984 lines
32 KiB
HLSL
984 lines
32 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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column_major float4x4 ViewProjection : register(vs_2_0, c119) <bool unmanaged = 1;>;
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float4 WorldBones[128] <bool unmanaged = 1;>;
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texture DisplacementTexture <string SasBindAddress = "Water.DisplacementTexture";>; // 2
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sampler2D DisplacementTextureSampler <string Texture = "DisplacementTexture"; string SasBindAddress = "Water.DisplacementTexture";> =
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sampler_state
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{
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Texture = <DisplacementTexture>; // 4
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MinFilter = 2;
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MagFilter = 2;
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MipFilter = 1;
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AddressU = 3;
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AddressV = 3;
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};
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float DisplacementTextureSize <string SasBindAddress = "Water.DisplacementTextureSize";>;
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texture StaticDisplacementTexture <string SasBindAddress = "Water.StaticDisplacementTexture";>; // 8
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sampler2D StaticDisplacementTextureSampler <string Texture = "StaticDisplacementTexture"; string SasBindAddress = "Water.StaticDisplacementTexture";> =
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sampler_state
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{
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Texture = <StaticDisplacementTexture>; // 10
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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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row_major float4x4 ViewI : ViewInverse;
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row_major float4x4 ProjectionI : ProjectionInverse;
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float Time : Time : register(vs_2_0, c11);
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// DebugDisplayDisplacement_PixelShader1 Pixel_3_0 Has PRES False
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float4 DebugDisplayDisplacement_PixelShader1(float2 texcoord : TEXCOORD) : COLOR
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{
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float4 out_color;
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float4 temp0;
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// def c0, 0.5, 1, 0, 0
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// dcl_texcoord v0.xy
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// dcl_2d s0
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// texld r0, v0, s0
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temp0 = tex2D(DisplacementTextureSampler, texcoord.xy);
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// mad oC0.xyz, r0, c0.x, c0.x
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out_color.xyz = temp0.xyz * float3(0.5, 0.5, 0.5) + float3(0.5, 0.5, 0.5);
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// mov oC0.w, c0.y
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out_color.w = float1(1);
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//
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return out_color;
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}
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// DebugDisplayDisplacement_VertexShader2 Vertex_3_0 Has PRES False
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struct DebugDisplayDisplacement_VertexShader2_Input
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{
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float4 position : POSITION;
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float4 texcoord : TEXCOORD;
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};
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struct DebugDisplayDisplacement_VertexShader2_Output
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD;
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};
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DebugDisplayDisplacement_VertexShader2_Output DebugDisplayDisplacement_VertexShader2(DebugDisplayDisplacement_VertexShader2_Input i)
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{
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DebugDisplayDisplacement_VertexShader2_Output o;
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// def c0, 0.5, 0.6666667, 0, 1
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// dcl_position v0
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// dcl_texcoord v1
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// dcl_position o0
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// dcl_texcoord o1.xy
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// mul o0.xyz, c0, v0
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o.position.xyz = float3(0.5, 0.6666667, 0) * i.position.xyz;
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// mov o0.w, c0.w
