temp0.xyz * TintColor.xyz;
|
|
// texld r1, v6, s7
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord6.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
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;
|
|
float4 texcoord6 : TEXCOORD6;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
float4 PS_H_Array_Shader_2(PS_H_Array_Shader_2_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
float3 temp6, temp7;
|
|
float2 temp8;
|
|
// def c0, 2.2, 2, -1, 0
|
|
// def c1, -0, -1, -2, -3
|
|
// def c3, -4, -5, -6, -7
|
|
// def c4, 10, 0, 0, 0
|
|
// dcl_texcoord v0
|
|
// dcl_texcoord1_centroid v1.xyz
|
|
// dcl_texcoord2_centroid v2.xyz
|
|
// dcl_texcoord3_centroid v3.xyz
|
|
// dcl_texcoord4 v4.xyz
|
|
// dcl_texcoord6 v5
|
|
// dcl_color v6
|
|
// dcl_2d s0
|
|
// dcl_cube s1
|
|
// dcl_2d s2
|
|
// dcl_2d s3
|
|
// dcl_2d s4
|
|
// dcl_2d s5
|
|
// dcl_2d s6
|
|
// add r0.xyz, c123, -v4
|
|
temp0.xyz = EyePosition.xyz + -i.texcoord4.xyz;
|
|
// nrm r1.xyz, r0
|
|
temp1.xyz = normalize(temp0.xyz).xyz;
|
|
// texld r0, v0, s2
|
|
temp0 = tex2D(DiffuseTextureSampler, i.texcoord.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.x
|
|
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, r2, c12
|
|
temp0.xyz = temp2.xyz * DiffuseColor.xyz;
|
|
// texld r3, v0, s3
|
|
temp3 = tex2D(NormalMapSampler, i.texcoord.xy);
|
|
// mad r3.xyz, r3, c0.y, c0.z
|
|
temp3.xyz = temp3.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
|
|
// mul r3.xy, r3, c11.x
|
|
temp3.xy = temp3.xy * BumpScale.xx;
|
|
// dp3 r4.x, r3, v1
|
|
temp4.x = dot(temp3.xyz, i.texcoord1.xyz);
|
|
// dp3 r4.y, r3, v2
|
|
temp4.y = dot(temp3.xyz, i.texcoord2.xyz);
|
|
// dp3 r4.z, r3, v3
|
|
temp4.z = dot(temp3.xyz, i.texcoord3.xyz);
|
|
// nrm r3.xyz, r4
|
|
temp3.xyz = normalize(temp4.xyz).xyz;
|
|
// texld r4, v0, s4
|
|
temp4 = tex2D(SpecMapSampler, i.texcoord.xy);
|
|
// dp3 r1.w, r1, r3
|
|
temp1.w = dot(temp1.xyz, temp3.xyz);
|
|
// add r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w + temp1.w;
|
|
// mad r1.xyz, r3, -r1.w, r1
|
|
temp1.xyz = temp3.xyz * -temp1.www + temp1.xyz;
|
|
// mov r1.xyz, -r1
|
|
temp1.xyz = -temp1.xyz;
|
|
// texld r1, r1, s1
|
|
temp1 = texCUBE(EnvironmentTextureSampler, temp1.xyz);
|
|
// mul r1.xyz, r1, c5
|
|
temp1.xyz = temp1.xyz * DirectionalLight[0].Color.xyz;
|
|
// mul r1.xyz, r4.x, r1
|
|
temp1.xyz = temp4.xxx * temp1.xyz;
|
|
// mad r1.xyz, r2, v6, r1
|
|
temp1.xyz = temp2.xyz * i.color.xyz + temp1.xyz;
|
|
// texld r2, v5.zwzw, s0
|
|
temp2 = tex2D(CloudTextureSampler, i.texcoord6.zw);
|
|
// log r4.x, r2.x
|
|
temp4.x = log2(temp2.x);
|
|
// log r4.y, r2.y
|
|
temp4.y = log2(temp2.y);
|
|
// log r4.z, r2.z
|
|
temp4.z = log2(temp2.z);
|
|
// mul r2.xyz, r4, c0.x
|
|
temp2.xyz = temp4.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r4.x, r2.x
|
|
temp4.x = exp2(temp2.x);
|
|
// exp r4.y, r2.y
|
|
temp4.y = exp2(temp2.y);
|
|
// exp r4.z, r2.z
|
|
temp4.z = exp2(temp2.z);
|
|
// dp3 r1.w, r3, c6
|
|
temp1.w = dot(temp3.xyz, DirectionalLight[0].Direction.xyz);
|
|
// max r2.x, r1.w, c0.w
|
|
temp2.x = max(temp1.w, float1(0));
|
|
// mul r2.yzw, r4.xxyz, c5.xxyz
|
|
temp2.yzw = temp4.xyz * DirectionalLight[0].Color.xyz;
|
|
// mul r4.xyz, r0, r2.x
|
|
temp4.xyz = temp0.xyz * temp2.xxx;
|
|
// mad r1.xyz, r2.yzww, r4, r1
|
|
temp1.xyz = temp2.yzw * temp4.xyz + temp1.xyz;
|
|
// dp3 r1.w, r3, c8
|
|
temp1.w = dot(temp3.xyz, DirectionalLight[1].Direction.xyz);
|
|
// max r2.x, r1.w, c0.w
|
|
temp2.x = max(temp1.w, float1(0));
|
|
// mul r2.xyz, r0, r2.x
|
|
temp2.xyz = temp0.xyz * temp2.xxx;
|
|
// mad r1.xyz, c7, r2, r1
|
|
temp1.xyz = DirectionalLight[1].Color.xyz * temp2.xyz + temp1.xyz;
|
|
// mov r2.xyz, c0.w
|
|
temp2.xyz = float3(0, 0, 0);
|
|
// mov r1.w, c0.w
|
|
temp1.w = float1(0);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < NumPointLights; ++it0) {
|
|
// add r4, r1.w, c1
|
|
temp4 = temp1.w + float4(-0, -1, -2, -3);
|
|
// add r5, r1.w, c3
|
|
temp5 = temp1.w + float4(-4, -5, -6, -7);
|
|
// mov r2.w, c0.w
|
|
temp2.w = float1(0);
|
|
// cmp r6.xyz, -r4_abs.x, c89, r2.w
|
|
temp6.xyz = (-abs(temp4).xxx >= 0) ? PointLight[0].Color.xyz : temp2.www;
|
|
// cmp r7.xyz, -r4_abs.x, c90, r2.w
|
|
temp7.xyz = (-abs(temp4).xxx >= 0) ? PointLight[0].Position.xyz : temp2.www;
|
|
// cmp r8.xy, -r4_abs.x, c91, r2.w
|
|
temp8.xy = (-abs(temp4).xx >= 0) ? PointLight[0].Range_Inner_Outer.xy : temp2.ww;
|
|
// cmp r6.xyz, -r4_abs.y, c92, r6
|
|
temp6.xyz = (-abs(temp4).yyy >= 0) ? PointLight[1].Color.xyz : temp6.xyz;
|
|
// cmp r7.xyz, -r4_abs.y, c93, r7
|
|
temp7.xyz = (-abs(temp4).yyy >= 0) ? PointLight[1].Position.xyz : temp7.xyz;
|
|
// cmp r4.xy, -r4_abs.y, c94, r8
|
|
temp4.xy = (-abs(temp4).yy >= 0) ? PointLight[1].Range_Inner_Outer.xy : temp8.xy;
|
|
// cmp r6.xyz, -r4_abs.z, c95, r6
|
|
temp6.xyz = (-abs(temp4).zzz >= 0) ? PointLight[2].Color.xyz : temp6.xyz;
|
|
// cmp r7.xyz, -r4_abs.z, c96, r7
|
|
temp7.xyz = (-abs(temp4).zzz >= 0) ? PointLight[2].Position.xyz : temp7.xyz;
|
|
// cmp r4.xy, -r4_abs.z, c97, r4
|
|
temp4.xy = (-abs(temp4).zz >= 0) ? PointLight[2].Range_Inner_Outer.xy : temp4.xy;
|
|
// cmp r6.xyz, -r4_abs.w, c98, r6
|
|
temp6.xyz = (-abs(temp4).www >= 0) ? PointLight[3].Color.xyz : temp6.xyz;
|
|
// cmp r7.xyz, -r4_abs.w, c99, r7
|
|
temp7.xyz = (-abs(temp4).www >= 0) ? PointLight[3].Position.xyz : temp7.xyz;
|
|
// cmp r4.xy, -r4_abs.w, c100, r4
|
|
temp4.xy = (-abs(temp4).ww >= 0) ? PointLight[3].Range_Inner_Outer.xy : temp4.xy;
|
|
// cmp r6.xyz, -r5_abs.x, c101, r6
|
|
temp6.xyz = (-abs(temp5).xxx >= 0) ? PointLight[4].Color.xyz : temp6.xyz;
|
|
// cmp r7.xyz, -r5_abs.x, c102, r7
|
|
temp7.xyz = (-abs(temp5).xxx >= 0) ? PointLight[4].Position.xyz : temp7.xyz;
|
|
// cmp r4.xy, -r5_abs.x, c103, r4
|
|
temp4.xy = (-abs(temp5).xx >= 0) ? PointLight[4].Range_Inner_Outer.xy : temp4.xy;
|
|
// cmp r6.xyz, -r5_abs.y, c104, r6
|
|
temp6.xyz = (-abs(temp5).yyy >= 0) ? PointLight[5].Color.xyz : temp6.xyz;
|
|
// cmp r7.xyz, -r5_abs.y, c105, r7
|
|
temp7.xyz = (-abs(temp5).yyy >= 0) ? PointLight[5].Position.xyz : temp7.xyz;
|
|
// cmp r4.xy, -r5_abs.y, c106, r4
|
|
temp4.xy = (-abs(temp5).yy >= 0) ? PointLight[5].Range_Inner_Outer.xy : temp4.xy;
|
|
// cmp r6.xyz, -r5_abs.z, c107, r6
|
|
temp6.xyz = (-abs(temp5).zzz >= 0) ? PointLight[6].Color.xyz : temp6.xyz;
|
|
// cmp r7.xyz, -r5_abs.z, c108, r7
|
|
temp7.xyz = (-abs(temp5).zzz >= 0) ? PointLight[6].Position.xyz : temp7.xyz;
|
|
// cmp r4.xy, -r5_abs.z, c109, r4
|
|
temp4.xy = (-abs(temp5).zz >= 0) ? PointLight[6].Range_Inner_Outer.xy : temp4.xy;
|
|
// cmp r5.xyz, -r5_abs.w, c110, r6
|
|
temp5.xyz = (-abs(temp5).www >= 0) ? PointLight[7].Color.xyz : temp6.xyz;
|
|
// cmp r6.xyz, -r5_abs.w, c111, r7
|
|
temp6.xyz = (-abs(temp5).www >= 0) ? PointLight[7].Position.xyz : temp7.xyz;
|
|
// cmp r4.xy, -r5_abs.w, c112, r4
