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

1465 lines
50 KiB
HLSL

string DefaultParameterScopeBlock = "material"; // 1
float3 AmbientLightColor : register(vs_2_0, c4) : register(vs_3_0, c4) <bool unmanaged = 1;> = { 0.3, 0.3, 0.3 };
struct
{
float3 Color;
float3 Direction;
} DirectionalLight[3] : register(ps_3_0, c5) : register(vs_2_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 };
int NumPointLights : register(ps_3_0, i0) <string SasBindAddress = "Sas.NumPointLights"; string UIWidget = "None";>;
struct
{
float3 Color;
float3 Position;
float2 Range_Inner_Outer;
} PointLight[8] : register(ps_3_0, c89) <bool unmanaged = 1;>;
struct
{
float4 WorldPositionMultiplier_XYZZ;
float2 CurrentOffsetUV;
} Cloud : register(vs_3_0, c117) <bool unmanaged = 1;>;
float3 NoCloudMultiplier <bool unmanaged = 1;> = { 1, 1, 1 };
float3 RecolorColorDummy <bool unmanaged = 1;>;
column_major float4x4 ShadowMapWorldToShadow : register(vs_3_0, c113) <bool unmanaged = 1;>;
float OpacityOverride : register(vs_2_0, c1) : register(vs_3_0, c1) <bool unmanaged = 1;> = { 1 };
float3 TintColor <bool unmanaged = 1;> = { 1, 1, 1 };
float3 EyePosition : register(vs_3_0, c123) <bool unmanaged = 1;>;
column_major float4x4 ViewProjection : register(vs_2_0, c119) : register(vs_3_0, c119) <bool unmanaged = 1;>;
float4 WorldBones[128] <bool unmanaged = 1;>;
bool HasShadow <string UIWidget = "None"; string SasBindAddress = "Sas.HasShadow";>;
texture ShadowMap <string UIWidget = "None"; string SasBindAddress = "Sas.Shadow[0].ShadowMap";>; // 6
sampler2D ShadowMapSampler : register(ps_3_0, s0) <string Texture = "ShadowMap"; string UIWidget = "None"; string SasBindAddress = "Sas.Shadow[0].ShadowMap";> =
sampler_state
{
Texture = <ShadowMap>; // 9
MinFilter = 1;
MagFilter = 1;
MipFilter = 0;
AddressU = 3;
AddressV = 3;
};
float4 Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize : register(ps_3_0, c11) <string UIWidget = "None"; string SasBindAddress = "Sas.Shadow[0].Zero_Zero_OneOverMapSize_OneOverMapSize";>;
float2 MapCellSize <string UIWidget = "None"; string SasBindAddress = "Terrain.Map.CellSize";> = { 10, 10 };
texture MacroSampler <string UIWidget = "None"; string SasBindAddress = "Terrain.MacroTexture"; string ResourceName = "ShaderPreviewMacro.dds";>; // 17
sampler2D MacroSamplerSampler <string Texture = "MacroSampler"; string UIWidget = "None"; string SasBindAddress = "Terrain.MacroTexture"; string ResourceName = "ShaderPreviewMacro.dds";> =
sampler_state
{
Texture = <MacroSampler>; // 21
MinFilter = 2;
MagFilter = 2;
MipFilter = 2;
AddressU = 1;
AddressV = 1;
};
int _SasGlobal : SasGlobal <string UIWidget = "None"; int3 SasVersion = int3(1, 0, 0); int MaxLocalLights = 8; int MaxSupportedInstancingMode = 1; string RenderBin = "TerrainLikeGroundObject";>;
int NumJointsPerVertex <string UIWidget = "None"; string SasBindAddress = "Sas.Skeleton.NumJointsPerVertex";>;
column_major float4x3 World : World : register(vs_2_0, c124) : register(vs_3_0, c124);
texture CloudTexture <string UIWidget = "None"; string SasBindAddress = "Terrain.Cloud.Texture"; string ResourceName = "ShaderPreviewCloud.dds";>; // 30
sampler2D CloudTextureSampler <string Texture = "CloudTexture"; string UIWidget = "None"; string SasBindAddress = "Terrain.Cloud.Texture"; string ResourceName = "ShaderPreviewCloud.dds";> =
sampler_state
{
Texture = <CloudTexture>; // 34
MinFilter = 2;
MagFilter = 2;
MipFilter = 2;
AddressU = 1;
AddressV = 1;
};
texture DiffuseTexture <string UIName = "Diffuse Texture";>; // 39
sampler2D DiffuseTextureSampler : register(ps_2_0, s0) <string Texture = "DiffuseTexture"; string UIName = "Diffuse Texture";> =
sampler_state
{
Texture = <DiffuseTexture>; // 41
MinFilter = 3;
MagFilter = 2;
MipFilter = 2;
MaxAnisotropy = 8;
AddressU = 1;
AddressV = 1;
};
texture NormalMap <string UIName = "Normal Texture";>; // 44
sampler2D NormalMapSampler <string Texture = "NormalMap"; string UIName = "Normal Texture";> =
sampler_state
{
Texture = <NormalMap>; // 46
MinFilter = 3;
MagFilter = 2;
MipFilter = 2;
MaxAnisotropy = 8;
AddressU = 1;
AddressV = 1;
};
texture SpecMap <string UIName = "Specular Map";>; // 49
sampler2D SpecMapSampler <string Texture = "SpecMap"; string UIName = "Specular Map";> =
sampler_state
{
Texture = <SpecMap>; // 51
MinFilter = 3;
MagFilter = 2;
MipFilter = 2;
MaxAnisotropy = 8;
AddressU = 1;
AddressV = 1;
};
struct
{
float4 ScaleUV_OffsetUV;
} Shroud : register(vs_2_0, c11) : register(vs_3_0, c11) <string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud";> = { 1, 1, 0, 0 };
texture ShroudTexture <string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud.Texture";>; // 56
sampler2D ShroudTextureSampler : register(ps_2_0, s1) <string Texture = "ShroudTexture"; string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud.Texture";> =
sampler_state
{
Texture = <ShroudTexture>; // 59
