448 lines
11 KiB
HLSL
448 lines
11 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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bool IsHdrEnabled <string SasBindAddress = "WW3D.IsHdrEnabled";>;
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texture PostEffectOutlineTexture <string SasBindAddress = "WW3D.Outline.Texture";>; // 3
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sampler2D PostEffectOutlineTextureSampler : register(ps_2_0, s0) <string Texture = "PostEffectOutlineTexture"; string SasBindAddress = "WW3D.Outline.Texture";> =
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sampler_state
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{
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Texture = <PostEffectOutlineTexture>; // 5
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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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float2 FrameBufferSize <string UIWidget = "None"; string SasBindAddress = "WW3D.FrameBufferSize";> = { 1, 1 };
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// Blit_PixelShader1 Pixel_2_0 Has PRES False
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float4 Blit_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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// dcl t0.xy
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// dcl_2d s0
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// texld r0, t0, s0
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temp0 = tex2D(PostEffectOutlineTextureSampler, texcoord.xy);
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// mov oC0, r0
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out_color = temp0;
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//
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return out_color;
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}
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// Blit_VertexShader2 Vertex_2_0 Has PRES False
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struct Blit_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 Blit_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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Blit_VertexShader2_Output Blit_VertexShader2(Blit_VertexShader2_Input i)
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{
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Blit_VertexShader2_Output o;
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// def c0, 1, 0, 0, 0
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// dcl_position v0
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// dcl_texcoord v1
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// mov oPos.xyz, v0
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o.position.xyz = i.position.xyz;
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// mov oPos.w, c0.x
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o.position.w = float1(1);
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// mov oT0.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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// DrawWithStencil_PixelShader3 Pixel_2_0 Has PRES False
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float4 DrawWithStencil_PixelShader3(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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// dcl t0.xy
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// dcl_2d s0
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// texld r0, t0, s0
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temp0 = tex2D(PostEffectOutlineTextureSampler, texcoord.xy);
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// mov oC0, r0
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out_color = temp0;
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//
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return out_color;
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}
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// DrawWithStencil_VertexShader4 Vertex_2_0 Has PRES False
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struct DrawWithStencil_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 DrawWithStencil_VertexShader4_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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DrawWithStencil_VertexShader4_Output DrawWithStencil_VertexShader4(DrawWithStencil_VertexShader4_Input i)
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{
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DrawWithStencil_VertexShader4_Output o;
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// def c0, 1, 0, 0, 0
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// dcl_position v0
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// dcl_texcoord v1
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// mov oPos.xyz, v0
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o.position.xyz = i.position.xyz;
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// mov oPos.w, c0.x
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o.position.w = float1(1);
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// mov oT0.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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// BlurBox_PixelShader5 Pixel_2_0 Has PRES False
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struct BlurBox_PixelShader5_Input
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{
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float2 texcoord : TEXCOORD;
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float4 texcoord1 : TEXCOORD1;
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};
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float4 BlurBox_PixelShader5(BlurBox_PixelShader5_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0, temp1, temp2, temp3;
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float2 temp4;
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// def c0, 1.25, 0, 0, 0
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// dcl t0.xy
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// dcl t1
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// dcl_2d s0
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// mov r0.xy, t0
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temp0.xy = i.texcoord.xy;
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// add r1.x, r0.x, t1.x
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temp1.x = temp0.x + i.texcoord1.x;
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// add r1.y, r0.y, t1.z
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temp1.y = temp0.y + i.texcoord1.z;
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// add r2.x, r0.x, t1.x
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temp2.x = temp0.x + i.texcoord1.x;
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// add r2.y, r0.y, t1.w
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temp2.y = temp0.y + i.texcoord1.w;
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// add r3.xy, r0, t1.yzxw
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temp3.xy = temp0.xy + i.texcoord1.yz;
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// add r4.x, r0.x, t1.y
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temp4.x = temp0.x + i.texcoord1.y;
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// add r4.y, r0.y, t1.w
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temp4.y = temp0.y + i.texcoord1.w;
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// texld r0, r1, s0
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temp0 = tex2D(PostEffectOutlineTextureSampler, temp1.xy);
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// texld r1, r2, s0
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temp1 = tex2D(PostEffectOutlineTextureSampler, temp2.xy);
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// texld r2, r3, s0
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temp2 = tex2D(PostEffectOutlineTextureSampler, temp3.xy);
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// texld r3, r4, s0
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temp3 = tex2D(PostEffectOutlineTextureSampler, temp4.xy);
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// add r0, r0, r1
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temp0 = temp0 + temp1;
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// add r0, r2, r0
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temp0 = temp2 + temp0;
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// add r0, r3, r0
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temp0 = temp3 + temp0;
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// mul r0, r0, c0.x
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temp0 = temp0 * float4(1.25, 1.25, 1.25, 1.25);
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// mov oC0, r0
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out_color = temp0;
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//
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return out_color;
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}
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// BlurBox_VertexShader6 Vertex_2_0 Has PRES True
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struct BlurBox_VertexShader6_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 BlurBox_VertexShader6_Output
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD;
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float4 texcoord1 : TEXCOORD1;
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};
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BlurBox_VertexShader6_Output BlurBox_VertexShader6(BlurBox_VertexShader6_Input i)
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{
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/*
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PRSI
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OutputRegisterOffset: 12
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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: 12
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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 expr12;
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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 / (FrameBufferSize.x);
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// mul c12.x, r0.x, (-1.5)
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expr12.x = temp0.x * (-1.5);
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// mul c12.y, r0.x, (1.5)
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expr12.y = temp0.x * (1.5);