|
|
temp4.xy = (-abs(temp5).ww >= 0) ? PointLight[7].Range_Inner_Outer.xy : temp4.xy;
|
|
// add r6.xyz, r6, -v4
|
|
temp6.xyz = temp6.xyz + -i.texcoord4.xyz;
|
|
// dp3 r2.w, r6, r6
|
|
temp2.w = dot(temp6.xyz, temp6.xyz);
|
|
// rsq r2.w, r2.w
|
|
temp2.w = 1 / sqrt(temp2.w);
|
|
// rcp r3.w, r2.w
|
|
temp3.w = 1.0f / temp2.w;
|
|
// mul r6.xyz, r6, r2.w
|
|
temp6.xyz = temp6.xyz * temp2.www;
|
|
// add r2.w, -r4.x, r3.w
|
|
temp2.w = -temp4.x + temp3.w;
|
|
// add r3.w, -r4.x, r4.y
|
|
temp3.w = -temp4.x + temp4.y;
|
|
// rcp r3.w, r3.w
|
|
temp3.w = 1.0f / temp3.w;
|
|
// mad_sat r2.w, r2.w, -r3.w, -c0.z
|
|
temp2.w = saturate(temp2.w * -temp3.w + float1(1));
|
|
// mul r2.w, r2.w, r2.w
|
|
temp2.w = temp2.w * temp2.w;
|
|
// mul r4.xyz, r5, r2.w
|
|
temp4.xyz = temp5.xyz * temp2.www;
|
|
// dp3 r2.w, r3, r6
|
|
temp2.w = dot(temp3.xyz, temp6.xyz);
|
|
// max r3.w, r2.w, c0.w
|
|
temp3.w = max(temp2.w, float1(0));
|
|
// mad r2.xyz, r4, r3.w, r2
|
|
temp2.xyz = temp4.xyz * temp3.www + temp2.xyz;
|
|
// add r1.w, r1.w, -c0.z
|
|
temp1.w = temp1.w + float1(1);
|
|
// endrep
|
|
}
|
|
// texld r3, v0.wzzw, s5
|
|
temp3 = tex2D(LightMapSampler, i.texcoord.wz);
|
|
// log r4.x, r3.x
|
|
temp4.x = log2(temp3.x);
|
|
// log r4.y, r3.y
|
|
temp4.y = log2(temp3.y);
|
|
// log r4.z, r3.z
|
|
temp4.z = log2(temp3.z);
|
|
// mul r3.xyz, r4, c0.x
|
|
temp3.xyz = temp4.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r4.x, r3.x
|
|
temp4.x = exp2(temp3.x);
|
|
// exp r4.y, r3.y
|
|
temp4.y = exp2(temp3.y);
|
|
// exp r4.z, r3.z
|
|
temp4.z = exp2(temp3.z);
|
|
// mad r2.xyz, r4, c4.x, r2
|
|
temp2.xyz = temp4.xyz * float3(10, 10, 10) + temp2.xyz;
|
|
// mad r0.xyz, r2, r0, r1
|
|
temp0.xyz = temp2.xyz * temp0.xyz + temp1.xyz;
|
|
// mul oC0.w, r0.w, v6.w
|
|
out_color.w = temp0.w * i.color.w;
|
|
// mul r0.xyz, r0, c2
|
|
temp0.xyz = temp0.xyz * TintColor.xyz;
|
|
// texld r1, v5, s6
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord6.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
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;
|
|
float3 texcoord5 : TEXCOORD5;
|
|
float4 texcoord6 : TEXCOORD6;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
float4 PS_H_Array_Shader_3(PS_H_Array_Shader_3_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6, temp7;
|
|
float2 temp8;
|
|
// def c0, 2.2, 2, -1, -0
|
|
// def c1, 0.25, 10, 0, 0
|
|
// def c3, -0, -1, -2, -3
|
|
// def c4, -4, -5, -6, -7
|
|
// 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.xyz
|
|
// dcl_texcoord6 v6
|
|
// dcl_color v7
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_cube s2
|
|
// dcl_2d s3
|
|
// dcl_2d s4
|
|
// dcl_2d s5
|
|
// dcl_2d s6
|
|
// dcl_2d s7
|
|
// add r0.xyz, c123, -v4
|
|
temp0.xyz = EyePosition.xyz + -i.texcoord4.xyz;
|
|
// nrm r1.xyz, r0
|
|
temp1.xyz = normalize(temp0.xyz).xyz;
|
|
// texld r0, v0, s3
|
|
temp0 = tex2D(DiffuseTextureSampler, i.texcoord.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.x
|
|
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, r2, c13
|
|
temp0.xyz = temp2.xyz * DiffuseColor.xyz;
|
|
// texld r3, v0, s4
|
|
temp3 = tex2D(NormalMapSampler, i.texcoord.xy);
|
|
// mad r3.xyz, r3, c0.y, c0.z
|
|
temp3.xyz = temp3.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
|
|
// mul r3.xy, r3, c12.x
|
|
temp3.xy = temp3.xy * BumpScale.xx;
|
|
// dp3 r4.x, r3, v1
|
|
temp4.x = dot(temp3.xyz, i.texcoord1.xyz);
|
|
// dp3 r4.y, r3, v2
|
|
temp4.y = dot(temp3.xyz, i.texcoord2.xyz);
|
|
// dp3 r4.z, r3, v3
|
|
temp4.z = dot(temp3.xyz, i.texcoord3.xyz);
|
|
// nrm r3.xyz, r4
|
|
temp3.xyz = normalize(temp4.xyz).xyz;
|
|
// texld r4, v5, s0
|
|
temp4 = tex2D(ShadowMapSampler, i.texcoord5.xy);
|
|
// add r5.xy, c11.zxzw, v5
|
|
temp5.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx + i.texcoord5.xy;
|
|
// texld r5, r5, s0
|
|
temp5 = tex2D(ShadowMapSampler, temp5.xy);
|
|
// add r5.yz, c11, v5.xxyw
|
|
temp5.yz = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz + i.texcoord5.xy;
|
|
// texld r6, r5.yzzw, s0
|
|
temp6 = tex2D(ShadowMapSampler, temp5.yz);
|
|
// add r5.yz, c11.xwzw, v5.xxyw
|
|
temp5.yz = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz + i.texcoord5.xy;
|
|
// texld r7, r5.yzzw, s0
|
|
temp7 = tex2D(ShadowMapSampler, temp5.yz);
|
|
// mov r4.y, r5.x
|
|
temp4.y = temp5.x;
|
|
// mov r4.z, r6.x
|
|
temp4.z = temp6.x;
|
|
// mov r4.w, r7.x
|
|
temp4.w = temp7.x;
|
|
// add r4, r4, -v5.z
|
|
temp4 = temp4 + -i.texcoord5.z;
|
|
// cmp r4, r4, -c0.z, -c0.w
|
|
temp4 = (temp4 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r1.w, -c0.z, r4
|
|
temp1.w = dot(float4(1, 1, 1, 1), temp4);
|
|
// mul r1.w, r1.w, c1.x
|
|
temp1.w = temp1.w * float1(0.25);
|
|
// texld r4, v0, s5
|
|
temp4 = tex2D(SpecMapSampler, i.texcoord.xy);
|
|
// dp3 r2.w, r1, r3
|
|
temp2.w = dot(temp1.xyz, temp3.xyz);
|
|
// add r2.w, r2.w, r2.w
|
|
temp2.w = temp2.w + temp2.w;
|
|
// mad r1.xyz, r3, -r2.w, r1
|
|
temp1.xyz = temp3.xyz * -temp2.www + temp1.xyz;
|
|
// mov r1.xyz, -r1
|
|
temp1.xyz = -temp1.xyz;
|
|
// texld r5, r1, s2
|
|
temp5 = texCUBE(EnvironmentTextureSampler, temp1.xyz);
|
|
// mul r1.xyz, r5, c5
|
|
temp1.xyz = temp5.xyz * DirectionalLight[0].Color.xyz;
|
|
// mul r1.xyz, r4.x, r1
|
|
temp1.xyz = temp4.xxx * temp1.xyz;
|
|
// mul r1.xyz, r1.w, r1
|
|
temp1.xyz = temp1.www * temp1.xyz;
|
|
// mad r1.xyz, r2, v7, r1
|
|
temp1.xyz = temp2.xyz * i.color.xyz + temp1.xyz;
|
|
// texld r2, v6.zwzw, s1
|
|
temp2 = tex2D(CloudTextureSampler, i.texcoord6.zw);
|
|
// log r4.x, r2.x
|
|
temp4.x = log2(temp2.x);
|
|
// log r4.y, r2.y
|
|
temp4.y = log2(temp2.y);
|
|
// log r4.z, r2.z
|
|
temp4.z = log2(temp2.z);
|
|
// mul r2.xyz, r4, c0.x
|
|
temp2.xyz = temp4.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r4.x, r2.x
|
|
temp4.x = exp2(temp2.x);
|
|
// exp r4.y, r2.y
|
|
temp4.y = exp2(temp2.y);
|
|
// exp r4.z, r2.z
|
|
temp4.z = exp2(temp2.z);
|
|
// mul r2.xyz, r1.w, r4
|
|
temp2.xyz = temp1.www * temp4.xyz;
|
|
// dp3 r1.w, r3, c6
|
|
temp1.w = dot(temp3.xyz, DirectionalLight[0].Direction.xyz);
|
|
// max r2.w, r1.w, -c0.w
|
|
temp2.w = max(temp1.w, float1(0));
|
|
// mul r2.xyz, r2, c5
|
|
temp2.xyz = temp2.xyz * DirectionalLight[0].Color.xyz;
|
|
// mul r4.xyz, r0, r2.w
|
|
temp4.xyz = temp0.xyz * temp2.www;
|
|
// mad r1.xyz, r2, r4, r1
|
|
temp1.xyz = temp2.xyz * temp4.xyz + temp1.xyz;
|
|
// dp3 r1.w, r3, c8
|
|
temp1.w = dot(temp3.xyz, DirectionalLight[1].Direction.xyz);
|
|
// max r2.x, r1.w, -c0.w
|
|
temp2.x = max(temp1.w, float1(0));
|
|
// mul r2.xyz, r0, r2.x
|
|
temp2.xyz = temp0.xyz * temp2.xxx;
|
|
// mad r1.xyz, c7, r2, r1
|
|
temp1.xyz = DirectionalLight[1].Color.xyz * temp2.xyz + temp1.xyz;
|
|
// mov r2.xyz, -c0.w
|
|
temp2.xyz = float3(0, 0, 0);
|
|
// mov r1.w, -c0.w
|
|
temp1.w = float1(0);
|
|
// rep i0
|
|
for (int it0 = 0; it0 < NumPointLights; ++it0) {