MinFilter = 2;
MagFilter = 2;
MipFilter = 2;
AddressU = 3;
AddressV = 3;
};
float Time : Time;
// PS_H_Array_Shader_0 Pixel_3_0 Has PRES True
struct PS_H_Array_Shader_0_Input
{
float2 texcoord : TEXCOORD;
float3 texcoord1 : TEXCOORD1;
float3 texcoord2 : TEXCOORD2;
float3 texcoord3 : TEXCOORD3;
float3 texcoord4 : TEXCOORD4;
float4 texcoord6 : TEXCOORD6;
float3 texcoord7 : TEXCOORD7;
float4 color : COLOR;
};
float4 PS_H_Array_Shader_0(PS_H_Array_Shader_0_Input i) : COLOR
{
/*
PRSI
OutputRegisterOffset: 11
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 1
Unknown3: 0
Unknown4: 0
Unknown5: 11
Unknown6: 1
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr11;
{
float4 temp0;
// Expression_2_1
// mul r0.x, c0.x, (66)
temp0.x = MapCellSize.x * (66);
// rcp c11.x, r0.x
expr11.x = 1.0f / (temp0.x);
}
float4 out_color;
float4 temp0, temp1, temp2, temp3, temp4, temp5;
float3 temp6;
float2 temp7;
// def c0, -4, -5, -6, -7
// def c1, 50, 1, -1, 0
// def c2, 0, 1, 2, 3
// def c3, 2.2, 2, -1, -0.75
// dcl_texcoord v0.xy
// dcl_texcoord1_centroid v1.xyz
// dcl_texcoord2_centroid v2.xyz
// dcl_texcoord3_centroid v3.xyz
// dcl_texcoord4 v4.xyz
// dcl_texcoord6 v5
// dcl_texcoord7 v6.xyz
// dcl_color v7
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// dcl_2d s3
// dcl_2d s4
// dcl_2d s5
// texld r0, v0, s2
temp0 = tex2D(DiffuseTextureSampler, i.texcoord.xy);
// log r1.x, r0.x
temp1.x = log2(temp0.x);
// log r1.y, r0.y
temp1.y = log2(temp0.y);
// log r1.z, r0.z
temp1.z = log2(temp0.z);
// mul r0.xyz, r1, c3.x
temp0.xyz = temp1.xyz * float3(2.2, 2.2, 2.2);
// exp r1.x, r0.x
temp1.x = exp2(temp0.x);
// exp r1.y, r0.y
temp1.y = exp2(temp0.y);
// exp r1.z, r0.z
temp1.z = exp2(temp0.z);
// mul oC0.w, r0.w, v7.w
out_color.w = temp0.w * i.color.w;
// texld r0, v0, s3
temp0 = tex2D(NormalMapSampler, i.texcoord.xy);
// mad r0.xyz, r0, c3.y, c3.z
temp0.xyz = temp0.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
// mul r0.xyz, r0, -c3.wwzw
temp0.xyz = temp0.xyz * float3(0.75, 0.75, 1);
// dp3 r2.x, r0, v1
temp2.x = dot(temp0.xyz, i.texcoord1.xyz);
// dp3 r2.y, r0, v2
temp2.y = dot(temp0.xyz, i.texcoord2.xyz);
// dp3 r2.z, r0, v3
temp2.z = dot(temp0.xyz, i.texcoord3.xyz);
// nrm r0.xyz, r2
temp0.xyz = normalize(temp2.xyz).xyz;
// texld r2, v0, s4
temp2 = tex2D(SpecMapSampler, i.texcoord.xy);
// mov r2.yzw, v7.xxyz
temp2.yzw = i.color.xyz;
// mov r0.w, c2.x
temp0.w = float1(0);
// rep i0
for (int it0 = 0; it0 < NumPointLights; ++it0) {
// add r3, r0.w, -c2
temp3 = temp0.w + float4(-0, -1, -2, -3);
// add r4, r0.w, c0
temp4 = temp0.w + float4(-4, -5, -6, -7);
// mov r5.x, c2.x
temp5.x = float1(0);
// cmp r5.yzw, -r3_abs.x, c89.xxyz, r5.x
temp5.yzw = (-abs(temp3).xxx >= 0) ? PointLight[0].Color.xyz : temp5.xxx;
// cmp r6.xyz, -r3_abs.x, c90, r5.x
temp6.xyz = (-abs(temp3).xxx >= 0) ? PointLight[0].Position.xyz : temp5.xxx;
// cmp r7.xy, -r3_abs.x, c91, r5.x
temp7.xy = (-abs(temp3).xx >= 0) ? PointLight[0].Range_Inner_Outer.xy : temp5.xx;
// cmp r5.xyz, -r3_abs.y, c92, r5.yzww
temp5.xyz = (-abs(temp3).yyy >= 0) ? PointLight[1].Color.xyz : temp5.yzw;
// cmp r6.xyz, -r3_abs.y, c93, r6
temp6.xyz = (-abs(temp3).yyy >= 0) ? PointLight[1].Position.xyz : temp6.xyz;
// cmp r3.xy, -r3_abs.y, c94, r7
temp3.xy = (-abs(temp3).yy >= 0) ? PointLight[1].Range_Inner_Outer.xy : temp7.xy;
// cmp r5.xyz, -r3_abs.z, c95, r5
temp5.xyz = (-abs(temp3).zzz >= 0) ? PointLight[2].Color.xyz : temp5.xyz;
// cmp r6.xyz, -r3_abs.z, c96, r6
temp6.xyz = (-abs(temp3).zzz >= 0) ? PointLight[2].Position.xyz : temp6.xyz;
// cmp r3.xy, -r3_abs.z, c97, r3
temp3.xy = (-abs(temp3).zz >= 0) ? PointLight[2].Range_Inner_Outer.xy : temp3.xy;
// cmp r5.xyz, -r3_abs.w, c98, r5
temp5.xyz = (-abs(temp3).www >= 0) ? PointLight[3].Color.xyz : temp5.xyz;
// cmp r6.xyz, -r3_abs.w, c99, r6
temp6.xyz = (-abs(temp3).www >= 0) ? PointLight[3].Position.xyz : temp6.xyz;
// cmp r3.xy, -r3_abs.w, c100, r3
temp3.xy = (-abs(temp3).ww >= 0) ? PointLight[3].Range_Inner_Outer.xy : temp3.xy;
// cmp r5.xyz, -r4_abs.x, c101, r5
temp5.xyz = (-abs(temp4).xxx >= 0) ? PointLight[4].Color.xyz : temp5.xyz;
// cmp r6.xyz, -r4_abs.x, c102, r6
temp6.xyz = (-abs(temp4).xxx >= 0) ? PointLight[4].Position.xyz : temp6.xyz;
// cmp r3.xy, -r4_abs.x, c103, r3
temp3.xy = (-abs(temp4).xx >= 0) ? PointLight[4].Range_Inner_Outer.xy : temp3.xy;
// cmp r5.xyz, -r4_abs.y, c104, r5
temp5.xyz = (-abs(temp4).yyy >= 0) ? PointLight[5].Color.xyz : temp5.xyz;
// cmp r6.xyz, -r4_abs.y, c105, r6
temp6.xyz = (-abs(temp4).yyy >= 0) ? PointLight[5].Position.xyz : temp6.xyz;
// cmp r3.xy, -r4_abs.y, c106, r3
temp3.xy = (-abs(temp4).yy >= 0) ? PointLight[5].Range_Inner_Outer.xy : temp3.xy;
// cmp r5.xyz, -r4_abs.z, c107, r5
temp5.xyz = (-abs(temp4).zzz >= 0) ? PointLight[6].Color.xyz : temp5.xyz;
// cmp r6.xyz, -r4_abs.z, c108, r6
temp6.xyz = (-abs(temp4).zzz >= 0) ? PointLight[6].Position.xyz : temp6.xyz;