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o.position.w = float1(1);
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// mov o1.xy, v1
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o.texcoord = i.texcoord;
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//
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return o;
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}
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// StaticDisplacement_PixelShader3 Pixel_3_0 Has PRES True
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float4 StaticDisplacement_PixelShader3(float2 texcoord1 : TEXCOORD1) : 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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// mul c11.x, c0.x, (45)
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expr11.x = Time.x * (45);
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}
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float4 out_color;
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float4 temp0, temp1, temp2;
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// def c0, 0.0005, 2, -1, 0.06
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// def c1, -0.9659202, 0.2588402, 0, 0.9659202
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// dcl_texcoord1 v0.xy
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// dcl_2d s0
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// add r0.xy, v0, v0
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temp0.xy = texcoord1.xy + texcoord1.xy;
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// dp2add r0.w, r0, c1, c1.z
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temp0.w = dot(temp0.xy, float2(-0.96592015, 0.25884023)) + float1(0);
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// mov r1.xyw, c1
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temp1.xyw = float3(-0.96592015, 0.25884023, 0.96592015);
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// dp2add r0.z, r0, r1.ywzw, c11.x
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temp0.z = dot(temp0.xy, temp1.yw) + expr11.x;
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// mul r0.zw, r0, c0.x
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temp0.zw = temp0.zw * float2(0.0005, 0.0005);
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// texld r2, r0.zwzw, s0
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temp2 = tex2D(StaticDisplacementTextureSampler, temp0.zw);
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// mad r0.z, r2.w, c0.y, c0.z
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temp0.z = temp2.w * float1(2) + float1(-1);
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// dp2add r1.w, r0, c1.wyzw, c1.z
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temp1.w = dot(temp0.xy, float2(0.96592015, 0.25884023)) + float1(0);
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// dp2add r1.z, r0, r1.yxzw, c11.x
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temp1.z = dot(temp0.xy, temp1.yx) + expr11.x;
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// mul r0.xy, r1.zwzw, c0.x
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temp0.xy = temp1.zw * float2(0.0005, 0.0005);
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// texld r1, r0, s0
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temp1 = tex2D(StaticDisplacementTextureSampler, temp0.xy);
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// mad r0.x, r1.w, c0.y, r0.z
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temp0.x = temp1.w * float1(2) + temp0.z;
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// add r0.x, r0.x, c0.z
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temp0.x = temp0.x + float1(-1);
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// mul oC0.xyz, r0.x, c0.w
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out_color.xyz = temp0.xxx * float3(0.06, 0.06, 0.06);
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// mov oC0.w, c1.z
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out_color.w = float1(0);
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//
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return out_color;
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}
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// StaticDisplacement_VertexShader4 Vertex_3_0 Has PRES True
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struct StaticDisplacement_VertexShader4_Input
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{
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float4 position : POSITION;
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float4 texcoord : TEXCOORD;
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};
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struct StaticDisplacement_VertexShader4_Output
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD;
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float2 texcoord1 : TEXCOORD1;
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};
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StaticDisplacement_VertexShader4_Output StaticDisplacement_VertexShader4(StaticDisplacement_VertexShader4_Input i)
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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: 2
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Unknown3: 0