|
|
// add r4, r1.w, c3
|
|
temp4 = temp1.w + float4(-0, -1, -2, -3);
|
|
// add r5, r1.w, c4
|
|
temp5 = temp1.w + float4(-4, -5, -6, -7);
|
|
// mov r2.w, c0.w
|
|
temp2.w = float1(-0);
|
|
// cmp r6.xyz, -r4_abs.x, c89, -r2.w
|
|
temp6.xyz = (-abs(temp4).xxx >= 0) ? PointLight[0].Color.xyz : -temp2.www;
|
|
// cmp r7.xyz, -r4_abs.x, c90, -r2.w
|
|
temp7.xyz = (-abs(temp4).xxx >= 0) ? PointLight[0].Position.xyz : -temp2.www;
|
|
// cmp r8.xy, -r4_abs.x, c91, -r2.w
|
|
temp8.xy = (-abs(temp4).xx >= 0) ? PointLight[0].Range_Inner_Outer.xy : -temp2.ww;
|
|
// cmp r6.xyz, -r4_abs.y, c92, r6
|
|
temp6.xyz = (-abs(temp4).yyy >= 0) ? PointLight[1].Color.xyz : temp6.xyz;
|
|
// cmp r7.xyz, -r4_abs.y, c93, r7
|
|
temp7.xyz = (-abs(temp4).yyy >= 0) ? PointLight[1].Position.xyz : temp7.xyz;
|
|
// cmp r4.xy, -r4_abs.y, c94, r8
|
|
temp4.xy = (-abs(temp4).yy >= 0) ? PointLight[1].Range_Inner_Outer.xy : temp8.xy;
|
|
// cmp r6.xyz, -r4_abs.z, c95, r6
|
|
temp6.xyz = (-abs(temp4).zzz >= 0) ? PointLight[2].Color.xyz : temp6.xyz;
|
|
// cmp r7.xyz, -r4_abs.z, c96, r7
|
|
temp7.xyz = (-abs(temp4).zzz >= 0) ? PointLight[2].Position.xyz : temp7.xyz;
|
|
// cmp r4.xy, -r4_abs.z, c97, r4
|
|
temp4.xy = (-abs(temp4).zz >= 0) ? PointLight[2].Range_Inner_Outer.xy : temp4.xy;
|
|
// cmp r6.xyz, -r4_abs.w, c98, r6
|
|
temp6.xyz = (-abs(temp4).www >= 0) ? PointLight[3].Color.xyz : temp6.xyz;
|
|
// cmp r7.xyz, -r4_abs.w, c99, r7
|
|
temp7.xyz = (-abs(temp4).www >= 0) ? PointLight[3].Position.xyz : temp7.xyz;
|
|
// cmp r4.xy, -r4_abs.w, c100, r4
|
|
temp4.xy = (-abs(temp4).ww >= 0) ? PointLight[3].Range_Inner_Outer.xy : temp4.xy;
|
|
// cmp r6.xyz, -r5_abs.x, c101, r6
|
|
temp6.xyz = (-abs(temp5).xxx >= 0) ? PointLight[4].Color.xyz : temp6.xyz;
|
|
// cmp r7.xyz, -r5_abs.x, c102, r7
|
|
temp7.xyz = (-abs(temp5).xxx >= 0) ? PointLight[4].Position.xyz : temp7.xyz;
|
|
// cmp r4.xy, -r5_abs.x, c103, r4
|
|
temp4.xy = (-abs(temp5).xx >= 0) ? PointLight[4].Range_Inner_Outer.xy : temp4.xy;
|
|
// cmp r6.xyz, -r5_abs.y, c104, r6
|
|
temp6.xyz = (-abs(temp5).yyy >= 0) ? PointLight[5].Color.xyz : temp6.xyz;
|
|
// cmp r7.xyz, -r5_abs.y, c105, r7
|
|
temp7.xyz = (-abs(temp5).yyy >= 0) ? PointLight[5].Position.xyz : temp7.xyz;
|
|
// cmp r4.xy, -r5_abs.y, c106, r4
|
|
temp4.xy = (-abs(temp5).yy >= 0) ? PointLight[5].Range_Inner_Outer.xy : temp4.xy;
|
|
// cmp r6.xyz, -r5_abs.z, c107, r6
|
|
temp6.xyz = (-abs(temp5).zzz >= 0) ? PointLight[6].Color.xyz : temp6.xyz;
|
|
// cmp r7.xyz, -r5_abs.z, c108, r7
|
|
temp7.xyz = (-abs(temp5).zzz >= 0) ? PointLight[6].Position.xyz : temp7.xyz;
|
|
// cmp r4.xy, -r5_abs.z, c109, r4
|
|
temp4.xy = (-abs(temp5).zz >= 0) ? PointLight[6].Range_Inner_Outer.xy : temp4.xy;
|
|
// cmp r5.xyz, -r5_abs.w, c110, r6
|
|
temp5.xyz = (-abs(temp5).www >= 0) ? PointLight[7].Color.xyz : temp6.xyz;
|
|
// cmp r6.xyz, -r5_abs.w, c111, r7
|
|
temp6.xyz = (-abs(temp5).www >= 0) ? PointLight[7].Position.xyz : temp7.xyz;
|
|
// cmp r4.xy, -r5_abs.w, c112, r4
|
|
temp4.xy = (-abs(temp5).ww >= 0) ? PointLight[7].Range_Inner_Outer.xy : temp4.xy;
|
|
// add r6.xyz, r6, -v4
|
|
temp6.xyz = temp6.xyz + -i.texcoord4.xyz;
|
|
// dp3 r2.w, r6, r6
|
|
temp2.w = dot(temp6.xyz, temp6.xyz);
|
|
// rsq r2.w, r2.w
|
|
temp2.w = 1 / sqrt(temp2.w);
|
|
// rcp r3.w, r2.w
|
|
temp3.w = 1.0f / temp2.w;
|
|
// mul r6.xyz, r6, r2.w
|
|
temp6.xyz = temp6.xyz * temp2.www;
|
|
// add r2.w, -r4.x, r3.w
|
|
temp2.w = -temp4.x + temp3.w;
|
|
// add r3.w, -r4.x, r4.y
|
|
temp3.w = -temp4.x + temp4.y;
|
|
// rcp r3.w, r3.w
|
|
temp3.w = 1.0f / temp3.w;
|
|
// mad_sat r2.w, r2.w, -r3.w, -c0.z
|
|
temp2.w = saturate(temp2.w * -temp3.w + float1(1));
|
|
// mul r2.w, r2.w, r2.w
|
|
temp2.w = temp2.w * temp2.w;
|
|
// mul r4.xyz, r5, r2.w
|
|
temp4.xyz = temp5.xyz * temp2.www;
|
|
// dp3 r2.w, r3, r6
|
|
temp2.w = dot(temp3.xyz, temp6.xyz);
|
|
// max r3.w, r2.w, -c0.w
|
|
temp3.w = max(temp2.w, float1(0));
|
|
// mad r2.xyz, r4, r3.w, r2
|
|
temp2.xyz = temp4.xyz * temp3.www + temp2.xyz;
|
|
// add r1.w, r1.w, -c0.z
|
|
temp1.w = temp1.w + float1(1);
|
|
// endrep
|
|
}
|
|
// texld r3, v0.wzzw, s6
|
|
temp3 = tex2D(LightMapSampler, i.texcoord.wz);
|
|
// log r4.x, r3.x
|
|
temp4.x = log2(temp3.x);
|
|
// log r4.y, r3.y
|
|
temp4.y = log2(temp3.y);
|
|
// log r4.z, r3.z
|
|
temp4.z = log2(temp3.z);
|
|
// mul r3.xyz, r4, c0.x
|
|
temp3.xyz = temp4.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r4.x, r3.x
|
|
temp4.x = exp2(temp3.x);
|
|
// exp r4.y, r3.y
|
|
temp4.y = exp2(temp3.y);
|
|
// exp r4.z, r3.z
|
|
temp4.z = exp2(temp3.z);
|
|
// mad r2.xyz, r4, c1.y, r2
|
|
temp2.xyz = temp4.xyz * float3(10, 10, 10) + temp2.xyz;
|
|
// mad r0.xyz, r2, r0, r1
|
|
temp0.xyz = temp2.xyz * temp0.xyz + temp1.xyz;
|
|
// mul oC0.w, r0.w, v7.w
|
|
out_color.w = temp0.w * i.color.w;
|
|
// mul r0.xyz, r0, c2
|
|
temp0.xyz = temp0.xyz * TintColor.xyz;
|
|
// texld r1, v6, s7
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord6.xy);
|
|
// mul oC0.xyz, r0, r1
|
|
out_color.xyz = temp0.xyz * temp1.xyz;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
PixelShader PS_H_Array[4] = {
|
|
compile ps_3_0 PS_H_Array_Shader_0(), // 91
|
|
compile ps_3_0 PS_H_Array_Shader_1(), // 92
|
|
compile ps_3_0 PS_H_Array_Shader_2(), // 93
|
|
compile ps_3_0 PS_H_Array_Shader_3(), // 94
|
|
};
|
|
// 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;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
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;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
VS_M_Array_Shader_0_Output VS_M_Array_Shader_0(VS_M_Array_Shader_0_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 14
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 1
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 14
|
|
Unknown6: 1
|
|
Mappings: 1
|
|
0 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr14;
|
|
{
|
|
float4 temp0;
|
|
// Expression_2_1
|
|
// mul r0.x, c0.x, (66)
|
|
temp0.x = MapCellSize.x * (66);
|
|
// rcp c14.x, r0.x
|
|
expr14.x = 1.0f / (temp0.x);
|
|
}
|
|
|
|
VS_M_Array_Shader_0_Output o;
|
|
float4 temp0, temp1;
|
|
float3 temp2, temp3, temp4;
|
|
// def c0, 1, 0, -1, -0.0015
|
|
// dcl_position v0
|
|
// dcl_normal v1
|
|
// dcl_tangent v2
|
|
// dcl_binormal v3
|
|
// dcl_texcoord v4
|
|
// dcl_texcoord1 v5
|
|
// dcl_color v6
|
|
// dcl_position o0
|
|
// dcl_texcoord o1
|
|
// dcl_texcoord1 o2
|
|
// dcl_texcoord2 o3.xyz
|
|
// dcl_texcoord3 o4
|
|
// dcl_texcoord4 o5
|
|
// dcl_texcoord5 o6.xy
|
|
// dcl_color o7
|
|
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
|
|
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
|
|
// dp4 r1.z, r0, c126
|
|
temp1.z = dot(temp0, (World._m02_m12_m22_m32));
|
|
// mov r1.w, c0.x
|
|
temp1.w = float1(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 o0.x, r1, c119
|
|