// cmp r3.xy, -r4_abs.z, c109, r3
temp3.xy = (-abs(temp4).zz >= 0) ? PointLight[6].Range_Inner_Outer.xy : temp3.xy;
// cmp r4.xyz, -r4_abs.w, c110, r5
temp4.xyz = (-abs(temp4).www >= 0) ? PointLight[7].Color.xyz : temp5.xyz;
// cmp r5.xyz, -r4_abs.w, c111, r6
temp5.xyz = (-abs(temp4).www >= 0) ? PointLight[7].Position.xyz : temp6.xyz;
// cmp r3.xy, -r4_abs.w, c112, r3
temp3.xy = (-abs(temp4).ww >= 0) ? PointLight[7].Range_Inner_Outer.xy : temp3.xy;
// add r5.xyz, r5, -v4
temp5.xyz = temp5.xyz + -i.texcoord4.xyz;
// dp3 r1.w, r5, r5
temp1.w = dot(temp5.xyz, temp5.xyz);
// rsq r1.w, r1.w
temp1.w = 1 / sqrt(temp1.w);
// rcp r3.z, r1.w
temp3.z = 1.0f / temp1.w;
// mul r5.xyz, r5, r1.w
temp5.xyz = temp5.xyz * temp1.www;
// add r1.w, -r3.x, r3.z
temp1.w = -temp3.x + temp3.z;
// add r3.x, -r3.x, r3.y
temp3.x = -temp3.x + temp3.y;
// rcp r3.x, r3.x
temp3.x = 1.0f / temp3.x;
// mad_sat r1.w, r1.w, -r3.x, -c3.z
temp1.w = saturate(temp1.w * -temp3.x + float1(1));
// mul r1.w, r1.w, r1.w
temp1.w = temp1.w * temp1.w;
// mul r3.xyz, r4, r1.w
temp3.xyz = temp4.xyz * temp1.www;
// dp3 r1.w, r0, r5
temp1.w = dot(temp0.xyz, temp5.xyz);
// max r3.w, r1.w, c2.x
temp3.w = max(temp1.w, float1(0));
// mad r2.yzw, r3.xxyz, r3.w, r2
temp2.yzw = temp3.xyz * temp3.www + temp2.yzw;
// add r0.w, r0.w, -c3.z
temp0.w = temp0.w + float1(1);
// endrep
}
// mul r2.yzw, r1.xxyz, r2
temp2.yzw = temp1.xyz * temp2.yzw;
// add r2.yzw, r2, r2
temp2.yzw = temp2.yzw + temp2.yzw;
// dp3 r0.w, r0, c6
temp0.w = dot(temp0.xyz, DirectionalLight[0].Direction.xyz);
// dp3 r0.x, r0, v6
temp0.x = dot(temp0.xyz, i.texcoord7.xyz);
// cmp r0.y, -r0.w, c2.x, c2.y
temp0.y = (-temp0.w >= 0) ? float1(0) : float1(1);
// mul r0.z, r0.w, r0.y
temp0.z = temp0.w * temp0.y;
// cmp r0.w, -r0.x, c2.x, c2.y
temp0.w = (-temp0.x >= 0) ? float1(0) : float1(1);
// mul r0.y, r0.y, r0.w
temp0.y = temp0.y * temp0.w;
// pow r1.w, r0.x, c1.x
temp1.w = pow(temp0.x, float1(50));
// mul r0.x, r0.y, r1.w
temp0.x = temp0.y * temp1.w;
// texld r3, v5.zwzw, s1
temp3 = tex2D(CloudTextureSampler, i.texcoord6.zw);
// 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, c3.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);
// mul r3.xyz, r4, c5
temp3.xyz = temp4.xyz * DirectionalLight[0].Color.xyz;
// mul r0.x, r2.x, r0.x
temp0.x = temp2.x * temp0.x;
// mad r0.xyz, r0.z, r1, r0.x
temp0.xyz = temp0.zzz * temp1.xyz + temp0.xxx;
// mad r0.xyz, r3, r0, r2.yzww
temp0.xyz = temp3.xyz * temp0.xyz + temp2.yzw;
// mov r1.yz, c1
temp1.yz = float2(1, -1);
// mul r1.xy, r1.yzzw, c11.x
temp1.xy = temp1.yz * expr11.xx;
// mul r1.xy, r1, v4
temp1.xy = temp1.xy * i.texcoord4.xy;
// texld r1, r1, s0
temp1 = tex2D(MacroSamplerSampler, temp1.xy);
// log r2.x, r1.x
temp2.x = log2(temp1.x);
// log r2.y, r1.y
temp2.y = log2(temp1.y);
// log r2.z, r1.z
temp2.z = log2(temp1.z);
// mul r1.xyz, r2, c3.x
temp1.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
// exp r2.x, r1.x
temp2.x = exp2(temp1.x);
// exp r2.y, r1.y
temp2.y = exp2(temp1.y);
// exp r2.z, r1.z
temp2.z = exp2(temp1.z);
// mul r0.xyz, r0, r2
temp0.xyz = temp0.xyz * temp2.xyz;
// texld r1, v5, s5
temp1 = tex2D(ShroudTextureSampler, i.texcoord6.xy);
// mul oC0.xyz, r0, r1.x
out_color.xyz = temp0.xyz * temp1.xxx;
//
return out_color;
}
// PS_H_Array_Shader_1 Pixel_3_0 Has PRES True
struct PS_H_Array_Shader_1_Input
{
float2 texcoord : TEXCOORD;
float3 texcoord1 : TEXCOORD1;
float3 texcoord2 : TEXCOORD2;
float3 texcoord3 : TEXCOORD3;
float3 texcoord4 : TEXCOORD4;
float3 texcoord5 : TEXCOORD5;
float4 texcoord6 : TEXCOORD6;
float3 texcoord7 : TEXCOORD7;
float4 color : COLOR;
};
float4 PS_H_Array_Shader_1(PS_H_Array_Shader_1_Input i) : COLOR
{
/*
PRSI
OutputRegisterOffset: 12
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 1
Unknown3: 0
Unknown4: 0
Unknown5: 12
Unknown6: 1
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr12;
{
float4 temp0;
// Expression_2_1
// mul r0.x, c0.x, (66)
temp0.x = MapCellSize.x * (66);
// rcp c12.x, r0.x
expr12.x = 1.0f / (temp0.x);
}
float4 out_color;
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6;
float2 temp7;
// def c0, -4, -5, -6, -7
// def c1, 2.2, 2, -1, -0.75
// def c2, 50, 0.25, 1, -1
// def c3, 0, 1, 2, 3
// dcl_texcoord v0.xy
// 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_texcoord7 v7.xyz
// dcl_color v8
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// dcl_2d s3
// dcl_2d s4
// dcl_2d s5
// dcl_2d s6
// texld r0, v0, s3
temp0 = tex2D(DiffuseTextureSampler, i.texcoord.xy);
// log r1.x, r0.x
temp1.x = log2(temp0.x);
// log r1.y, r0.y
temp1.y = log2(temp0.y);
// log r1.z, r0.z
temp1.z = log2(temp0.z);
// mul r0.xyz, r1, c1.x
temp0.xyz = temp1.xyz * float3(2.2, 2.2, 2.2);
// exp r1.x, r0.x
temp1.x = exp2(temp0.x);
// exp r1.y, r0.y
temp1.y = exp2(temp0.y);
// exp r1.z, r0.z
temp1.z = exp2(temp0.z);
// mul oC0.w, r0.w, v8.w