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Unknown4: 0
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Unknown5: 11
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Unknown6: 2
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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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float4 expr12;
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{
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float4 temp0;
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float4 temp1;
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float4 temp2;
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// Expression_2_1
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// mul r0.x, c4.x, c0.x
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temp0.x = (ViewI._m00_m10_m20_m30).x * (ProjectionI._m00_m10_m20_m30).x;
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// mul r0.y, c4.x, c0.y
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temp0.y = (ViewI._m00_m10_m20_m30).x * (ProjectionI._m00_m10_m20_m30).y;
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// mul r0.z, c4.x, c0.w
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temp0.z = (ViewI._m00_m10_m20_m30).x * (ProjectionI._m00_m10_m20_m30).w;
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// mul r1.x, c4.y, c1.x
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temp1.x = (ViewI._m00_m10_m20_m30).y * (ProjectionI._m01_m11_m21_m31).x;
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// mul r1.y, c4.y, c1.y
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temp1.y = (ViewI._m00_m10_m20_m30).y * (ProjectionI._m01_m11_m21_m31).y;
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// mul r1.z, c4.y, c1.w
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temp1.z = (ViewI._m00_m10_m20_m30).y * (ProjectionI._m01_m11_m21_m31).w;
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// add r2.xyz, r0.xyz, r1.xyz
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temp2.xyz = temp0.xyz + temp1.xyz;
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// mul r0.x, c4.z, c2.x
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temp0.x = (ViewI._m00_m10_m20_m30).z * (ProjectionI._m02_m12_m22_m32).x;
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// mul r0.y, c4.z, c2.y
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temp0.y = (ViewI._m00_m10_m20_m30).z * (ProjectionI._m02_m12_m22_m32).y;
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// mul r0.z, c4.z, c2.w
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temp0.z = (ViewI._m00_m10_m20_m30).z * (ProjectionI._m02_m12_m22_m32).w;
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// add r1.xyz, r2.xyz, r0.xyz
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temp1.xyz = temp2.xyz + temp0.xyz;
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// mul r0.x, c4.w, c3.x
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temp0.x = (ViewI._m00_m10_m20_m30).w * (ProjectionI._m03_m13_m23_m33).x;
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// mul r0.y, c4.w, c3.y
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temp0.y = (ViewI._m00_m10_m20_m30).w * (ProjectionI._m03_m13_m23_m33).y;
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// mul r0.z, c4.w, c3.w
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temp0.z = (ViewI._m00_m10_m20_m30).w * (ProjectionI._m03_m13_m23_m33).w;
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// add c11.xyz, r1.xyz, r0.xyz
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expr11.xyz = temp1.xyz + temp0.xyz;
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// mul r0.x, c5.x, c0.x
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temp0.x = (ViewI._m01_m11_m21_m31).x * (ProjectionI._m00_m10_m20_m30).x;
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// mul r0.y, c5.x, c0.y
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temp0.y = (ViewI._m01_m11_m21_m31).x * (ProjectionI._m00_m10_m20_m30).y;
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// mul r0.z, c5.x, c0.w
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temp0.z = (ViewI._m01_m11_m21_m31).x * (ProjectionI._m00_m10_m20_m30).w;
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// mul r1.x, c5.y, c1.x
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temp1.x = (ViewI._m01_m11_m21_m31).y * (ProjectionI._m01_m11_m21_m31).x;
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// mul r1.y, c5.y, c1.y
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temp1.y = (ViewI._m01_m11_m21_m31).y * (ProjectionI._m01_m11_m21_m31).y;
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// mul r1.z, c5.y, c1.w
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temp1.z = (ViewI._m01_m11_m21_m31).y * (ProjectionI._m01_m11_m21_m31).w;
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// add r2.xyz, r0.xyz, r1.xyz
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temp2.xyz = temp0.xyz + temp1.xyz;
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// mul r0.x, c5.z, c2.x
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temp0.x = (ViewI._m01_m11_m21_m31).z * (ProjectionI._m02_m12_m22_m32).x;
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// mul r0.y, c5.z, c2.y
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temp0.y = (ViewI._m01_m11_m21_m31).z * (ProjectionI._m02_m12_m22_m32).y;