o.position.x = dot(temp1, (ViewProjection._m00_m10_m20_m30));
|
|
// dp4 o0.y, r1, c120
|
|
o.position.y = dot(temp1, (ViewProjection._m01_m11_m21_m31));
|
|
// dp4 o0.z, r1, c121
|
|
o.position.z = dot(temp1, (ViewProjection._m02_m12_m22_m32));
|
|
// dp4 o0.w, r1, c122
|
|
o.position.w = dot(temp1, (ViewProjection._m03_m13_m23_m33));
|
|
// dp3 r0.x, v3, c124
|
|
temp0.x = dot(i.binormal.xyz, (World._m00_m10_m20_m30).xyz);
|
|
// dp3 r0.y, v3, c125
|
|
temp0.y = dot(i.binormal.xyz, (World._m01_m11_m21_m31).xyz);
|
|
// dp3 r0.z, v3, c126
|
|
temp0.z = dot(i.binormal.xyz, (World._m02_m12_m22_m32).xyz);
|
|
// dp3 o2.x, c6, -r0
|
|
o.texcoord1.x = dot(DirectionalLight[0].Direction.xyz, -temp0.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, -r1, c123
|
|
temp4.xyz = -temp1.xyz + EyePosition.xyz;
|
|
// dp3 r0.w, r4, r4
|
|
temp0.w = dot(temp4.xyz, temp4.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// mad r4.xyz, r4, r0.w, c6
|
|
temp4.xyz = temp4.xyz * temp0.www + DirectionalLight[0].Direction.xyz;
|
|
// dp3 r0.x, r4, -r0
|
|
temp0.x = dot(temp4.xyz, -temp0.xyz);
|
|
// dp3 r0.y, r4, -r2
|
|
temp0.y = dot(temp4.xyz, -temp2.xyz);
|
|
// dp3 r0.z, r4, r3
|
|
temp0.z = dot(temp4.xyz, temp3.xyz);
|
|
// dp3 r0.w, r0, r0
|
|
temp0.w = dot(temp0.xyz, temp0.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// mul o3.xyz, r0, r0.w
|
|
o.texcoord2 = temp0 * temp0.w;
|
|
// dp3 r0.x, r3, c10
|
|
temp0.x = dot(temp3.xyz, DirectionalLight[2].Direction.xyz);
|
|
// dp3 r0.y, r3, c8
|
|
temp0.y = dot(temp3.xyz, DirectionalLight[1].Direction.xyz);
|
|
// max r0.x, r0.x, c0.y
|
|
temp0.x = max(temp0.x, float1(0));
|
|
// mul r0.xzw, r0.x, c9.xyyz
|
|
temp0.xzw = temp0.xxx * DirectionalLight[2].Color.xyz;
|
|
// max r0.y, r0.y, c0.y
|
|
temp0.y = max(temp0.y, float1(0));
|
|
// mad r0.xyz, c7, r0.y, r0.xzww
|
|
temp0.xyz = DirectionalLight[1].Color.xyz * temp0.yyy + temp0.xzw;
|
|
// mul r0.xyz, r0, c12
|
|
temp0.xyz = temp0.xyz * DiffuseColor.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mad r0.xyz, r2, c11, r0
|
|
temp0.xyz = temp2.xyz * AmbientColor.xyz + temp0.xyz;
|
|
// mov r0.w, c1.x
|
|
temp0.w = OpacityOverride.x;
|
|
// mul o7, r0, v6
|
|
o.color = temp0 * i.color;
|
|
// add r0.xy, r1, c13.zwzw
|
|
temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul o4.xy, r0, c13
|
|
o.texcoord3.xy = temp0.xy * Shroud.ScaleUV_OffsetUV.xy;
|
|
// mul r0.xy, r1.z, c117.zwzw
|
|
temp0.xy = temp1.zz * Cloud.WorldPositionMultiplier_XYZZ.zw;
|
|
// mad r0.xy, r1, c117, -r0
|
|
temp0.xy = temp1.xy * Cloud.WorldPositionMultiplier_XYZZ.xy + -temp0.xy;
|
|
// add o4.zw, r0.xyxy, c118.xyxy
|
|
o.texcoord3.zw = temp0.xy + Cloud.CurrentOffsetUV.xy;
|
|
// mov r0.xz, c0
|
|
temp0.xz = float2(1, -1);
|
|
// mul r0.xy, r0.xzzw, c14.x
|
|
temp0.xy = temp0.xz * expr14.xx;
|
|
// mul o6.xy, r1, r0
|
|
o.texcoord5 = temp1 * temp0;
|
|
// mov o1.xy, v4
|
|
o.texcoord.xy = i.texcoord.xy;
|
|
// mov o1.zw, v5.xyyx
|
|
o.texcoord.zw = i.texcoord1.yx;
|
|
// mov o2.w, c0.y
|
|
o.texcoord1.w = float1(0);
|
|
// dp4 r0.x, r1, c116
|
|
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// rcp r0.y, r0.x
|
|
temp0.y = 1.0f / temp0.x;
|
|
// mov o5.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
// dp4 r0.x, r1, c113
|
|
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m00_m10_m20_m30));
|
|
// dp4 r0.z, r1, c114
|
|
temp0.z = dot(temp1, (ShadowMapWorldToShadow._m01_m11_m21_m31));
|
|
// dp4 r0.w, r1, c115
|
|
temp0.w = dot(temp1, (ShadowMapWorldToShadow._m02_m12_m22_m32));
|
|
// mad o5.xyz, r0.xzww, r0.y, c0.yyww
|
|
o.texcoord4.xyz = temp0.xzw * temp0.yyy + float3(0, 0, -0.0015);
|
|
//
|
|
|
|
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;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
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;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
VS_M_Array_Shader_1_Output VS_M_Array_Shader_1(VS_M_Array_Shader_1_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 14
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 1
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 14
|
|
Unknown6: 1
|
|
Mappings: 1
|
|
0 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr14;
|
|
{
|
|
float4 temp0;
|
|
// Expression_2_1
|
|
// mul r0.x, c0.x, (66)
|
|
temp0.x = MapCellSize.x * (66);
|
|
// rcp c14.x, r0.x
|
|
expr14.x = 1.0f / (temp0.x);
|
|
}
|
|
|
|
VS_M_Array_Shader_1_Output o;
|
|
float4 temp0, temp1, temp2, temp3, temp4;
|
|
float addr0;
|
|
// def c0, 1, -1, 0, -0.0015
|
|
// dcl_position v0
|
|
// dcl_normal v1
|
|
// dcl_tangent v2
|
|
// dcl_binormal v3
|
|
// dcl_blendindices v4
|
|
// dcl_texcoord v5
|
|
// dcl_texcoord1 v6
|
|
// dcl_color v7
|
|
// dcl_position o0
|
|
// dcl_texcoord o1
|
|
// dcl_texcoord1 o2
|
|
// dcl_texcoord2 o3.xyz
|
|
// dcl_texcoord3 o4
|
|
// dcl_texcoord4 o5
|
|
// dcl_texcoord5 o6.xy
|
|
// dcl_color o7
|
|
// 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 r4.xyz, r4, r1.w, c6
|
|
temp4.xyz = temp4.xyz * temp1.www + DirectionalLight[0].Direction.xyz;
|
|
// dp3 r1.x, r4, -r1
|
|
temp1.x = dot(temp4.xyz, -temp1.xyz);
|
|
// dp3 r1.y, r4, -r2
|
|
temp1.y = dot(temp4.xyz, -temp2.xyz);
|
|
// dp3 r1.z, r4, r3
|
|
temp1.z = dot(temp4.xyz, temp3.xyz);
|
|
// dp3 r1.w, r1, r1
|
|
temp1.w = dot(temp1.xyz, temp1.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// mul o3.xyz, r1, r1.w
|
|
o.texcoord2 = temp1 * temp1.w;
|
|
// dp3 r1.x, r3, c10
|
|
temp1.x = dot(temp3.xyz, DirectionalLight[2].Direction.xyz);
|
|
// dp3 r1.y, r3, c8
|
|
temp1.y = dot(temp3.xyz, DirectionalLight[1].Direction.xyz);
|
|
// max r1.x, r1.x, c0.z
|
|
temp1.x = max(temp1.x, float1(0));
|
|
// mul r1.xzw, r1.x, c9.xyyz
|
|
temp1.xzw = temp1.xxx * DirectionalLight[2].Color.xyz;
|
|
// max r1.y, r1.y, c0.z
|
|
temp1.y = max(temp1.y, float1(0));
|
|
// mad r1.xyz, c7, r1.y, r1.xzww
|
|
temp1.xyz = DirectionalLight[1].Color.xyz * temp1.yyy + temp1.xzw;
|
|
// mul r1.xyz, r1, c12
|
|
temp1.xyz = temp1.xyz * DiffuseColor.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mad r1.xyz, r2, c11, r1
|
|
temp1.xyz = temp2.xyz * AmbientColor.xyz + temp1.xyz;
|
|
// slt r2.x, v4.x, -v4.x
|
|
temp2.x = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
|
|
// frc r2.y, v4.x
|
|
temp2.y = frac(i.blendindices.x);
|
|
// add r2.z, -r2.y, v4.x
|
|
temp2.z = -temp2.y + i.blendindices.x;
|
|
// slt r2.y, -r2.y, r2.y
|
|
temp2.y = (-temp2.y < temp2.y) ? 1 : 0;
|
|
// mad r2.x, r2.x, r2.y, r2.z
|
|
temp2.x = temp2.x * temp2.y + temp2.z;
|
|
// add r2.x, r2.x, r2.x
|
|
temp2.x = temp2.x + temp2.x;
|
|
// mova a0.x, r2.x
|
|
addr0.x = temp2.x;
|
|
// mul r2.w, v7.w, c129[a0.x].w
|
|
temp2.w = i.color.w * WorldBones[1 + addr0.x].w;
|
|
// mov r1.w, c1.x
|
|
temp1.w = OpacityOverride.x;
|
|
// mov r2.xyz, v7
|
|
temp2.xyz = i.color.xyz;
|
|
// mul o7, r1, r2
|
|
o.color = temp1 * temp2;