out_color.w = temp0.w * i.color.w;
// texld r0, v0, s4
temp0 = tex2D(NormalMapSampler, i.texcoord.xy);
// mad r0.xyz, r0, c1.y, c1.z
temp0.xyz = temp0.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
// mul r0.xyz, r0, -c1.wwzw
temp0.xyz = temp0.xyz * float3(0.75, 0.75, 1);
// dp3 r2.x, r0, v1
temp2.x = dot(temp0.xyz, i.texcoord1.xyz);
// dp3 r2.y, r0, v2
temp2.y = dot(temp0.xyz, i.texcoord2.xyz);
// dp3 r2.z, r0, v3
temp2.z = dot(temp0.xyz, i.texcoord3.xyz);
// nrm r0.xyz, r2
temp0.xyz = normalize(temp2.xyz).xyz;
// texld r2, v0, s5
temp2 = tex2D(SpecMapSampler, i.texcoord.xy);
// mov r2.yzw, v8.xxyz
temp2.yzw = i.color.xyz;
// mov r0.w, c3.x
temp0.w = float1(0);
// rep i0
for (int it0 = 0; it0 < NumPointLights; ++it0) {
// add r3, r0.w, -c3
temp3 = temp0.w + float4(-0, -1, -2, -3);
// add r4, r0.w, c0
temp4 = temp0.w + float4(-4, -5, -6, -7);
// mov r5.x, c3.x
temp5.x = float1(0);
// cmp r5.yzw, -r3_abs.x, c89.xxyz, r5.x
temp5.yzw = (-abs(temp3).xxx >= 0) ? PointLight[0].Color.xyz : temp5.xxx;
// cmp r6.xyz, -r3_abs.x, c90, r5.x
temp6.xyz = (-abs(temp3).xxx >= 0) ? PointLight[0].Position.xyz : temp5.xxx;
// cmp r7.xy, -r3_abs.x, c91, r5.x
temp7.xy = (-abs(temp3).xx >= 0) ? PointLight[0].Range_Inner_Outer.xy : temp5.xx;
// cmp r5.xyz, -r3_abs.y, c92, r5.yzww
temp5.xyz = (-abs(temp3).yyy >= 0) ? PointLight[1].Color.xyz : temp5.yzw;
// cmp r6.xyz, -r3_abs.y, c93, r6
temp6.xyz = (-abs(temp3).yyy >= 0) ? PointLight[1].Position.xyz : temp6.xyz;
// cmp r3.xy, -r3_abs.y, c94, r7
temp3.xy = (-abs(temp3).yy >= 0) ? PointLight[1].Range_Inner_Outer.xy : temp7.xy;
// cmp r5.xyz, -r3_abs.z, c95, r5
temp5.xyz = (-abs(temp3).zzz >= 0) ? PointLight[2].Color.xyz : temp5.xyz;
// cmp r6.xyz, -r3_abs.z, c96, r6
temp6.xyz = (-abs(temp3).zzz >= 0) ? PointLight[2].Position.xyz : temp6.xyz;
// cmp r3.xy, -r3_abs.z, c97, r3
temp3.xy = (-abs(temp3).zz >= 0) ? PointLight[2].Range_Inner_Outer.xy : temp3.xy;
// cmp r5.xyz, -r3_abs.w, c98, r5
temp5.xyz = (-abs(temp3).www >= 0) ? PointLight[3].Color.xyz : temp5.xyz;
// cmp r6.xyz, -r3_abs.w, c99, r6
temp6.xyz = (-abs(temp3).www >= 0) ? PointLight[3].Position.xyz : temp6.xyz;
// cmp r3.xy, -r3_abs.w, c100, r3
temp3.xy = (-abs(temp3).ww >= 0) ? PointLight[3].Range_Inner_Outer.xy : temp3.xy;
// cmp r5.xyz, -r4_abs.x, c101, r5
temp5.xyz = (-abs(temp4).xxx >= 0) ? PointLight[4].Color.xyz : temp5.xyz;
// cmp r6.xyz, -r4_abs.x, c102, r6
temp6.xyz = (-abs(temp4).xxx >= 0) ? PointLight[4].Position.xyz : temp6.xyz;
// cmp r3.xy, -r4_abs.x, c103, r3
temp3.xy = (-abs(temp4).xx >= 0) ? PointLight[4].Range_Inner_Outer.xy : temp3.xy;
// cmp r5.xyz, -r4_abs.y, c104, r5
temp5.xyz = (-abs(temp4).yyy >= 0) ? PointLight[5].Color.xyz : temp5.xyz;
// cmp r6.xyz, -r4_abs.y, c105, r6
temp6.xyz = (-abs(temp4).yyy >= 0) ? PointLight[5].Position.xyz : temp6.xyz;
// cmp r3.xy, -r4_abs.y, c106, r3
temp3.xy = (-abs(temp4).yy >= 0) ? PointLight[5].Range_Inner_Outer.xy : temp3.xy;
// cmp r5.xyz, -r4_abs.z, c107, r5
temp5.xyz = (-abs(temp4).zzz >= 0) ? PointLight[6].Color.xyz : temp5.xyz;
// cmp r6.xyz, -r4_abs.z, c108, r6
temp6.xyz = (-abs(temp4).zzz >= 0) ? PointLight[6].Position.xyz : temp6.xyz;
// cmp r3.xy, -r4_abs.z, c109, r3
temp3.xy = (-abs(temp4).zz >= 0) ? PointLight[6].Range_Inner_Outer.xy : temp3.xy;
// cmp r4.xyz, -r4_abs.w, c110, r5
temp4.xyz = (-abs(temp4).www >= 0) ? PointLight[7].Color.xyz : temp5.xyz;
// cmp r5.xyz, -r4_abs.w, c111, r6
temp5.xyz = (-abs(temp4).www >= 0) ? PointLight[7].Position.xyz : temp6.xyz;
// cmp r3.xy, -r4_abs.w, c112, r3
temp3.xy = (-abs(temp4).ww >= 0) ? PointLight[7].Range_Inner_Outer.xy : temp3.xy;
// add r5.xyz, r5, -v4
temp5.xyz = temp5.xyz + -i.texcoord4.xyz;
// dp3 r1.w, r5, r5
temp1.w = dot(temp5.xyz, temp5.xyz);
// rsq r1.w, r1.w
temp1.w = 1 / sqrt(temp1.w);
// rcp r3.z, r1.w
temp3.z = 1.0f / temp1.w;
// mul r5.xyz, r5, r1.w
temp5.xyz = temp5.xyz * temp1.www;
// add r1.w, -r3.x, r3.z
temp1.w = -temp3.x + temp3.z;
// add r3.x, -r3.x, r3.y
temp3.x = -temp3.x + temp3.y;
// rcp r3.x, r3.x
temp3.x = 1.0f / temp3.x;
// mad_sat r1.w, r1.w, -r3.x, -c1.z
temp1.w = saturate(temp1.w * -temp3.x + float1(1));
// mul r1.w, r1.w, r1.w
temp1.w = temp1.w * temp1.w;
// mul r3.xyz, r4, r1.w
temp3.xyz = temp4.xyz * temp1.www;
// dp3 r1.w, r0, r5
temp1.w = dot(temp0.xyz, temp5.xyz);
// max r3.w, r1.w, c3.x
temp3.w = max(temp1.w, float1(0));
// mad r2.yzw, r3.xxyz, r3.w, r2
temp2.yzw = temp3.xyz * temp3.www + temp2.yzw;
// add r0.w, r0.w, -c1.z
temp0.w = temp0.w + float1(1);
// endrep
}
// mul r2.yzw, r1.xxyz, r2
temp2.yzw = temp1.xyz * temp2.yzw;
// add r2.yzw, r2, r2
temp2.yzw = temp2.yzw + temp2.yzw;
// dp3 r0.w, r0, c6
temp0.w = dot(temp0.xyz, DirectionalLight[0].Direction.xyz);
// dp3 r0.x, r0, v7
temp0.x = dot(temp0.xyz, i.texcoord7.xyz);
// cmp r0.y, -r0.w, c3.x, c3.y
temp0.y = (-temp0.w >= 0) ? float1(0) : float1(1);
// mul r0.z, r0.w, r0.y
temp0.z = temp0.w * temp0.y;