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// mul r0.z, c5.z, c2.w
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temp0.z = (ViewI._m01_m11_m21_m31).z * (ProjectionI._m02_m12_m22_m32).w;
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// add r1.xyz, r2.xyz, r0.xyz
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temp1.xyz = temp2.xyz + temp0.xyz;
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// mul r0.x, c5.w, c3.x
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temp0.x = (ViewI._m01_m11_m21_m31).w * (ProjectionI._m03_m13_m23_m33).x;
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// mul r0.y, c5.w, c3.y
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temp0.y = (ViewI._m01_m11_m21_m31).w * (ProjectionI._m03_m13_m23_m33).y;
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// mul r0.z, c5.w, c3.w
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temp0.z = (ViewI._m01_m11_m21_m31).w * (ProjectionI._m03_m13_m23_m33).w;
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// add c12.xyz, r1.xyz, r0.xyz
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expr12.xyz = temp1.xyz + temp0.xyz;
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}
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StaticDisplacement_VertexShader4_Output o;
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float3 temp0;
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// def c0, 1, -1, 0, 2
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// dcl_position v0
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// dcl_texcoord v1
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// dcl_position o0
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// dcl_texcoord o1.xy
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// dcl_texcoord1 o2.xy
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// mad r0.xy, v1, c0, c0.zxzw
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temp0.xy = i.texcoord.xy * float2(1, -1) + float2(0, 1);
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// mad r0.xy, r0, c0.w, c0.y
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temp0.xy = temp0.xy * float2(2, 2) + float2(-1, -1);
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// mov r0.z, c0.x
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temp0.z = float1(1);
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// dp3 o2.x, r0, c11
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o.texcoord1.x = dot(temp0.xyz, expr11.xyz);
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// dp3 o2.y, r0, c12
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o.texcoord1.y = dot(temp0.xyz, expr12.xyz);
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// mov o0.xyz, v0
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o.position.xyz = i.position.xyz;
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// mov o0.w, c0.x
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o.position.w = float1(1);
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// mov o1.xy, v1
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o.texcoord = i.texcoord;
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//
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return o;
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}
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// BlurV_PixelShader5 Pixel_3_0 Has PRES True
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float4 BlurV_PixelShader5(float2 texcoord : TEXCOORD) : 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: 18
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Unknown3: 0
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Unknown4: 0
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Unknown5: 11
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Unknown6: 18
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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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float4 expr12;
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float4 expr13;
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float4 expr14;
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float4 expr15;
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float4 expr16;
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float4 expr17;
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float4 expr18;
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float4 expr19;
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float4 expr20;
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float4 expr21;
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float4 expr22;
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float4 expr23;
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float4 expr24;
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float4 expr25;
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float4 expr26;
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float4 expr27;
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float4 expr28;
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{
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float4 temp0;
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// Expression_2_1
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// rcp r0.x, c0.x
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temp0.x = 1.0f / (DisplacementTextureSize.x);