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// rcp r0.x, c0.y
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temp0.x = 1.0f / (FrameBufferSize.y);
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// mul c12.z, r0.x, (-1.5)
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expr12.z = temp0.x * (-1.5);
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// mul c12.w, r0.x, (1.5)
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expr12.w = temp0.x * (1.5);
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}
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BlurBox_VertexShader6_Output o;
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// def c0, 1, 0, 0, 0
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// dcl_position v0
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// dcl_texcoord v1
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// mov oPos.xyz, v0
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o.position.xyz = i.position.xyz;
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// mov oPos.w, c0.x
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o.position.w = float1(1);
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// mov oT0.xy, v1
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o.texcoord = i.texcoord;
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// mov oT1, c12
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o.texcoord1 = expr12;
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//
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return o;
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}
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// FillHoverAttack_PixelShader7 Pixel_2_0 Has PRES False
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float4 FillHoverAttack_PixelShader7() : COLOR
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{
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float4 out_color;
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// def c0, 1, 0, 0, 1
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// mov oC0, c0
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out_color = float4(1, 0, 0, 1);
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//
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return out_color;
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}
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// FillHoverAttack_VertexShader8 Vertex_2_0 Has PRES False
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float4 FillHoverAttack_VertexShader8(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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// FillHoverSelect_PixelShader9 Pixel_2_0 Has PRES False
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float4 FillHoverSelect_PixelShader9() : COLOR
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{
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float4 out_color;
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float4 temp0;
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// def c0, 1, 0, 0, 0
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// mov r0, c0.x
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temp0 = float4(1, 1, 1, 1);
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// mov oC0, r0
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out_color = temp0;
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//
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return out_color;
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}
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// FillHoverSelect_VertexShader10 Vertex_2_0 Has PRES False
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float4 FillHoverSelect_VertexShader10(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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// FillSelected_PixelShader11 Pixel_2_0 Has PRES False
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float4 FillSelected_PixelShader11() : COLOR
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{
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float4 out_color;
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// def c0, 1, 0.713, 0, 1
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// mov oC0, c0
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out_color = float4(1, 0.713, 0, 1);
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//
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return out_color;
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}
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// FillSelected_VertexShader12 Vertex_2_0 Has PRES False
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float4 FillSelected_VertexShader12(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 FillSelected
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{
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pass P0
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{
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VertexShader = compile vs_2_0 FillSelected_VertexShader12(); // 10
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PixelShader = compile ps_2_0 FillSelected_PixelShader11(); // 11
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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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StencilMask = 1;
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StencilRef = 1;
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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 FillHoverSelect
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{
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pass P0
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{
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VertexShader = compile vs_2_0 FillHoverSelect_VertexShader10(); // 12
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PixelShader = compile ps_2_0 FillHoverSelect_PixelShader9(); // 13
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ZEnable = 0;
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ZWriteEnable = 0;
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CullMode = 1;
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AlphaBlendEnable = 0;
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AlphaTestEnable = 0;
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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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StencilMask = 2;
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StencilRef = 2;
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}
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}
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technique FillHoverAttack
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{
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pass P0
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{
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VertexShader = compile vs_2_0 FillHoverAttack_VertexShader8(); // 14
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PixelShader = compile ps_2_0 FillHoverAttack_PixelShader7(); // 15
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ZEnable = 0;
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ZWriteEnable = 0;
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CullMode = 1;
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AlphaBlendEnable = 0;
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AlphaTestEnable = 0;
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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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StencilMask = 3;
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StencilRef = 3;
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}
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}
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technique BlurBox
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{
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pass P0
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{
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VertexShader = compile vs_2_0 BlurBox_VertexShader6(); // 16
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PixelShader = compile ps_2_0 BlurBox_PixelShader5(); // 17
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ZEnable = 0;
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ZWriteEnable = 0;
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CullMode = 1;
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StencilEnable = 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 DrawWithStencil
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{
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pass P0
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{
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VertexShader = compile vs_2_0 DrawWithStencil_VertexShader4(); // 18
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PixelShader = compile ps_2_0 DrawWithStencil_PixelShader3(); // 19
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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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StencilMask = 3;
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StencilRef = 0;
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AlphaBlendEnable = 1;
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SrcBlend = 5;
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DestBlend = 6;
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}
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}
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technique Blit
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{
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pass P0
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{
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VertexShader = compile vs_2_0 Blit_VertexShader2(); // 20
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PixelShader = compile ps_2_0 Blit_PixelShader1(); // 21
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ZEnable = 0;
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ZWriteEnable = 0;
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CullMode = 1;
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StencilEnable = 0;
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AlphaTestEnable = 0;
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AlphaBlendEnable = 0;
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}
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}
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