// cmp r1.w, -r0.x, c3.x, c3.y
temp1.w = (-temp0.x >= 0) ? float1(0) : float1(1);
// mul r0.y, r0.y, r1.w
temp0.y = temp0.y * temp1.w;
// pow r1.w, r0.x, c2.x
temp1.w = pow(temp0.x, float1(50));
// mul r0.w, r0.y, r1.w
temp0.w = temp0.y * temp1.w;
// texld r3, v5, s0
temp3 = tex2D(ShadowMapSampler, i.texcoord5.xy);
// add r0.xy, c11.zxzw, v5
temp0.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx + i.texcoord5.xy;
// texld r4, r0, s0
temp4 = tex2D(ShadowMapSampler, temp0.xy);
// add r0.xy, c11.yzzw, v5
temp0.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz + i.texcoord5.xy;
// texld r5, r0, s0
temp5 = tex2D(ShadowMapSampler, temp0.xy);
// add r0.xy, c11.wzzw, v5
temp0.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz + i.texcoord5.xy;
// texld r6, r0, s0
temp6 = tex2D(ShadowMapSampler, temp0.xy);
// mov r3.y, r4.x
temp3.y = temp4.x;
// mov r3.z, r5.x
temp3.z = temp5.x;
// mov r3.w, r6.x
temp3.w = temp6.x;
// add r3, r3, -v5.z
temp3 = temp3 + -i.texcoord5.z;
// cmp r3, r3, c3.y, c3.x
temp3 = (temp3 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
// dp4 r0.x, -c1.z, r3
temp0.x = dot(float4(1, 1, 1, 1), temp3);
// mul r0.x, r0.x, c2.y
temp0.x = temp0.x * float1(0.25);
// mul r0.xy, r0.zwzw, r0.x
temp0.xy = temp0.zw * temp0.xx;
// texld r3, v6.zwzw, s2
temp3 = tex2D(CloudTextureSampler, i.texcoord6.zw);
// 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, c1.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);
// mul r3.xyz, r4, c5
temp3.xyz = temp4.xyz * DirectionalLight[0].Color.xyz;
// mul r0.y, r2.x, r0.y
temp0.y = temp2.x * temp0.y;
// mad r0.xyz, r0.x, r1, r0.y
temp0.xyz = temp0.xxx * temp1.xyz + temp0.yyy;
// mad r0.xyz, r3, r0, r2.yzww
temp0.xyz = temp3.xyz * temp0.xyz + temp2.yzw;
// mov r1.zw, c2
temp1.zw = float2(1, -1);
// mul r1.xy, r1.zwzw, c12.x
temp1.xy = temp1.zw * expr12.xx;
// mul r1.xy, r1, v4
temp1.xy = temp1.xy * i.texcoord4.xy;
// texld r1, r1, s1
temp1 = tex2D(MacroSamplerSampler, temp1.xy);
// log r2.x, r1.x
temp2.x = log2(temp1.x);
// log r2.y, r1.y
temp2.y = log2(temp1.y);
// log r2.z, r1.z
temp2.z = log2(temp1.z);
// mul r1.xyz, r2, c1.x
temp1.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
// exp r2.x, r1.x
temp2.x = exp2(temp1.x);
// exp r2.y, r1.y
temp2.y = exp2(temp1.y);
// exp r2.z, r1.z
temp2.z = exp2(temp1.z);
// mul r0.xyz, r0, r2
temp0.xyz = temp0.xyz * temp2.xyz;
// texld r1, v6, s6
temp1 = tex2D(ShroudTextureSampler, i.texcoord6.xy);
// mul oC0.xyz, r0, r1.x
out_color.xyz = temp0.xyz * temp1.xxx;
//
return out_color;
}
PixelShader PS_H_Array[2] = {
compile ps_3_0 PS_H_Array_Shader_0(), // 63
compile ps_3_0 PS_H_Array_Shader_1(), // 64
};
// PS_M_Array_Shader_0 Pixel_3_0 Has PRES False
struct PS_M_Array_Shader_0_Input
{
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
float4 color : COLOR;
};
float4 PS_M_Array_Shader_0(PS_M_Array_Shader_0_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1;
float3 temp2;
// def c0, 2, -1, 0.75, 1
// def c1, 2.2, 0, 0, 0
// dcl_texcoord v0
// dcl_texcoord1 v1
// dcl_color v2
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// dcl_2d s3
// dcl_2d s4
// texld r0, v0, s3
temp0 = /* not implemented _pp modifier */ tex2D(NormalMapSampler, i.texcoord.xy);
// mad_pp r0.xyz, r0, c0.x, c0.y
temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
// mul_pp r0.xyz, r0, c0.zzww
temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * float3(0.75, 0.75, 1);
// nrm_pp r1.xyz, r0
temp1.xyz = /* not implemented _pp modifier */ normalize(temp0.xyz).xyz;
// dp3 r0.x, r1, c6
temp0.x = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
// max r1.x, r0.x, c1.y
temp1.x = max(temp0.x, float1(0));
// mul_pp r0.xyz, r1.x, c5
temp0.xyz = /* not implemented _pp modifier */ temp1.xxx * DirectionalLight[0].Color.xyz;
// texld r1, v1.zwzw, s1
temp1 = tex2D(CloudTextureSampler, i.texcoord1.zw);
// log r2.x, r1.x
temp2.x = log2(temp1.x);
// log r2.y, r1.y
temp2.y = log2(temp1.y);
// log r2.z, r1.z
temp2.z = log2(temp1.z);
// mul r1.xyz, r2, c1.x
temp1.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
// exp_pp r2.x, r1.x
temp2.x = /* not implemented _pp modifier */ exp2(temp1.x);
// exp_pp r2.y, r1.y
temp2.y = /* not implemented _pp modifier */ exp2(temp1.y);
// exp_pp r2.z, r1.z
temp2.z = /* not implemented _pp modifier */ exp2(temp1.z);
// mad r0.xyz, r0, r2, v2
temp0.xyz = temp0.xyz * temp2.xyz + i.color.xyz;
// texld r1, v0, s2
temp1 = /* not implemented _pp modifier */ tex2D(DiffuseTextureSampler, i.texcoord.xy);
// mul_pp r0.xyz, r0, r1
temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * temp1.xyz;
// mul_pp oC0.w, r1.w, v2.w
out_color.w = /* not implemented _pp modifier */ temp1.w * i.color.w;
// texld r1, v0.zwzw, s0
temp1 = /* not implemented _pp modifier */ tex2D(MacroSamplerSampler, i.texcoord.zw);
// mul_pp r0.xyz, r0, r1
temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * temp1.xyz;