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// mul c11.xy, r0.x, (-0, -9)
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expr11.xy = temp0.x * float2(-0, -9);
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// mul c12.x, r0.x, (-0)
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expr12.x = temp0.x * (-0);
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// mul c12.y, r0.x, (-8)
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expr12.y = temp0.x * (-8);
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// mul c13.x, r0.x, (-0)
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expr13.x = temp0.x * (-0);
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// mul c13.y, r0.x, (-7)
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expr13.y = temp0.x * (-7);
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// mul c14.xy, r0.x, (-0, -6)
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expr14.xy = temp0.x * float2(-0, -6);
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// mul c15.x, r0.x, (-0)
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expr15.x = temp0.x * (-0);
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// mul c15.y, r0.x, (-5)
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expr15.y = temp0.x * (-5);
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// mul c16.x, r0.x, (-0)
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expr16.x = temp0.x * (-0);
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// mul c16.y, r0.x, (-4)
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expr16.y = temp0.x * (-4);
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// mul c17.xy, r0.x, (-0, -3)
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expr17.xy = temp0.x * float2(-0, -3);
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// mul c18.x, r0.x, (-0)
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expr18.x = temp0.x * (-0);
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// mul c18.y, r0.x, (-2)
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expr18.y = temp0.x * (-2);
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// mul c19.x, r0.x, (-0)
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expr19.x = temp0.x * (-0);
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// mul c19.y, r0.x, (-1)
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expr19.y = temp0.x * (-1);
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// mul c20.xy, r0.x, (0, 1)
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expr20.xy = temp0.x * float2(0, 1);
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// mul c21.x, r0.x, (0)
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expr21.x = temp0.x * (0);
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// mul c21.y, r0.x, (2)
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expr21.y = temp0.x * (2);
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// mul c22.x, r0.x, (0)
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expr22.x = temp0.x * (0);
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// mul c22.y, r0.x, (3)
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expr22.y = temp0.x * (3);
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// mul c23.xy, r0.x, (0, 4)
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expr23.xy = temp0.x * float2(0, 4);
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// mul c24.x, r0.x, (0)
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expr24.x = temp0.x * (0);
|
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// mul c24.y, r0.x, (5)
|
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expr24.y = temp0.x * (5);
|
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// mul c25.x, r0.x, (0)
|
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expr25.x = temp0.x * (0);
|
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// mul c25.y, r0.x, (6)
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expr25.y = temp0.x * (6);
|
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// mul c26.xy, r0.x, (0, 7)
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expr26.xy = temp0.x * float2(0, 7);
|
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// mul c27.x, r0.x, (0)
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expr27.x = temp0.x * (0);
|
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// mul c27.y, r0.x, (8)
|
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expr27.y = temp0.x * (8);
|
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// mul c28.x, r0.x, (0)
|
|
expr28.x = temp0.x * (0);
|
|
// mul c28.y, r0.x, (9)
|
|
expr28.y = temp0.x * (9);
|
|
}
|
|
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
// def c0, 0.09549151, 0.561285, 0.02447174, 0.07562184
|
|
// def c1, 0.2061074, 1.667444, 0.3454915, 3.285819
|
|
// def c2, 0.5, -5, 0.3454915, -3.285819
|
|
// def c3, 0.5, 5, 0.6545085, 6.224745
|
|
// def c4, 0.9755282, 3.014548, 1, -0
|
|
// def c5, 0.7938926, 6.422726, 0.9045085, 5.316567
|
|
// def c6, 0.9755282, -3.014548, 0.9045085, -5.316567
|
|
// def c7, 0.7938926, -6.422726, 0.6545085, -6.224745
|
|
// def c8, 0.2061074, -1.667444, 0.09549151, -0.561285
|
|
// def c9, 0.02447174, -0.07562184, 0.02380952, 0.04761905
|
|
// dcl_texcoord v0.xy
|
|
// dcl_2d s0
|
|
// add r0.xy, c12, v0
|
|
temp0.xy = expr12.xy + texcoord.xy;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(DisplacementTextureSampler, temp0.xy);