|
|
// 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 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;
|
|
// add o4.zw, r1.xyxy, c118.xyxy
|
|
o.texcoord3.zw = temp1.xy + Cloud.CurrentOffsetUV.xy;
|
|
// mov r1.xy, c0
|
|
temp1.xy = float2(1, -1);
|
|
// mul r1.xy, r1, c14.x
|
|
temp1.xy = temp1.xy * expr14.xx;
|
|
// mul o6.xy, r0, r1
|
|
o.texcoord5 = temp0 * temp1;
|
|
// mov o1.xy, v5
|
|
o.texcoord.xy = i.texcoord.xy;
|
|
// mov o1.zw, v6.xyyx
|
|
o.texcoord.zw = i.texcoord1.yx;
|
|
// mov o2.w, c0.z
|
|
o.texcoord1.w = float1(0);
|
|
// dp4 r1.x, r0, c113
|
|
temp1.x = dot(temp0, (ShadowMapWorldToShadow._m00_m10_m20_m30));
|
|
// dp4 r1.y, r0, c114
|
|
temp1.y = dot(temp0, (ShadowMapWorldToShadow._m01_m11_m21_m31));
|
|
// dp4 r1.z, r0, c115
|
|
temp1.z = dot(temp0, (ShadowMapWorldToShadow._m02_m12_m22_m32));
|
|
// dp4 r0.x, r0, c116
|
|
temp0.x = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// rcp r0.y, r0.x
|
|
temp0.y = 1.0f / temp0.x;
|
|
// mov o5.w, r0.x
|
|
o.texcoord4.w = temp0.x;
|
|
// mad o5.xyz, r1, r0.y, c0.zzww
|
|
o.texcoord4.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
VertexShader VS_M_Array[2] = {
|
|
compile vs_3_0 VS_M_Array_Shader_0(), // 98
|
|
compile vs_3_0 VS_M_Array_Shader_1(), // 99
|
|
};
|
|
// PS_M_Array_Shader_0 Pixel_3_0 Has PRES False
|
|
struct PS_M_Array_Shader_0_Input
|
|
{
|
|
float4 texcoord : TEXCOORD;
|
|
float3 texcoord2 : TEXCOORD2;
|
|
float4 texcoord3 : TEXCOORD3;
|
|
float4 color : COLOR;
|
|
float3 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_0(PS_M_Array_Shader_0_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3;
|
|
// def c0, 2, -1, 0, 1
|
|
// def c1, 10, 0, 0, 0
|
|
// dcl_texcoord v0
|
|
// dcl_texcoord2_centroid v1.xyz
|
|
// dcl_texcoord3 v2
|
|
// dcl_color v3
|
|
// dcl_texcoord1_centroid v4.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// dcl_2d s3
|
|
// dcl_2d s4
|
|
// dcl_2d s5
|
|
// texld r0, v0, s1
|
|
temp0 = /* not implemented _pp modifier */ tex2D(DiffuseTextureSampler, i.texcoord.xy);
|
|
// mul_pp oC0.w, r0.w, v3.w
|
|
out_color.w = /* not implemented _pp modifier */ temp0.w * i.color.w;
|
|
// texld r1, v0, s2
|
|
temp1 = /* not implemented _pp modifier */ tex2D(NormalMapSampler, i.texcoord.xy);
|
|
// mad_pp r1.xyz, r1, c0.x, c0.y
|
|
temp1.xyz = /* not implemented _pp modifier */ temp1.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
|
|
// mul_pp r1.xy, r1, c11.x
|
|
temp1.xy = /* not implemented _pp modifier */ temp1.xy * BumpScale.xx;
|
|
// nrm_pp r2.xyz, r1
|
|
temp2.xyz = /* not implemented _pp modifier */ normalize(temp1.xyz).xyz;
|
|
// dp3_pp r0.w, r2, v1
|
|
temp0.w = /* not implemented _pp modifier */ dot(temp2.xyz, i.texcoord2.xyz);
|
|
// dp3_pp r1.x, r2, v4
|
|
temp1.x = /* not implemented _pp modifier */ dot(temp2.xyz, i.texcoord1.xyz);
|
|
// cmp r1.y, -r0.w, c0.z, c0.w
|
|
temp1.y = (-temp0.w >= 0) ? float1(0) : float1(1);
|
|
// pow r1.z, r0.w, c14.x
|
|
temp1.z = pow(temp0.w, SpecularExponent.x);
|
|
// cmp r0.w, -r1.x, c0.z, c0.w
|
|
temp0.w = (-temp1.x >= 0) ? float1(0) : float1(1);
|
|
// mul_pp r1.x, r1.x, r0.w
|
|
temp1.x = /* not implemented _pp modifier */ temp1.x * temp0.w;
|
|
// mul r0.w, r1.y, r0.w
|
|
temp0.w = temp1.y * temp0.w;
|
|
// mul_pp r0.w, r1.z, r0.w
|
|
temp0.w = /* not implemented _pp modifier */ temp1.z * temp0.w;
|
|
// texld r2, v0, s3
|
|
temp2 = /* not implemented _pp modifier */ tex2D(SpecMapSampler, i.texcoord.xy);
|
|
// mul_pp r1.yzw, r2.x, c13.xxyz
|
|
temp1.yzw = /* not implemented _pp modifier */ temp2.xxx * SpecularColor.xyz;
|
|
// mul_pp r1.yzw, r0.w, r1
|
|
temp1.yzw = /* not implemented _pp modifier */ temp0.www * temp1.yzw;
|
|
// mul_pp r2.xyz, r0, c12
|
|
temp2.xyz = /* not implemented _pp modifier */ temp0.xyz * DiffuseColor.xyz;
|
|
// mad_pp r1.xyz, r2, r1.x, r1.yzww
|
|
temp1.xyz = /* not implemented _pp modifier */ temp2.xyz * temp1.xxx + temp1.yzw;
|
|
// texld r3, v2.zwzw, s0
|
|
temp3 = /* not implemented _pp modifier */ tex2D(CloudTextureSampler, i.texcoord3.zw);
|
|
// mul r3.xyz, r3, c5
|
|
temp3.xyz = temp3.xyz * DirectionalLight[0].Color.xyz;
|
|
// mul r1.xyz, r1, r3
|
|
temp1.xyz = temp1.xyz * temp3.xyz;
|
|
// mad_pp r0.xyz, r0, v3, r1
|
|
temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * i.color.xyz + temp1.xyz;
|
|
// texld r1, v0.wzzw, s4
|
|
temp1 = /* not implemented _pp modifier */ tex2D(LightMapSampler, i.texcoord.wz);
|
|
// mul_pp r1.xyz, r2, r1
|
|
temp1.xyz = /* not implemented _pp modifier */ temp2.xyz * temp1.xyz;
|
|
// mad_pp r0.xyz, r1, c1.x, r0
|
|
temp0.xyz = /* not implemented _pp modifier */ temp1.xyz * float3(10, 10, 10) + temp0.xyz;
|
|
// mul_pp r0.xyz, r0, c2
|
|
temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * TintColor.xyz;
|
|
// texld r1, v2, s5
|
|
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;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_1 Pixel_3_0 Has PRES False
|
|
struct PS_M_Array_Shader_1_Input
|
|
{
|
|
float4 texcoord : TEXCOORD;
|
|
float3 texcoord2 : TEXCOORD2;
|
|
float4 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float4 color : COLOR;
|
|
float3 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_1(PS_M_Array_Shader_1_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3;
|
|
// def c0, 2, -1, 0, 1
|
|
// def c1, 0.25, 10, 0, 0
|
|
// dcl_texcoord v0
|
|
// dcl_texcoord2_centroid v1.xyz
|
|
// dcl_texcoord3 v2
|
|
// dcl_texcoord4 v3.xyz
|
|
// dcl_color v4
|
|
// dcl_texcoord1_centroid v5.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// dcl_2d s3
|
|
// dcl_2d s4
|
|
// dcl_2d s5
|
|
// dcl_2d s6
|
|
// texld r0, v0, s2
|
|
temp0 = /* not implemented _pp modifier */ tex2D(DiffuseTextureSampler, i.texcoord.xy);
|
|
// mul_pp oC0.w, r0.w, v4.w
|
|
out_color.w = /* not implemented _pp modifier */ temp0.w * i.color.w;
|
|
// add r1.xy, c11.zxzw, v3
|
|
temp1.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx + i.texcoord4.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// mov r1.y, r1.x
|
|
temp1.y = temp1.x;
|
|
// add r2.xy, c11.yzzw, v3
|
|
temp2.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz + i.texcoord4.xy;
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// mov r1.z, r2.x
|
|
temp1.z = temp2.x;
|
|
// add r2.xy, c11.wzzw, v3
|
|
temp2.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz + i.texcoord4.xy;
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// mov r1.w, r2.x
|
|
temp1.w = temp2.x;
|
|
// texld r2, v3, s0
|
|
temp2 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// mov r1.x, r2.x
|
|
temp1.x = temp2.x;
|
|
// add r1, r1, -v3.z
|
|
temp1 = temp1 + -i.texcoord4.z;
|
|
// cmp r1, r1, c0.w, c0.z
|
|
temp1 = (temp1 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.w, c0.w, r1
|
|
temp0.w = dot(float4(1, 1, 1, 1), temp1);
|
|
// mul r0.w, r0.w, c1.x
|
|