// texld r1, v1, s4
temp1 = /* not implemented _pp modifier */ tex2D(ShroudTextureSampler, i.texcoord1.xy);
// mul_pp oC0.xyz, r0, r1.x
out_color.xyz = /* not implemented _pp modifier */ temp0.xyz * temp1.xxx;
//
return out_color;
}
// PS_M_Array_Shader_1 Pixel_3_0 Has PRES False
struct PS_M_Array_Shader_1_Input
{
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
float3 texcoord2 : TEXCOORD2;
float4 color : COLOR;
};
float4 PS_M_Array_Shader_1(PS_M_Array_Shader_1_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2;
// def c0, 2, -1, 0.75, 1
// def c1, 2.2, 0, 1, 0.25
// dcl_texcoord v0
// dcl_texcoord1 v1
// dcl_texcoord2 v2.xyz
// dcl_color v3
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// dcl_2d s3
// dcl_2d s4
// dcl_2d s5
// texld r0, v0, s4
temp0 = /* not implemented _pp modifier */ tex2D(NormalMapSampler, i.texcoord.xy);
// mad_pp r0.xyz, r0, c0.x, c0.y
temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * float3(2, 2, 2) + float3(-1, -1, -1);
// mul_pp r0.xyz, r0, c0.zzww
temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * float3(0.75, 0.75, 1);
// nrm_pp r1.xyz, r0
temp1.xyz = /* not implemented _pp modifier */ normalize(temp0.xyz).xyz;
// dp3 r0.x, r1, c6
temp0.x = dot(temp1.xyz, DirectionalLight[0].Direction.xyz);
// max r1.x, r0.x, c1.y
temp1.x = max(temp0.x, float1(0));
// mul_pp r0.xyz, r1.x, c5
temp0.xyz = /* not implemented _pp modifier */ temp1.xxx * DirectionalLight[0].Color.xyz;
// texld r1, v1.zwzw, s2
temp1 = tex2D(CloudTextureSampler, i.texcoord1.zw);
// log r2.x, r1.x
temp2.x = log2(temp1.x);
// log r2.y, r1.y
temp2.y = log2(temp1.y);
// log r2.z, r1.z
temp2.z = log2(temp1.z);
// mul r1.xyz, r2, c1.x
temp1.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
// exp_pp r2.x, r1.x
temp2.x = /* not implemented _pp modifier */ exp2(temp1.x);
// exp_pp r2.y, r1.y
temp2.y = /* not implemented _pp modifier */ exp2(temp1.y);
// exp_pp r2.z, r1.z
temp2.z = /* not implemented _pp modifier */ exp2(temp1.z);
// mul_pp r0.xyz, r0, r2
temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * temp2.xyz;
// add r1.xy, c11.zxzw, v2
temp1.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx + i.texcoord2.xy;
// texld r1, r1, s0
temp1 = tex2D(ShadowMapSampler, temp1.xy);
// mov r1.y, r1.x
temp1.y = temp1.x;
// add r2.xy, c11.yzzw, v2
temp2.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz + i.texcoord2.xy;
// texld r2, r2, s0
temp2 = tex2D(ShadowMapSampler, temp2.xy);
// mov r1.z, r2.x
temp1.z = temp2.x;
// add r2.xy, c11.wzzw, v2
temp2.xy = Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz + i.texcoord2.xy;
// texld r2, r2, s0
temp2 = tex2D(ShadowMapSampler, temp2.xy);
// mov r1.w, r2.x
temp1.w = temp2.x;
// texld r2, v2, s0
temp2 = tex2D(ShadowMapSampler, i.texcoord2.xy);
// mov r1.x, r2.x
temp1.x = temp2.x;
// add r1, r1, -v2.z
temp1 = temp1 + -i.texcoord2.z;
// cmp r1, r1, c1.z, c1.y
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.w
temp0.w = temp0.w * float1(0.25);
// mad r0.xyz, r0, r0.w, v3
temp0.xyz = temp0.xyz * temp0.www + i.color.xyz;
// texld r1, v0, s3
temp1 = /* not implemented _pp modifier */ tex2D(DiffuseTextureSampler, i.texcoord.xy);
// mul_pp r0.xyz, r0, r1
temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * temp1.xyz;
// mul_pp oC0.w, r1.w, v3.w
out_color.w = /* not implemented _pp modifier */ temp1.w * i.color.w;
// texld r1, v0.zwzw, s1
temp1 = /* not implemented _pp modifier */ tex2D(MacroSamplerSampler, i.texcoord.zw);
// mul_pp r0.xyz, r0, r1
temp0.xyz = /* not implemented _pp modifier */ temp0.xyz * temp1.xyz;
// texld r1, v1, s5
temp1 = /* not implemented _pp modifier */ tex2D(ShroudTextureSampler, i.texcoord1.xy);
// mul_pp oC0.xyz, r0, r1.x
out_color.xyz = /* not implemented _pp modifier */ temp0.xyz * temp1.xxx;
//
return out_color;
}
PixelShader PS_M_Array[2] = {
compile ps_3_0 PS_M_Array_Shader_0(), // 67
compile ps_3_0 PS_M_Array_Shader_1(), // 68
};
// _CreateShadowMap_PixelShader5 Pixel_2_0 Has PRES False
struct _CreateShadowMap_PixelShader5_Input
{
float2 texcoord : TEXCOORD;
float texcoord1 : TEXCOORD1;
float color : COLOR;
};
float4 _CreateShadowMap_PixelShader5(_CreateShadowMap_PixelShader5_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;
}
// _CreateShadowMap_VertexShader6 Vertex_2_0 Has PRES False
struct _CreateShadowMap_VertexShader6_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct _CreateShadowMap_VertexShader6_Output
{
float4 position : POSITION;
float texcoord1 : TEXCOORD1;
float color : COLOR;
float2 texcoord : TEXCOORD;
};
_CreateShadowMap_VertexShader6_Output _CreateShadowMap_VertexShader6(_CreateShadowMap_VertexShader6_Input i)
{
_CreateShadowMap_VertexShader6_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;
}
// Default_L_PixelShader7 Pixel_2_0 Has PRES False
struct Default_L_PixelShader7_Input
{
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