|
|
// mul r0.xyz, r0, c0.xyxw
|
|
temp0.xyz = temp0.xyz * float3(0.095491506, 0.56128496, 0.095491506);
|
|
// add r1.xy, c11, v0
|
|
temp1.xy = expr11.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c0.zwzw, r0
|
|
temp0.xyz = temp1.xyz * float3(0.024471743, 0.07562184, 0.024471743) + temp0.xyz;
|
|
// add r1.xy, c13, v0
|
|
temp1.xy = expr13.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c1.xyxw, r0
|
|
temp0.xyz = temp1.xyz * float3(0.20610738, 1.6674438, 0.20610738) + temp0.xyz;
|
|
// add r1.xy, c14, v0
|
|
temp1.xy = expr14.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c1.zwzw, r0
|
|
temp0.xyz = temp1.xyz * float3(0.3454915, 3.2858193, 0.3454915) + temp0.xyz;
|
|
// add r1.xy, c15, v0
|
|
temp1.xy = expr15.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c3.xyxw, r0
|
|
temp0.xyz = temp1.xyz * float3(0.5, 5, 0.5) + temp0.xyz;
|
|
// add r1.xy, c16, v0
|
|
temp1.xy = expr16.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c3.zwzw, r0
|
|
temp0.xyz = temp1.xyz * float3(0.6545085, 6.2247453, 0.6545085) + temp0.xyz;
|
|
// add r1.xy, c17, v0
|
|
temp1.xy = expr17.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c5.xyxw, r0
|
|
temp0.xyz = temp1.xyz * float3(0.7938926, 6.422726, 0.7938926) + temp0.xyz;
|
|
// add r1.xy, c18, v0
|
|
temp1.xy = expr18.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c5.zwzw, r0
|
|
temp0.xyz = temp1.xyz * float3(0.9045085, 5.3165674, 0.9045085) + temp0.xyz;
|
|
// add r1.xy, c19, v0
|
|
temp1.xy = expr19.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c4.xyxw, r0
|
|
temp0.xyz = temp1.xyz * float3(0.97552824, 3.014548, 0.97552824) + temp0.xyz;
|
|
// texld r1, v0, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, texcoord.xy);
|
|
// mad r0.xyz, r1, c4.zwzw, r0
|
|
temp0.xyz = temp1.xyz * float3(1, -0, 1) + temp0.xyz;
|
|
// add r1.xy, c20, v0
|
|
temp1.xy = expr20.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c6.xyxw, r0
|
|
temp0.xyz = temp1.xyz * float3(0.97552824, -3.014548, 0.97552824) + temp0.xyz;
|
|
// add r1.xy, c21, v0
|
|
temp1.xy = expr21.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c6.zwzw, r0
|
|
temp0.xyz = temp1.xyz * float3(0.9045085, -5.3165674, 0.9045085) + temp0.xyz;
|
|
// add r1.xy, c22, v0
|
|
temp1.xy = expr22.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c7.xyxw, r0
|
|
temp0.xyz = temp1.xyz * float3(0.7938926, -6.422726, 0.7938926) + temp0.xyz;
|
|
// add r1.xy, c23, v0
|
|
temp1.xy = expr23.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c7.zwzw, r0
|
|
temp0.xyz = temp1.xyz * float3(0.6545085, -6.2247453, 0.6545085) + temp0.xyz;
|
|
// add r1.xy, c24, v0
|
|
temp1.xy = expr24.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c2.xyxw, r0
|
|
temp0.xyz = temp1.xyz * float3(0.5, -5, 0.5) + temp0.xyz;
|
|
// add r1.xy, c25, v0
|
|
temp1.xy = expr25.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c2.zwzw, r0
|
|
temp0.xyz = temp1.xyz * float3(0.3454915, -3.2858193, 0.3454915) + temp0.xyz;
|
|
// add r1.xy, c26, v0
|
|
temp1.xy = expr26.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c8.xyxw, r0
|
|
temp0.xyz = temp1.xyz * float3(0.20610738, -1.6674438, 0.20610738) + temp0.xyz;
|
|
// add r1.xy, c27, v0
|
|
temp1.xy = expr27.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c8.zwzw, r0
|
|
temp0.xyz = temp1.xyz * float3(0.095491506, -0.56128496, 0.095491506) + temp0.xyz;
|
|
// add r1.xy, c28, v0
|
|
temp1.xy = expr28.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c9.xyxw, r0
|
|
temp0.xyz = temp1.xyz * float3(0.024471743, -0.07562184, 0.024471743) + temp0.xyz;
|
|
// mul oC0.xyz, r0, c9.zzww
|
|
out_color.xyz = temp0.xyz * float3(0.023809524, 0.023809524, 0.04761905);
|
|
// mov oC0.w, -c4.w
|
|
out_color.w = float1(0);
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// BlurV_VertexShader6 Vertex_3_0 Has PRES False
|
|
struct BlurV_VertexShader6_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 texcoord : TEXCOORD;
|
|
};
|
|
|
|
struct BlurV_VertexShader6_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
};
|
|
|
|
BlurV_VertexShader6_Output BlurV_VertexShader6(BlurV_VertexShader6_Input i)
|
|
{
|
|
BlurV_VertexShader6_Output o;
|
|
// def c0, 1, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_texcoord v1
|
|
// dcl_position o0
|
|
// dcl_texcoord o1.xy
|
|
// mov o0.xyz, v0
|
|
o.position.xyz = i.position.xyz;
|
|
// mov o0.w, c0.x
|
|
o.position.w = float1(1);
|
|
// mov o1.xy, v1
|
|
o.texcoord = i.texcoord;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// BlurU_PixelShader7 Pixel_3_0 Has PRES True
|
|
float4 BlurU_PixelShader7(float2 texcoord : TEXCOORD) : COLOR
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 18
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 18
|
|
Mappings: 1
|
|
0 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
float4 expr19;
|
|
float4 expr20;
|
|
float4 expr21;
|
|
float4 expr22;
|
|
float4 expr23;
|
|
float4 expr24;
|
|
float4 expr25;
|
|
float4 expr26;
|
|
float4 expr27;
|
|
float4 expr28;
|
|
{
|
|
float4 temp0;
|
|
// Expression_2_1
|
|
// rcp r0.x, c0.x
|
|
temp0.x = 1.0f / (DisplacementTextureSize.x);
|
|
// mul c11.xy, r0.x, (-9, -0)
|
|
expr11.xy = temp0.x * float2(-9, -0);
|
|
// mul c12.x, r0.x, (-8)
|
|
expr12.x = temp0.x * (-8);
|
|
// mul c12.y, r0.x, (-0)
|
|
expr12.y = temp0.x * (-0);
|
|
// mul c13.x, r0.x, (-7)
|
|
expr13.x = temp0.x * (-7);
|
|
// mul c13.y, r0.x, (-0)
|
|
expr13.y = temp0.x * (-0);