temp0.w = temp0.w * float1(0.25);
|
|
// texld r1, v0, s3
|
|
temp1 = /* not implemented _pp modifier */ tex2D(NormalMapSampler, i.texcoord.xy);
|
|
// mad_pp r1.xyz, r1, c0.x, c0.y
|
|
temp1.xyz = /* not implemented _pp modifier */ temp1.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
|
|
// mul_pp r1.xy, r1, c12.x
|
|
temp1.xy = /* not implemented _pp modifier */ temp1.xy * BumpScale.xx;
|
|
// nrm_pp r2.xyz, r1
|
|
temp2.xyz = /* not implemented _pp modifier */ normalize(temp1.xyz).xyz;
|
|
// dp3_pp r1.x, r2, v1
|
|
temp1.x = /* not implemented _pp modifier */ dot(temp2.xyz, i.texcoord2.xyz);
|
|
// dp3_pp r1.y, r2, v5
|
|
temp1.y = /* not implemented _pp modifier */ dot(temp2.xyz, i.texcoord1.xyz);
|
|
// cmp r1.z, -r1.x, c0.z, c0.w
|
|
temp1.z = (-temp1.x >= 0) ? float1(0) : float1(1);
|
|
// pow r2.x, r1.x, c15.x
|
|
temp2.x = pow(temp1.x, SpecularExponent.x);
|
|
// cmp r1.x, -r1.y, c0.z, c0.w
|
|
temp1.x = (-temp1.y >= 0) ? float1(0) : float1(1);
|
|
// mul r1.xy, r1.zyzw, r1.x
|
|
temp1.xy = temp1.zy * temp1.xx;
|
|
// mul_pp r1.w, r2.x, r1.x
|
|
temp1.w = /* not implemented _pp modifier */ temp2.x * temp1.x;
|
|
// mul_pp r1.xy, r0.w, r1.ywzw
|
|
temp1.xy = /* not implemented _pp modifier */ temp0.ww * temp1.yw;
|
|
// texld r2, v0, s4
|
|
temp2 = /* not implemented _pp modifier */ tex2D(SpecMapSampler, i.texcoord.xy);
|
|
// mul_pp r2.xyz, r2.x, c14
|
|
temp2.xyz = /* not implemented _pp modifier */ temp2.xxx * SpecularColor.xyz;
|
|
// mul_pp r1.yzw, r1.y, r2.xxyz
|
|
temp1.yzw = /* not implemented _pp modifier */ temp1.yyy * temp2.xyz;
|
|
// mul_pp r2.xyz, r0, c13
|
|
temp2.xyz = /* not implemented _pp modifier */ temp0.xyz * DiffuseColor.xyz;
|
|
// mad_pp r1.xyz, r2, r1.x, r1.yzww
|
|
temp1.xyz = /* not implemented _pp modifier */ temp2.xyz * temp1.xxx + temp1.yzw;
|
|
// texld r3, v2.zwzw, s1
|
|
temp3 = /* not implemented _pp modifier */ tex2D(CloudTextureSampler, i.texcoord3.zw);
|
|
// mul r3.xyz, r3, c5
|
|
temp3.xyz = temp3.xyz * DirectionalLight[0].Color.xyz;
|
|
// mul r1.xyz, r1, r3
|
|
temp1.xyz = temp1.xyz * temp3.xyz;
|
|
// mad_pp r0.xyz, r0, v4, r1
|
|
temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * i.color.xyz + temp1.xyz;
|
|
// texld r1, v0.wzzw, s5
|
|
temp1 = /* not implemented _pp modifier */ tex2D(LightMapSampler, i.texcoord.wz);
|
|
// mul_pp r1.xyz, r2, r1
|
|
temp1.xyz = /* not implemented _pp modifier */ temp2.xyz * temp1.xyz;
|
|
// mad_pp r0.xyz, r1, c1.y, r0
|
|
temp0.xyz = /* not implemented _pp modifier */ temp1.xyz * float3(10, 10, 10) + temp0.xyz;
|
|
// mul_pp r0.xyz, r0, c2
|
|
temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * TintColor.xyz;
|
|
// texld r1, v2, s6
|
|
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;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_2 Pixel_3_0 Has PRES False
|
|
struct PS_M_Array_Shader_2_Input
|
|
{
|
|
float4 texcoord : TEXCOORD;
|
|
float3 texcoord2 : TEXCOORD2;
|
|
float4 texcoord3 : TEXCOORD3;
|
|
float4 color : COLOR;
|
|
float3 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_2(PS_M_Array_Shader_2_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3;
|
|
// def c0, 2, -1, 0, 1
|
|
// def c1, 10, 0, 0, 0
|
|
// dcl_texcoord v0
|
|
// dcl_texcoord2_centroid v1.xyz
|
|
// dcl_texcoord3 v2
|
|
// dcl_color v3
|
|
// dcl_texcoord1_centroid v4.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// dcl_2d s3
|
|
// dcl_2d s4
|
|
// dcl_2d s5
|
|
// texld r0, v0, s1
|
|
temp0 = /* not implemented _pp modifier */ tex2D(DiffuseTextureSampler, i.texcoord.xy);
|
|
// mul_pp oC0.w, r0.w, v3.w
|
|
out_color.w = /* not implemented _pp modifier */ temp0.w * i.color.w;
|
|
// texld r1, v0, s2
|
|
temp1 = /* not implemented _pp modifier */ tex2D(NormalMapSampler, i.texcoord.xy);
|
|
// mad_pp r1.xyz, r1, c0.x, c0.y
|
|
temp1.xyz = /* not implemented _pp modifier */ temp1.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
|
|
// mul_pp r1.xy, r1, c11.x
|
|
temp1.xy = /* not implemented _pp modifier */ temp1.xy * BumpScale.xx;
|
|
// nrm_pp r2.xyz, r1
|
|
temp2.xyz = /* not implemented _pp modifier */ normalize(temp1.xyz).xyz;
|
|
// dp3_pp r0.w, r2, v1
|
|
temp0.w = /* not implemented _pp modifier */ dot(temp2.xyz, i.texcoord2.xyz);
|
|
// dp3_pp r1.x, r2, v4
|
|
temp1.x = /* not implemented _pp modifier */ dot(temp2.xyz, i.texcoord1.xyz);
|
|
// cmp r1.y, -r0.w, c0.z, c0.w
|
|
temp1.y = (-temp0.w >= 0) ? float1(0) : float1(1);
|
|
// pow r1.z, r0.w, c14.x
|
|
temp1.z = pow(temp0.w, SpecularExponent.x);
|
|
// cmp r0.w, -r1.x, c0.z, c0.w
|
|
temp0.w = (-temp1.x >= 0) ? float1(0) : float1(1);
|
|
// mul_pp r1.x, r1.x, r0.w
|
|
temp1.x = /* not implemented _pp modifier */ temp1.x * temp0.w;
|
|
// mul r0.w, r1.y, r0.w
|
|
temp0.w = temp1.y * temp0.w;
|
|
// mul_pp r0.w, r1.z, r0.w
|
|
temp0.w = /* not implemented _pp modifier */ temp1.z * temp0.w;
|
|
// texld r2, v0, s3
|
|
temp2 = /* not implemented _pp modifier */ tex2D(SpecMapSampler, i.texcoord.xy);
|
|
// mul_pp r1.yzw, r2.x, c13.xxyz
|
|
temp1.yzw = /* not implemented _pp modifier */ temp2.xxx * SpecularColor.xyz;
|
|
// mul_pp r1.yzw, r0.w, r1
|
|
temp1.yzw = /* not implemented _pp modifier */ temp0.www * temp1.yzw;
|
|
// mul_pp r2.xyz, r0, c12
|
|
temp2.xyz = /* not implemented _pp modifier */ temp0.xyz * DiffuseColor.xyz;
|
|
// mad_pp r1.xyz, r2, r1.x, r1.yzww
|
|
temp1.xyz = /* not implemented _pp modifier */ temp2.xyz * temp1.xxx + temp1.yzw;
|
|
// texld r3, v2.zwzw, s0
|
|
temp3 = /* not implemented _pp modifier */ tex2D(CloudTextureSampler, i.texcoord3.zw);
|
|
// mul r3.xyz, r3, c5
|
|
temp3.xyz = temp3.xyz * DirectionalLight[0].Color.xyz;
|
|
// mul r1.xyz, r1, r3
|
|
temp1.xyz = temp1.xyz * temp3.xyz;
|
|
// mad_pp r0.xyz, r0, v3, r1
|
|
temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * i.color.xyz + temp1.xyz;
|
|
// texld r1, v0.wzzw, s4
|
|
temp1 = /* not implemented _pp modifier */ tex2D(LightMapSampler, i.texcoord.wz);
|
|
// mul_pp r1.xyz, r2, r1
|
|
temp1.xyz = /* not implemented _pp modifier */ temp2.xyz * temp1.xyz;
|
|
// mad_pp r0.xyz, r1, c1.x, r0
|
|
temp0.xyz = /* not implemented _pp modifier */ temp1.xyz * float3(10, 10, 10) + temp0.xyz;
|
|
// mul_pp r0.xyz, r0, c2
|
|
temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * TintColor.xyz;
|
|
// texld r1, v2, s5
|
|
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;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_3 Pixel_3_0 Has PRES False
|
|
struct PS_M_Array_Shader_3_Input
|
|
{
|
|
float4 texcoord : TEXCOORD;
|
|
float3 texcoord2 : TEXCOORD2;
|
|
float4 texcoord3 : TEXCOORD3;
|
|
float3 texcoord4 : TEXCOORD4;
|
|
float4 color : COLOR;
|
|
float3 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_3(PS_M_Array_Shader_3_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3;
|
|
// def c0, 2, -1, 0, 1
|
|
// def c1, 0.25, 10, 0, 0
|
|
// dcl_texcoord v0
|
|