float4 Default_L_PixelShader7(Default_L_PixelShader7_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1;
// dcl t0
// dcl t1
// dcl_2d s0
// dcl_2d s1
// mov r0.x, t0.z
temp0.x = i.texcoord.z;
// mov r0.y, t0.w
temp0.y = i.texcoord.w;
// texld r0, r0, s1
temp0 = tex2D(ShroudTextureSampler, temp0.xy);
// texld r1, t0, s0
temp1 = tex2D(DiffuseTextureSampler, i.texcoord.xy);
// mul r1, r1, t1
temp1 = temp1 * i.texcoord1;
// mul r1.xyz, r0.x, r1
temp1.xyz = temp0.xxx * temp1.xyz;
// mov oC0, r1
out_color = temp1;
//
return out_color;
}
// Default_L_VertexShader8 Vertex_2_0 Has PRES False
struct Default_L_VertexShader8_Input
{
float4 position : POSITION;
float4 normal : NORMAL;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct Default_L_VertexShader8_Output
{
float4 position : POSITION;
float4 texcoord1 : TEXCOORD1;
float4 texcoord : TEXCOORD;
};
Default_L_VertexShader8_Output Default_L_VertexShader8(Default_L_VertexShader8_Input i)
{
Default_L_VertexShader8_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, c11.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;
// add r1.xyz, r1, c4
temp1.xyz = temp1.xyz + AmbientLightColor.xyz;
// mov r1.w, c1.x
temp1.w = OpacityOverride.x;
// mul oT1, r1, v3
o.texcoord1 = temp1 * i.color;
// mul oT0.zw, r0.xyxy, c11.xyxy
o.texcoord.zw = temp0.xy * Shroud.ScaleUV_OffsetUV.xy;
// mov oT0.xy, v2
o.texcoord.xy = i.texcoord.xy;
//
return o;
}
// Default_M_Expression9 Expression_2_0 Has PRES False
float Default_M_Expression9()
{
float1 expr0;
// mov c0.x, c0.x
expr0.x = HasShadow.x;
return expr0;
}
// Default_M_VertexShader10 Vertex_3_0 Has PRES True
struct Default_M_VertexShader10_Input
{
float4 position : POSITION;
float4 normal : NORMAL;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct Default_M_VertexShader10_Output
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 color : COLOR;
};
Default_M_VertexShader10_Output Default_M_VertexShader10(Default_M_VertexShader10_Input i)
{
/*
PRSI
OutputRegisterOffset: 12
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 1
Unknown3: 0
Unknown4: 0
Unknown5: 12
Unknown6: 1
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr12;
{
float4 temp0;
// Expression_2_1
// mul r0.x, c0.x, (66)
temp0.x = MapCellSize.x * (66);
// rcp c12.x, r0.x
expr12.x = 1.0f / (temp0.x);
}
Default_M_VertexShader10_Output o;
float4 temp0, temp1;
// def c0, 1, 0, -1, -0.0015
// dcl_position v0
// dcl_normal v1
// dcl_texcoord v2
// dcl_color v3
// dcl_position o0
// dcl_texcoord o1
// dcl_texcoord1 o2
// dcl_texcoord2 o3
// dcl_color o4
// 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, v1, c124
temp0.x = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz);
// dp3 r0.y, v1, c125
temp0.y = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz);
// dp3 r0.z, v1, c126
temp0.z = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz);
// dp3 r0.w, r0, c10
temp0.w = dot(temp0.xyz, DirectionalLight[2].Direction.xyz);
// dp3 r0.x, r0, c8
temp0.x = dot(temp0.xyz, DirectionalLight[1].Direction.xyz);
// max r0.y, r0.w, c0.y
temp0.y = max(temp0.w, float1(0));
// mul r0.yzw, r0.y, c9.xxyz
temp0.yzw = temp0.yyy * DirectionalLight[2].Color.xyz;
// max r0.x, r0.x, c0.y
temp0.x = max(temp0.x, float1(0));
// mad r0.xyz, c7, r0.x, r0.yzww
temp0.xyz = DirectionalLight[1].Color.xyz * temp0.xxx + temp0.yzw;
// add r0.xyz, r0, c4
temp0.xyz = temp0.xyz + AmbientLightColor.xyz;
// mov r0.w, c1.x
temp0.w = OpacityOverride.x;
// mul o4, r0, v3
o.color = temp0 * i.color;
// add r0.xy, r1, c11.zwzw
temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
// mul o2.xy, r0, c11
o.texcoord1.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 o2.zw, r0.xyxy, c118.xyxy
o.texcoord1.zw = temp0.xy + Cloud.CurrentOffsetUV.xy;
// mov r0.xz, c0
temp0.xz = float2(1, -1);
// mul r0.xy, r0.xzzw, c12.x
temp0.xy = temp0.xz * expr12.xx;
// mul o1.zw, r1.xyxy, r0.xyxy
o.texcoord.zw = temp1.xy * temp0.xy;
// mov o1.xy, v2
o.texcoord.xy = i.texcoord.xy;
// 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 o3.w, r0.x
o.texcoord2.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 o3.xyz, r0.xzww, r0.y, c0.yyww
o.texcoord2.xyz = temp0.xzw * temp0.yyy + float3(0, 0, -0.0015);
//
return o;
}
// Default_Expression11 Expression_2_0 Has PRES False
float Default_Expression11()
{
float1 expr0;
// mov c0.x, c0.x
expr0.x = HasShadow.x;
return expr0;
}
// Default_VertexShader12 Vertex_3_0 Has PRES False
struct Default_VertexShader12_Input
{
float4 position : POSITION;
float4 normal : NORMAL;
float4 tangent : TANGENT;
float4 binormal : BINORMAL;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct Default_VertexShader12_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float3 texcoord1 : TEXCOORD1;
float3 texcoord2 : TEXCOORD2;
float3 texcoord3 : TEXCOORD3;
float3 texcoord4 : TEXCOORD4;
float4 texcoord5 : TEXCOORD5;