|
|
// mul c14.xy, r0.x, (-6, -0)
|
|
expr14.xy = temp0.x * float2(-6, -0);
|
|
// mul c15.x, r0.x, (-5)
|
|
expr15.x = temp0.x * (-5);
|
|
// mul c15.y, r0.x, (-0)
|
|
expr15.y = temp0.x * (-0);
|
|
// mul c16.x, r0.x, (-4)
|
|
expr16.x = temp0.x * (-4);
|
|
// mul c16.y, r0.x, (-0)
|
|
expr16.y = temp0.x * (-0);
|
|
// mul c17.xy, r0.x, (-3, -0)
|
|
expr17.xy = temp0.x * float2(-3, -0);
|
|
// mul c18.x, r0.x, (-2)
|
|
expr18.x = temp0.x * (-2);
|
|
// mul c18.y, r0.x, (-0)
|
|
expr18.y = temp0.x * (-0);
|
|
// mul c19.x, r0.x, (-1)
|
|
expr19.x = temp0.x * (-1);
|
|
// mul c19.y, r0.x, (-0)
|
|
expr19.y = temp0.x * (-0);
|
|
// mul c20.xy, r0.x, (1, 0)
|
|
expr20.xy = temp0.x * float2(1, 0);
|
|
// mul c21.x, r0.x, (2)
|
|
expr21.x = temp0.x * (2);
|
|
// mul c21.y, r0.x, (0)
|
|
expr21.y = temp0.x * (0);
|
|
// mul c22.x, r0.x, (3)
|
|
expr22.x = temp0.x * (3);
|
|
// mul c22.y, r0.x, (0)
|
|
expr22.y = temp0.x * (0);
|
|
// mul c23.xy, r0.x, (4, 0)
|
|
expr23.xy = temp0.x * float2(4, 0);
|
|
// mul c24.x, r0.x, (5)
|
|
expr24.x = temp0.x * (5);
|
|
// mul c24.y, r0.x, (0)
|
|
expr24.y = temp0.x * (0);
|
|
// mul c25.x, r0.x, (6)
|
|
expr25.x = temp0.x * (6);
|
|
// mul c25.y, r0.x, (0)
|
|
expr25.y = temp0.x * (0);
|
|
// mul c26.xy, r0.x, (7, 0)
|
|
expr26.xy = temp0.x * float2(7, 0);
|
|
// mul c27.x, r0.x, (8)
|
|
expr27.x = temp0.x * (8);
|
|
// mul c27.y, r0.x, (0)
|
|
expr27.y = temp0.x * (0);
|
|
// mul c28.x, r0.x, (9)
|
|
expr28.x = temp0.x * (9);
|
|
// mul c28.y, r0.x, (0)
|
|
expr28.y = temp0.x * (0);
|
|
}
|
|
|
|
float4 out_color;
|
|
float4 temp0, temp1;
|
|
// def c0, 0.561285, 0.09549151, 0.07562184, 0.02447174
|
|
// def c1, 3.014548, 0.9755282, -0, 1
|
|
// def c2, 1.667444, 0.2061074, 3.285819, 0.3454915
|
|
// def c3, 5, 0.5, 6.224745, 0.6545085
|
|
// def c4, 6.422726, 0.7938926, 5.316567, 0.9045085
|
|
// def c5, -3.014548, 0.9755282, -5.316567, 0.9045085
|
|
// def c6, -6.422726, 0.7938926, -6.224745, 0.6545085
|
|
// def c7, -5, 0.5, -3.285819, 0.3454915
|
|
// def c8, -1.667444, 0.2061074, -0.561285, 0.09549151
|
|
// def c9, -0.07562184, 0.02447174, 0.02380952, 0.04761905
|
|
// dcl_texcoord v0.xy
|
|
// dcl_2d s0
|
|
// add r0.xy, c12, v0
|
|
temp0.xy = expr12.xy + texcoord.xy;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(DisplacementTextureSampler, temp0.xy);
|
|
// mul r0.xyz, r0, c0.xyyw
|
|
temp0.xyz = temp0.xyz * float3(0.56128496, 0.095491506, 0.095491506);
|
|
// add r1.xy, c11, v0
|
|
temp1.xy = expr11.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c0.zwww, r0
|
|
temp0.xyz = temp1.xyz * float3(0.07562184, 0.024471743, 0.024471743) + temp0.xyz;
|
|
// add r1.xy, c13, v0
|
|
temp1.xy = expr13.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c2.xyyw, r0
|
|
temp0.xyz = temp1.xyz * float3(1.6674438, 0.20610738, 0.20610738) + temp0.xyz;
|
|
// add r1.xy, c14, v0
|
|
temp1.xy = expr14.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c2.zwww, r0
|
|
temp0.xyz = temp1.xyz * float3(3.2858193, 0.3454915, 0.3454915) + temp0.xyz;
|
|
// add r1.xy, c15, v0
|
|
temp1.xy = expr15.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c3.xyyw, r0
|
|
temp0.xyz = temp1.xyz * float3(5, 0.5, 0.5) + temp0.xyz;
|
|
// add r1.xy, c16, v0
|
|
temp1.xy = expr16.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c3.zwww, r0
|
|
temp0.xyz = temp1.xyz * float3(6.2247453, 0.6545085, 0.6545085) + temp0.xyz;
|
|
// add r1.xy, c17, v0
|
|
temp1.xy = expr17.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c4.xyyw, r0
|
|
temp0.xyz = temp1.xyz * float3(6.422726, 0.7938926, 0.7938926) + temp0.xyz;
|
|
// add r1.xy, c18, v0
|
|
temp1.xy = expr18.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c4.zwww, r0
|
|
temp0.xyz = temp1.xyz * float3(5.3165674, 0.9045085, 0.9045085) + temp0.xyz;
|
|
// add r1.xy, c19, v0
|
|
temp1.xy = expr19.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c1.xyyw, r0
|
|
temp0.xyz = temp1.xyz * float3(3.014548, 0.97552824, 0.97552824) + temp0.xyz;
|
|
// texld r1, v0, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, texcoord.xy);
|
|
// mad r0.xyz, r1, c1.zwww, r0
|
|
temp0.xyz = temp1.xyz * float3(-0, 1, 1) + temp0.xyz;
|
|
// add r1.xy, c20, v0
|
|
temp1.xy = expr20.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c5.xyyw, r0
|
|
temp0.xyz = temp1.xyz * float3(-3.014548, 0.97552824, 0.97552824) + temp0.xyz;
|
|
// add r1.xy, c21, v0
|
|
temp1.xy = expr21.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c5.zwww, r0
|
|
temp0.xyz = temp1.xyz * float3(-5.3165674, 0.9045085, 0.9045085) + temp0.xyz;
|
|
// add r1.xy, c22, v0
|
|
temp1.xy = expr22.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c6.xyyw, r0
|
|
temp0.xyz = temp1.xyz * float3(-6.422726, 0.7938926, 0.7938926) + temp0.xyz;
|
|
// add r1.xy, c23, v0
|
|
temp1.xy = expr23.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c6.zwww, r0
|
|
temp0.xyz = temp1.xyz * float3(-6.2247453, 0.6545085, 0.6545085) + temp0.xyz;
|
|
// add r1.xy, c24, v0
|
|
temp1.xy = expr24.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c7.xyyw, r0
|
|
temp0.xyz = temp1.xyz * float3(-5, 0.5, 0.5) + temp0.xyz;
|
|
// add r1.xy, c25, v0
|
|
temp1.xy = expr25.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c7.zwww, r0
|
|
temp0.xyz = temp1.xyz * float3(-3.2858193, 0.3454915, 0.3454915) + temp0.xyz;
|
|
// add r1.xy, c26, v0
|
|
temp1.xy = expr26.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c8.xyyw, r0
|
|