// dcl_texcoord2_centroid v1.xyz
|
|
// dcl_texcoord3 v2
|
|
// dcl_texcoord4 v3.xyz
|
|
// dcl_color v4
|
|
// dcl_texcoord1_centroid v5.xyz
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// dcl_2d s3
|
|
// dcl_2d s4
|
|
// dcl_2d s5
|
|
// dcl_2d s6
|
|
// texld r0, v0, s2
|
|
temp0 = /* not implemented _pp modifier */ tex2D(DiffuseTextureSampler, i.texcoord.xy);
|
|
// mul_pp oC0.w, r0.w, v4.w
|
|
out_color.w = /* not implemented _pp modifier */ temp0.w * i.color.w;
|
|
// add r1.xy, c11.zxzw, v3
|
|
temp1.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx + i.texcoord4.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// mov r1.y, r1.x
|
|
temp1.y = temp1.x;
|
|
// add r2.xy, c11.yzzw, v3
|
|
temp2.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz + i.texcoord4.xy;
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// mov r1.z, r2.x
|
|
temp1.z = temp2.x;
|
|
// add r2.xy, c11.wzzw, v3
|
|
temp2.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz + i.texcoord4.xy;
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// mov r1.w, r2.x
|
|
temp1.w = temp2.x;
|
|
// texld r2, v3, s0
|
|
temp2 = tex2D(ShadowMapSampler, i.texcoord4.xy);
|
|
// mov r1.x, r2.x
|
|
temp1.x = temp2.x;
|
|
// add r1, r1, -v3.z
|
|
temp1 = temp1 + -i.texcoord4.z;
|
|
// cmp r1, r1, c0.w, c0.z
|
|
temp1 = (temp1 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r0.w, c0.w, r1
|
|
temp0.w = dot(float4(1, 1, 1, 1), temp1);
|
|
// mul r0.w, r0.w, c1.x
|
|
temp0.w = temp0.w * float1(0.25);
|
|
// texld r1, v0, s3
|
|
temp1 = /* not implemented _pp modifier */ tex2D(NormalMapSampler, i.texcoord.xy);
|
|
// mad_pp r1.xyz, r1, c0.x, c0.y
|
|
temp1.xyz = /* not implemented _pp modifier */ temp1.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
|
|
// mul_pp r1.xy, r1, c12.x
|
|
temp1.xy = /* not implemented _pp modifier */ temp1.xy * BumpScale.xx;
|
|
// nrm_pp r2.xyz, r1
|
|
temp2.xyz = /* not implemented _pp modifier */ normalize(temp1.xyz).xyz;
|
|
// dp3_pp r1.x, r2, v1
|
|
temp1.x = /* not implemented _pp modifier */ dot(temp2.xyz, i.texcoord2.xyz);
|
|
// dp3_pp r1.y, r2, v5
|
|
temp1.y = /* not implemented _pp modifier */ dot(temp2.xyz, i.texcoord1.xyz);
|
|
// cmp r1.z, -r1.x, c0.z, c0.w
|
|
temp1.z = (-temp1.x >= 0) ? float1(0) : float1(1);
|
|
// pow r2.x, r1.x, c15.x
|
|
temp2.x = pow(temp1.x, SpecularExponent.x);
|
|
// cmp r1.x, -r1.y, c0.z, c0.w
|
|
temp1.x = (-temp1.y >= 0) ? float1(0) : float1(1);
|
|
// mul r1.xy, r1.zyzw, r1.x
|
|
temp1.xy = temp1.zy * temp1.xx;
|
|
// mul_pp r1.w, r2.x, r1.x
|
|
temp1.w = /* not implemented _pp modifier */ temp2.x * temp1.x;
|
|
// mul_pp r1.xy, r0.w, r1.ywzw
|
|
temp1.xy = /* not implemented _pp modifier */ temp0.ww * temp1.yw;
|
|
// texld r2, v0, s4
|
|
temp2 = /* not implemented _pp modifier */ tex2D(SpecMapSampler, i.texcoord.xy);
|
|
// mul_pp r2.xyz, r2.x, c14
|
|
temp2.xyz = /* not implemented _pp modifier */ temp2.xxx * SpecularColor.xyz;
|
|
// mul_pp r1.yzw, r1.y, r2.xxyz
|
|
temp1.yzw = /* not implemented _pp modifier */ temp1.yyy * temp2.xyz;
|
|
// mul_pp r2.xyz, r0, c13
|
|
temp2.xyz = /* not implemented _pp modifier */ temp0.xyz * DiffuseColor.xyz;
|
|
// mad_pp r1.xyz, r2, r1.x, r1.yzww
|
|
temp1.xyz = /* not implemented _pp modifier */ temp2.xyz * temp1.xxx + temp1.yzw;
|
|
// texld r3, v2.zwzw, s1
|
|
temp3 = /* not implemented _pp modifier */ tex2D(CloudTextureSampler, i.texcoord3.zw);
|
|
// mul r3.xyz, r3, c5
|
|
temp3.xyz = temp3.xyz * DirectionalLight[0].Color.xyz;
|
|
// mul r1.xyz, r1, r3
|
|
temp1.xyz = temp1.xyz * temp3.xyz;
|
|
// mad_pp r0.xyz, r0, v4, r1
|
|
temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * i.color.xyz + temp1.xyz;
|
|
// texld r1, v0.wzzw, s5
|
|
temp1 = /* not implemented _pp modifier */ tex2D(LightMapSampler, i.texcoord.wz);
|
|
// mul_pp r1.xyz, r2, r1
|
|
temp1.xyz = /* not implemented _pp modifier */ temp2.xyz * temp1.xyz;
|
|
// mad_pp r0.xyz, r1, c1.y, r0
|
|
temp0.xyz = /* not implemented _pp modifier */ temp1.xyz * float3(10, 10, 10) + temp0.xyz;
|
|
// mul_pp r0.xyz, r0, c2
|
|
temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * TintColor.xyz;
|
|
// texld r1, v2, s6
|
|
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;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
PixelShader PS_M_Array[4] = {
|
|
compile ps_3_0 PS_M_Array_Shader_0(), // 100
|
|
compile ps_3_0 PS_M_Array_Shader_1(), // 101
|
|
compile ps_3_0 PS_M_Array_Shader_2(), // 102
|
|
compile ps_3_0 PS_M_Array_Shader_3(), // 103
|
|
};
|
|
// VS_L_Array_Shader_0 Vertex_2_0 Has PRES False
|
|
struct VS_L_Array_Shader_0_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_L_Array_Shader_0_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float4 texcoord : TEXCOORD;
|
|
};
|
|
|
|
VS_L_Array_Shader_0_Output VS_L_Array_Shader_0(VS_L_Array_Shader_0_Input i)
|
|
{
|
|
VS_L_Array_Shader_0_Output o;
|
|
float4 temp0, temp1;
|
|
float3 temp2;
|
|
// def c0, 1, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_normal v1
|
|
// dcl_texcoord v2
|
|
// dcl_color v3
|
|
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
|
|
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
|
|
// dp4 r1.z, r0, c126
|
|
temp1.z = dot(temp0, (World._m02_m12_m22_m32));
|
|
// mov r1.w, c0.x
|
|
temp1.w = float1(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 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 oPos.z, r1, c121
|
|
o.position.z = dot(temp1, (ViewProjection._m02_m12_m22_m32));
|
|
// dp4 oPos.w, r1, c122
|
|
o.position.w = dot(temp1, (ViewProjection._m03_m13_m23_m33));
|
|
// add r0.xy, r1, c13.zwzw
|
|
temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// 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, r1, c8
|
|
temp0.z = dot(temp1.xyz, DirectionalLight[1].Direction.xyz);
|
|
// max r0.z, r0.z, c0.y
|
|
temp0.z = max(temp0.z, float1(0));
|
|
// mul r2.xyz, r0.z, c7
|
|
temp2.xyz = temp0.zzz * DirectionalLight[1].Color.xyz;
|
|
// dp3 r0.z, r1, c6
|
|
temp0.z = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// dp3 r0.w, r1, c10
|
|
temp0.w = dot(temp1.xyz, DirectionalLight[2].Direction.xyz);
|
|
// max r0.z, r0.z, c0.y
|
|
temp0.z = max(temp0.z, float1(0));
|
|
// mad r1.xyz, c5, r0.z, r2
|
|
temp1.xyz = DirectionalLight[0].Color.xyz * temp0.zzz + temp2.xyz;
|
|
// max r0.z, r0.w, c0.y
|
|
temp0.z = max(temp0.w, float1(0));
|
|
// mad r1.xyz, c9, r0.z, r1
|
|
temp1.xyz = DirectionalLight[2].Color.xyz * temp0.zzz + temp1.xyz;
|
|
// mul r1.xyz, r1, c12
|
|
temp1.xyz = temp1.xyz * DiffuseColor.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mad r1.xyz, r2, c11, r1
|
|
temp1.xyz = temp2.xyz * AmbientColor.xyz + temp1.xyz;
|
|
// mov r1.w, c1.x
|
|
temp1.w = OpacityOverride.x;
|
|
// mul oD0, r1, v3
|
|
o.color = temp1 * i.color;
|
|
// mul oT1.xy, r0, c13
|
|
o.texcoord1 = temp0 * Shroud.ScaleUV_OffsetUV;
|
|
// mov oT0, v2.xyyx
