166 lines
4.0 KiB
HLSL
166 lines
4.0 KiB
HLSL
string DefaultParameterScopeBlock = "material"; // 1
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float3 AmbientLightColor <bool unmanaged = 1;> = { 0.3, 0.3, 0.3 };
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struct {
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float3 Color;
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float3 Direction;
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} DirectionalLight[3] <bool unmanaged = 1;> = { 1.625198, 1.512711, 1.097048, 0.62914, -0.34874, 0.69465, 0.5232916, 0.6654605, 0.7815244, -0.32877, 0.90329, 0.27563, 0.4420466, 0.4102767, 0.4420466, -0.80704, -0.58635, 0.06975 };
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struct {
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float3 Color;
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float3 Position;
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float2 Range_Inner_Outer;
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} PointLight[8] <bool unmanaged = 1;>;
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struct {
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float4 WorldPositionMultiplier_XYZZ;
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float2 CurrentOffsetUV;
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} Cloud <bool unmanaged = 1;>;
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float3 NoCloudMultiplier <bool unmanaged = 1;> = { 1, 1, 1 };
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float3 RecolorColorDummy <bool unmanaged = 1;>;
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row_major float4x4 ShadowMapWorldToShadow <bool unmanaged = 1;>;
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float OpacityOverride <bool unmanaged = 1;> = { 1 };
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float3 TintColor <bool unmanaged = 1;> = { 1, 1, 1 };
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float3 EyePosition <bool unmanaged = 1;>;
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row_major float4x4 ViewProjection <bool unmanaged = 1;>;
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float4 WorldBones[128] <bool unmanaged = 1;>;
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float4 FlatColor <string UIWidget = "None"; string SasBindAddress = "WW3D.FlatColor";>;
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// _FillColor_PixelShader1 Pixel_2_0 Has PRES True
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float4 _FillColor_PixelShader1() : COLOR
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{
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/*
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PRSI
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OutputRegisterOffset: 11
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Unknown1: 0
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Unknown2: 0
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OutputRegisterCount: 1
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Unknown3: 0
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Unknown4: 0
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Unknown5: 11
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Unknown6: 1
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Mappings: 1
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0 - ConstOutput: 0 ConstInput 0
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*/
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float4 expr11;
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{
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// Expression_2_1
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// mov c11, c0
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expr11 = FlatColor;
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}
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float4 out_color;
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// mov oC0, c11
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out_color = expr11;
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//
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return out_color;
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}
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// _FillColor_VertexShader2 Vertex_2_0 Has PRES False
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float4 _FillColor_VertexShader2(float4 position : POSITION) : POSITION
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{
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float4 out_position;
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// def c0, 1, 0, 0, 0
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// dcl_position v0
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// mov oPos.xyz, v0
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out_position.xyz = position.xyz;
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// mov oPos.w, c0.x
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out_position.w = float1(1);
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//
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return out_position;
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}
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// _ClearStencil_PixelShader3 Pixel_2_0 Has PRES True
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float4 _ClearStencil_PixelShader3() : COLOR
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{
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/*
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PRSI
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OutputRegisterOffset: 11
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Unknown1: 0
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Unknown2: 0
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OutputRegisterCount: 1
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Unknown3: 0
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Unknown4: 0
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Unknown5: 11
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Unknown6: 1
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Mappings: 1
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0 - ConstOutput: 0 ConstInput 0
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*/
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float4 expr11;
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{
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// Expression_2_1
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// mov c11, c0
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expr11 = FlatColor;
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}
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float4 out_color;
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// mov oC0, c11
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out_color = expr11;
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//
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return out_color;
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}
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// _ClearStencil_VertexShader4 Vertex_2_0 Has PRES False
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float4 _ClearStencil_VertexShader4(float4 position : POSITION) : POSITION
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{
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float4 out_position;
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// def c0, 1, 0, 0, 0
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// dcl_position v0
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// mov oPos.xyz, v0
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out_position.xyz = position.xyz;
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// mov oPos.w, c0.x
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out_position.w = float1(1);
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//
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return out_position;
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}
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technique _ClearStencil
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{
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pass P0
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{
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VertexShader = compile vs_2_0 _ClearStencil_VertexShader4(); // 4
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PixelShader = compile ps_2_0 _ClearStencil_PixelShader3(); // 5
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ColorWriteEnable = 0;
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ZEnable = 1;
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ZFunc = 1;
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ZWriteEnable = 0;
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CullMode = 1;
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StencilEnable = 1;
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StencilFunc = 2;
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StencilPass = 3;
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StencilZFail = 3;
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StencilFail = 2;
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StencilMask = 0;
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StencilWriteMask = 0;
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StencilRef = 0;
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AlphaBlendEnable = 0;
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AlphaTestEnable = 0;
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}
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}
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technique _FillColor
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{
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pass P0
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{
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VertexShader = compile vs_2_0 _FillColor_VertexShader2(); // 6
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PixelShader = compile ps_2_0 _FillColor_PixelShader1(); // 7
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ColorWriteEnable = 15;
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ZEnable = 0;
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ZWriteEnable = 0;
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CullMode = 1;
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StencilEnable = 1;
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StencilFunc = 3;
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StencilPass = 1;
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StencilZFail = 1;
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StencilFail = 1;
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StencilWriteMask = -1;
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AlphaBlendEnable = 1;
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SrcBlend = 5;
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DestBlend = 6;
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AlphaTestEnable = 0;
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}
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}
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