temp0.xyz = temp1.xyz * float3(-1.6674438, 0.20610738, 0.20610738) + temp0.xyz;
|
|
// add r1.xy, c27, v0
|
|
temp1.xy = expr27.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c8.zwww, r0
|
|
temp0.xyz = temp1.xyz * float3(-0.56128496, 0.095491506, 0.095491506) + temp0.xyz;
|
|
// add r1.xy, c28, v0
|
|
temp1.xy = expr28.xy + texcoord.xy;
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(DisplacementTextureSampler, temp1.xy);
|
|
// mad r0.xyz, r1, c9.xyyw, r0
|
|
temp0.xyz = temp1.xyz * float3(-0.07562184, 0.024471743, 0.024471743) + temp0.xyz;
|
|
// mul oC0.xyz, r0, c9.zzww
|
|
out_color.xyz = temp0.xyz * float3(0.023809524, 0.023809524, 0.04761905);
|
|
// mov oC0.w, -c1.z
|
|
out_color.w = float1(0);
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// BlurU_VertexShader8 Vertex_3_0 Has PRES False
|
|
struct BlurU_VertexShader8_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 texcoord : TEXCOORD;
|
|
};
|
|
|
|
struct BlurU_VertexShader8_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD;
|
|
};
|
|
|
|
BlurU_VertexShader8_Output BlurU_VertexShader8(BlurU_VertexShader8_Input i)
|
|
{
|
|
BlurU_VertexShader8_Output o;
|
|
// def c0, 1, 0, 0, 0
|
|
// dcl_position v0
|
|
// dcl_texcoord v1
|
|
// dcl_position o0
|
|
// dcl_texcoord o1.xy
|
|
// mov o0.xyz, v0
|
|
o.position.xyz = i.position.xyz;
|
|
// mov o0.w, c0.x
|
|
o.position.w = float1(1);
|
|
// mov o1.xy, v1
|
|
o.texcoord = i.texcoord;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// RenderWaveParticles_PixelShader9 Pixel_2_0 Has PRES False
|
|
float4 RenderWaveParticles_PixelShader9(float texcoord : TEXCOORD) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0;
|
|
// def c0, 0, 0, 0, 0
|
|
// dcl t0.x
|
|
// mov r0.xyz, t0.x
|
|
temp0.xyz = texcoord.x;
|
|
// mov r0.w, c0.x
|
|
temp0.w = float1(0);
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// RenderWaveParticles_VertexShader10 Vertex_2_0 Has PRES False
|
|
struct RenderWaveParticles_VertexShader10_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 texcoord : TEXCOORD;
|
|
};
|
|
|
|
struct RenderWaveParticles_VertexShader10_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float texcoord : TEXCOORD;
|
|
};
|
|
|
|
RenderWaveParticles_VertexShader10_Output RenderWaveParticles_VertexShader10(RenderWaveParticles_VertexShader10_Input i)
|
|
{
|
|
RenderWaveParticles_VertexShader10_Output o;
|
|
float4 temp0;
|
|
float2 temp1;
|
|
// def c0, 0, -0.3606738, 0.5, 1
|
|
// dcl_position v0
|
|
// dcl_texcoord v1
|
|
// add r0.x, -v1.y, c11.x
|
|
temp0.x = -i.texcoord.y + Time.x;
|
|
// mad r0.yz, r0.x, v0.xzww, v0.xxyw
|
|
temp0.yz = temp0.xx * i.position.zw + i.position.xy;
|
|
// mul r1.xy, r0.x, c0.yzzw
|
|
temp1.xy = temp0.xx * float2(-0.36067376, 0.5);
|
|
// mov r0.w, c0.w
|
|
temp0.w = float1(1);
|
|
// dp3 oPos.x, r0.yzww, c119.xyww
|
|
o.position.x = dot(temp0.yzw, (ViewProjection._m00_m10_m20_m30).xyw);
|
|
// dp3 oPos.y, r0.yzww, c120.xyww
|
|
o.position.y = dot(temp0.yzw, (ViewProjection._m01_m11_m21_m31).xyw);
|
|
// exp r0.x, r1.x
|
|
temp0.x = exp2(temp1.x);
|
|
// max r0.y, r1.y, c0.x
|
|
temp0.y = max(temp1.y, float1(0));
|
|
// abs r0.z, v1.x
|
|
temp0.z = abs(i.texcoord.x);
|
|
// mul r0.x, r0.x, r0.z
|
|
temp0.x = temp0.x * temp0.z;
|
|
// min r0.y, r0.y, c0.w
|
|
temp0.y = min(temp0.y, float1(1));
|
|
// mad r0.x, r0.x, r0.y, -v1.x
|
|
temp0.x = temp0.x * temp0.y + -i.texcoord.x;
|
|
// slt r0.y, v1.x, c0.x
|
|
temp0.y = (i.texcoord.x < float1(0)) ? 1 : 0;
|
|
// mad r0.x, r0.y, r0.x, v1.x
|
|
temp0.x = temp0.y * temp0.x + i.texcoord.x;
|
|
// min oT0.x, r0.x, c0.w
|
|
o.texcoord = min(temp0.x, float4(1, 1, 1, 1));
|
|
// mov oPos.zw, c0.xyxw
|
|
o.position.zw = float2(0, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
technique RenderWaveParticles
|
|
{
|
|
pass P0
|
|
{
|
|
VertexShader = compile vs_2_0 RenderWaveParticles_VertexShader10(); // 13
|
|
PixelShader = compile ps_2_0 RenderWaveParticles_PixelShader9(); // 14
|
|
ZEnable = 0;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaTestEnable = 0;
|
|
AlphaBlendEnable = 1;
|
|
SrcBlend = 2;
|
|
DestBlend = 2;
|
|
}
|
|
}
|
|
|
|
technique BlurU
|
|
{
|
|
pass p0
|
|
{
|
|
VertexShader = compile vs_3_0 BlurU_VertexShader8(); // 15
|
|
PixelShader = compile ps_3_0 BlurU_PixelShader7(); // 16
|
|
ZEnable = 0;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 0;
|
|
AlphaTestEnable = 0;
|
|
}
|
|
}
|
|
|
|
technique BlurV
|
|
{
|
|
pass p0
|
|
{
|
|
VertexShader = compile vs_3_0 BlurV_VertexShader6(); // 17
|
|
PixelShader = compile ps_3_0 BlurV_PixelShader5(); // 18
|
|
ZEnable = 0;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 0;
|
|
AlphaTestEnable = 0;
|
|
}
|
|
}
|
|
|
|
technique StaticDisplacement
|
|
{
|
|
pass p0
|
|
{
|
|
VertexShader = compile vs_3_0 StaticDisplacement_VertexShader4(); // 19
|
|
PixelShader = compile ps_3_0 StaticDisplacement_PixelShader3(); // 20
|
|
ZEnable = 0;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaTestEnable = 0;
|
|
AlphaBlendEnable = 1;
|
|
SrcBlend = 2;
|
|
DestBlend = 2;
|
|
}
|
|
}
|
|
|
|
technique DebugDisplayDisplacement
|
|
{
|
|
pass P0
|
|
{
|
|
VertexShader = compile vs_3_0 DebugDisplayDisplacement_VertexShader2(); // 21
|
|
PixelShader = compile ps_3_0 DebugDisplayDisplacement_PixelShader1(); // 22
|
|
ZEnable = 0;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaTestEnable = 0;
|
|
AlphaBlendEnable = 0;
|
|
SrcBlend = 2;
|
|
DestBlend = 2;
|
|
}
|
|
}
|
|
|