float4 texcoord6 : TEXCOORD6;
float3 texcoord7 : TEXCOORD7;
float4 color : COLOR;
};
Default_VertexShader12_Output Default_VertexShader12(Default_VertexShader12_Input i)
{
Default_VertexShader12_Output o;
float4 temp0, temp1;
// def c0, 1, 0, 0.5, -0.0015
// dcl_position v0
// dcl_normal v1
// dcl_tangent v2
// dcl_binormal v3
// dcl_texcoord v4
// dcl_color v5
// dcl_position o0
// dcl_texcoord o1.xy
// dcl_texcoord1 o2.xyz
// dcl_texcoord2 o3.xyz
// dcl_texcoord3 o4.xyz
// dcl_texcoord4 o5.xyz
// dcl_texcoord5 o6
// dcl_texcoord6 o7
// dcl_texcoord7 o8.xyz
// dcl_color o9
// dp3 r0.x, v1, c124
temp0.x = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz);
// dp3 r0.y, v1, c125
temp0.y = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz);
// dp3 r0.z, v1, c126
temp0.z = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz);
// dp3 r0.w, r0, c10
temp0.w = dot(temp0.xyz, DirectionalLight[2].Direction.xyz);
// max r0.w, r0.w, c0.y
temp0.w = max(temp0.w, float1(0));
// mul r1.xyz, r0.w, c9
temp1.xyz = temp0.www * DirectionalLight[2].Color.xyz;
// dp3 r0.w, r0, c8
temp0.w = dot(temp0.xyz, DirectionalLight[1].Direction.xyz);
// mov o2.z, r0.x
o.texcoord1.z = temp0.x;
// mov o3.z, r0.y
o.texcoord2.z = temp0.y;
// mov o4.z, r0.z
o.texcoord3.z = temp0.z;
// max r0.x, r0.w, c0.y
temp0.x = max(temp0.w, float1(0));
// mad r0.xyz, c7, r0.x, r1
temp0.xyz = DirectionalLight[1].Color.xyz * temp0.xxx + temp1.xyz;
// add r0.xyz, r0, c4
temp0.xyz = temp0.xyz + AmbientLightColor.xyz;
// mul r0.xyz, r0, v5
temp0.xyz = temp0.xyz * i.color.xyz;
// mov r0.w, c1.x
temp0.w = OpacityOverride.x;
// mad r1, v5.w, c0.yyyx, c0.zzzy
temp1 = i.color.w * float4(0, 0, 0, 1) + float4(0.5, 0.5, 0.5, 0);
// mul o9, r0, r1
o.color = temp0 * temp1;
// 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));
// 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));
// add r0.xyz, -r1, c123
temp0.xyz = -temp1.xyz + EyePosition.xyz;
// dp3 r0.w, r0, r0
temp0.w = dot(temp0.xyz, temp0.xyz);
// rsq r0.w, r0.w
temp0.w = 1 / sqrt(temp0.w);
// mad r0.xyz, r0, r0.w, c6
temp0.xyz = temp0.xyz * temp0.www + DirectionalLight[0].Direction.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 o8.xyz, r0, r0.w
o.texcoord7 = temp0 * temp0.w;
// mov r1.w, c0.x
temp1.w = float1(1);
// 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));
// add r0.xy, r1, c11.zwzw
temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
// mul o7.xy, r0, c11
o.texcoord6.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 o7.zw, r0.xyxy, c118.xyxy
o.texcoord6.zw = temp0.xy + Cloud.CurrentOffsetUV.xy;
// mov o1.xy, v4
o.texcoord = i.texcoord;
// dp3 r0.x, v3, c124
temp0.x = dot(i.binormal.xyz, (World._m00_m10_m20_m30).xyz);
// mov o2.x, -r0.x
o.texcoord1.x = -temp0.x;
// dp3 r0.x, v2, c124
temp0.x = dot(i.tangent.xyz, (World._m00_m10_m20_m30).xyz);
// mov o2.y, -r0.x
o.texcoord1.y = -temp0.x;
// dp3 r0.x, v3, c125
temp0.x = dot(i.binormal.xyz, (World._m01_m11_m21_m31).xyz);
// mov o3.x, -r0.x
o.texcoord2.x = -temp0.x;
// dp3 r0.x, v2, c125
temp0.x = dot(i.tangent.xyz, (World._m01_m11_m21_m31).xyz);
// mov o3.y, -r0.x
o.texcoord2.y = -temp0.x;
// dp3 r0.x, v3, c126
temp0.x = dot(i.binormal.xyz, (World._m02_m12_m22_m32).xyz);
// mov o4.x, -r0.x
o.texcoord3.x = -temp0.x;
// dp3 r0.x, v2, c126
temp0.x = dot(i.tangent.xyz, (World._m02_m12_m22_m32).xyz);
// mov o4.y, -r0.x
o.texcoord3.y = -temp0.x;
// mov o5.xyz, r1
o.texcoord4 = temp1;
// 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 o6.w, r0.x
o.texcoord5.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 o6.xyz, r0.xzww, r0.y, c0.yyww
o.texcoord5.xyz = temp0.xzw * temp0.yyy + float3(0, 0, -0.0015);
//
return o;
}
technique Default
{
pass p0
{
VertexShader = compile vs_3_0 Default_VertexShader12(); // 65
PixelShader = PS_H_Array[Default_Expression11()]; // 66
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 1;
CullMode = 2;
AlphaBlendEnable = 0;
AlphaTestEnable = 1;
AlphaFunc = 7;
AlphaRef = 96;
}
}
technique Default_M
{
pass p0
{
VertexShader = compile vs_3_0 Default_M_VertexShader10(); // 69
PixelShader = PS_M_Array[Default_M_Expression9()]; // 70
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 1;
CullMode = 2;
AlphaBlendEnable = 0;
AlphaTestEnable = 1;
AlphaFunc = 7;
AlphaRef = 96;
}
}
technique Default_L
{
pass p0
{
VertexShader = compile vs_2_0 Default_L_VertexShader8(); // 71
PixelShader = compile ps_2_0 Default_L_PixelShader7(); // 72
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 1;
CullMode = 2;
AlphaBlendEnable = 0;
AlphaTestEnable = 1;
AlphaFunc = 7;
AlphaRef = 96;
}
}
technique _CreateShadowMap
{
pass p0
{
VertexShader = compile vs_2_0 _CreateShadowMap_VertexShader6(); // 73
PixelShader = compile ps_2_0 _CreateShadowMap_PixelShader5(); // 74
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 1;
CullMode = 2;
AlphaBlendEnable = 0;
AlphaTestEnable = 0;
}
}