|
|
o.texcoord = i.texcoord.xyyx;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_L_Array_Shader_1 Vertex_2_0 Has PRES False
|
|
struct VS_L_Array_Shader_1_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_L_Array_Shader_1_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float4 texcoord : TEXCOORD;
|
|
};
|
|
|
|
VS_L_Array_Shader_1_Output VS_L_Array_Shader_1(VS_L_Array_Shader_1_Input i)
|
|
{
|
|
VS_L_Array_Shader_1_Output o;
|
|
float4 temp0, temp1, temp2;
|
|
float addr0;
|
|
// def c0, 1, -1, 0, 0
|
|
// dcl_position v0
|
|
// dcl_normal v1
|
|
// dcl_blendindices v2
|
|
// dcl_texcoord v3
|
|
// dcl_color v4
|
|
// 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));
|
|
// add r0.xy, r0, c13.zwzw
|
|
temp0.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// 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;
|
|
// dp3 r0.z, r1, c6
|
|
temp0.z = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
|
|
// max r0.z, r0.z, c0.z
|
|
temp0.z = max(temp0.z, float1(0));
|
|
// dp3 r0.w, r1, c8
|
|
temp0.w = dot(temp1.xyz, DirectionalLight[1].Direction.xyz);
|
|
// dp3 r1.x, r1, c10
|
|
temp1.x = dot(temp1.xyz, DirectionalLight[2].Direction.xyz);
|
|
// max r0.w, r0.w, c0.z
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r1.yzw, r0.w, c7.xxyz
|
|
temp1.yzw = temp0.www * DirectionalLight[1].Color.xyz;
|
|
// mad r1.yzw, c5.xxyz, r0.z, r1
|
|
temp1.yzw = DirectionalLight[0].Color.xyz * temp0.zzz + temp1.yzw;
|
|
// max r0.z, r1.x, c0.z
|
|
temp0.z = max(temp1.x, float1(0));
|
|
// mad r1.xyz, c9, r0.z, r1.yzww
|
|
temp1.xyz = DirectionalLight[2].Color.xyz * temp0.zzz + temp1.yzw;
|
|
// mul r1.xyz, r1, c12
|
|
temp1.xyz = temp1.xyz * DiffuseColor.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mad r1.xyz, r2, c11, r1
|
|
temp1.xyz = temp2.xyz * AmbientColor.xyz + temp1.xyz;
|
|
// slt r0.z, v2.x, -v2.x
|
|
temp0.z = (i.blendindices.x < -i.blendindices.x) ? 1 : 0;
|
|
// frc r0.w, v2.x
|
|
temp0.w = frac(i.blendindices.x);
|
|
// add r2.x, -r0.w, v2.x
|
|
temp2.x = -temp0.w + i.blendindices.x;
|
|
// slt r0.w, -r0.w, r0.w
|
|
temp0.w = (-temp0.w < temp0.w) ? 1 : 0;
|
|
// mad r0.z, r0.z, r0.w, r2.x
|
|
temp0.z = temp0.z * temp0.w + temp2.x;
|
|
// add r0.z, r0.z, r0.z
|
|
temp0.z = temp0.z + temp0.z;
|
|
// mova a0.x, r0.z
|
|
addr0.x = temp0.z;
|
|
// mul r2.w, v4.w, c129[a0.x].w
|
|
temp2.w = i.color.w * WorldBones[1 + addr0.x].w;
|
|
// mov r1.w, c1.x
|
|
temp1.w = OpacityOverride.x;
|
|
// mov r2.xyz, v4
|
|
temp2.xyz = i.color.xyz;
|
|
// mul oD0, r1, r2
|
|
o.color = temp1 * temp2;
|
|
// mul oT1.xy, r0, c13
|
|
o.texcoord1 = temp0 * Shroud.ScaleUV_OffsetUV;
|
|
// mov oT0, v3.xyyx
|
|
o.texcoord = i.texcoord.xyyx;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
VertexShader VS_L_Array[2] = {
|
|
compile vs_2_0 VS_L_Array_Shader_0(), // 107
|
|
compile vs_2_0 VS_L_Array_Shader_1(), // 108
|
|
};
|
|
// PS_L_Array_Shader_0 Pixel_2_0 Has PRES False
|
|
struct PS_L_Array_Shader_0_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
float4 PS_L_Array_Shader_0(PS_L_Array_Shader_0_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2;
|
|
// dcl v0
|
|
// dcl t0.xy
|
|
// dcl t1.xy
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(DiffuseTextureSampler, i.texcoord.xy);
|
|
// texld r1, t1, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord1.xy);
|
|
// mul r0.xyz, r0, v0
|
|
temp0.xyz = temp0.xyz * i.color.xyz;
|
|
// mul r2.w, r0.w, v0.w
|
|
temp2.w = temp0.w * i.color.w;
|
|
// mul r0.xyz, r0, c2
|
|
temp0.xyz = temp0.xyz * TintColor.xyz;
|
|
// mul r2.xyz, r1, r0
|
|
temp2.xyz = temp1.xyz * temp0.xyz;
|
|
// mov oC0, r2
|
|
out_color = temp2;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_L_Array_Shader_1 Pixel_2_0 Has PRES False
|
|
struct PS_L_Array_Shader_1_Input
|
|
{
|
|
float4 color : COLOR;
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
float4 PS_L_Array_Shader_1(PS_L_Array_Shader_1_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2;
|
|
// dcl v0
|
|
// dcl t0.xy
|
|
// dcl t1.xy
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(DiffuseTextureSampler, i.texcoord.xy);
|
|
// texld r1, t1, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord1.xy);
|
|
// mul r0.xyz, r0, v0
|
|
temp0.xyz = temp0.xyz * i.color.xyz;
|
|
// mul r2.w, r0.w, v0.w
|
|
temp2.w = temp0.w * i.color.w;
|
|
// mul r0.xyz, r0, c2
|
|
temp0.xyz = temp0.xyz * TintColor.xyz;
|
|
// mul r2.xyz, r1, r0
|
|
temp2.xyz = temp1.xyz * temp0.xyz;
|
|
// mov oC0, r2
|
|
out_color = temp2;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
PixelShader PS_L_Array[2] = {
|
|
compile ps_2_0 PS_L_Array_Shader_0(), // 109
|
|
compile ps_2_0 PS_L_Array_Shader_1(), // 110
|
|
};
|
|
// 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(), // 114
|
|
compile vs_2_0 VSCreateShadowMap_Array_Shader_1(), // 115
|
|
};
|
|
// 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(), // 116
|
|
compile ps_2_0 PSCreateShadowMap_Array_Shader_1(), // 117
|
|
};
|
|
// _CreateShadowMap_Expression21 Expression_2_0 Has PRES False
|
|
float _CreateShadowMap_Expression21()
|
|
{
|
|
float1 expr0;
|
|
// mov c0.x, c0.x
|
|
expr0.x = AlphaTestEnable.x;
|
|
return expr0;
|
|
}
|
|
|
|
// _CreateShadowMap_Expression22 Expression_2_0 Has PRES False
|
|
float _CreateShadowMap_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 <string ExpressionEvaluator = "Objects";>
|
|
{
|
|
VertexShader = VS_H_Array[Default_Expression27()]; // 96
|
|
PixelShader = PS_H_Array[Default_Expression26()]; // 97
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
ZWriteEnable = 1;
|
|
CullMode = 2;
|
|
SrcBlend = 5;
|
|
DestBlend = 6;
|
|
AlphaFunc = 7;
|
|
AlphaRef = 96;
|
|
}
|
|
}
|
|
|
|
technique Default_M
|
|
{
|
|
pass p0 <string ExpressionEvaluator = "Objects";>
|
|
{
|
|
VertexShader = VS_M_Array[Default_M_Expression25()]; // 105
|
|
PixelShader = PS_M_Array[Default_M_Expression24()]; // 106
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
ZWriteEnable = 1;
|
|
CullMode = 2;
|
|
SrcBlend = 5;
|
|
DestBlend = 6;
|
|
AlphaFunc = 7;
|
|
AlphaRef = 96;
|
|
}
|
|
}
|
|
|
|
technique Default_L
|
|
{
|
|
pass p0 <string ExpressionEvaluator = "Objects";>
|
|
{
|
|
VertexShader = VS_L_Array[Default_L_Expression23()]; // 112
|
|
PixelShader = <PS_L_Array[0]>; // 113
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
ZWriteEnable = 1;
|
|
CullMode = 2;
|
|
SrcBlend = 5;
|
|
DestBlend = 6;
|
|
AlphaFunc = 7;
|
|
AlphaRef = 96;
|
|
}
|
|
}
|
|
|
|
technique _CreateShadowMap
|
|
{
|
|
pass p0
|
|
{
|
|
VertexShader = VSCreateShadowMap_Array[_CreateShadowMap_Expression22()]; // 118
|
|
PixelShader = PSCreateShadowMap_Array[_CreateShadowMap_Expression21()]; // 119
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
ZWriteEnable = 1;
|
|
CullMode = 2;
|
|
AlphaBlendEnable = 0;
|
|
AlphaTestEnable = 0;
|
|
}
|
|
}
|
|
|