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

2023 lines
55 KiB
HLSL

string DefaultParameterScopeBlock = "material"; // 1
float3 AmbientLightColor <bool unmanaged = 1;> = { 0.3, 0.3, 0.3 };
struct {
float3 Color;
float3 Direction;
} 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 };
struct {
float3 Color;
float3 Position;
float2 Range_Inner_Outer;
} PointLight[8] <bool unmanaged = 1;>;
struct {
float4 WorldPositionMultiplier_XYZZ;
float2 CurrentOffsetUV;
} Cloud <bool unmanaged = 1;>;
float3 NoCloudMultiplier <bool unmanaged = 1;> = { 1, 1, 1 };
float3 RecolorColorDummy <bool unmanaged = 1;>;
row_major float4x4 ShadowMapWorldToShadow <bool unmanaged = 1;>;
float OpacityOverride <bool unmanaged = 1;> = { 1 };
float3 TintColor <bool unmanaged = 1;> = { 1, 1, 1 };
float3 EyePosition <bool unmanaged = 1;>;
row_major float4x4 ViewProjection <bool unmanaged = 1;>;
float4 WorldBones[128] <bool unmanaged = 1;>;
bool IsHdrEnabled <string SasBindAddress = "WW3D.IsHdrEnabled";>;
texture FrameBufferSampler <string SasBindAddress = "PostEffect.FrameBufferTexture"; int WW3DDynamicSet = 2;>; // 3
sampler2D FrameBufferSamplerSampler <string Texture = "FrameBufferSampler"; string SasBindAddress = "PostEffect.FrameBufferTexture"; int WW3DDynamicSet = 2;> =
sampler_state
{
Texture = <FrameBufferSampler>; // 5
MinFilter = 2;
MagFilter = 2;
MipFilter = 1;
AddressU = 3;
AddressV = 3;
};
texture SourceTexture <string SasBindAddress = "PostEffect.Bloom.SourceTexture"; int WW3DDynamicSet = 2;>; // 8
sampler2D SourceTextureSampler : register(ps_3_0, s0) <string Texture = "SourceTexture"; string SasBindAddress = "PostEffect.Bloom.SourceTexture"; int WW3DDynamicSet = 2;> =
sampler_state
{
Texture = <SourceTexture>; // 10
MinFilter = 2;
MagFilter = 2;
MipFilter = 1;
AddressU = 3;
AddressV = 3;
};
float2 SourceTextureSize <string SasBindAddress = "PostEffect.Bloom.SourceTextureSize";> = { 1024, 768 };
float2 TargetTextureSize <string SasBindAddress = "PostEffect.Bloom.TargetTextureSize";> = { 1024, 768 };
float BloomIntensity : register(ps_2_0, c11) <string SasBindAddress = "PostEffect.Bloom.Intensity";> = { 0.5 };
float3 ExposureLevel : register(ps_3_0, c11) <string SasBindAddress = "PostEffect.LookupTable.ExposureLevel";> = { 1, 1, 1 };
float2 TextureSizeHigh <string SasBindAddress = "PostEffect.Bloom.TextureSizeHigh";>;
float2 TextureSizeMedium <string SasBindAddress = "PostEffect.Bloom.TextureSizeMedium";>;
float2 TextureSizeLow <string SasBindAddress = "PostEffect.Bloom.TextureSizeLow";>;
int SurfaceFormat <string SasBindAddress = "PostEffect.Bloom.SurfaceFormat";> = { 1 };
int TextureFormat <string SasBindAddress = "PostEffect.Bloom.TextureFormat";> = { 1 };
// DownsampleInitialPS_Array_Shader_0 Pixel_3_0 Has PRES False
float4 DownsampleInitialPS_Array_Shader_0(float2 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0;
float3 temp1;
// def c0, 0.3, 0.11, -0.11, 0.0001
// def c1, 0, 0, 0, 0
// dcl_texcoord v0.xy
// dcl_2d s0
// texld r0, v0, s0
temp0 = tex2D(SourceTextureSampler, texcoord.xy);
// dp3 r1.x, r0, c0.x
temp1.x = dot(temp0.xyz, float3(0.3, 0.3, 0.3));
// add r1.y, -r1.x, c0.y
temp1.y = -temp1.x + float1(0.11);
// add r1.xz, r1.x, c0.zyww
temp1.xz = temp1.xx + float2(-0.11, 0.0001);
// mul r1.x, r1.x, r1.x
temp1.x = temp1.x * temp1.x;
// rcp r1.z, r1.z
temp1.z = 1.0f / temp1.z;
// cmp r1.x, r1.y, c1.x, r1.x
temp1.x = (temp1.y >= 0) ? float1(0) : temp1.x;
// mul r1.x, r1.z, r1.x
temp1.x = temp1.z * temp1.x;
// mul r0.xyz, r0, r1.x
temp0.xyz = temp0.xyz * temp1.xxx;
// mov oC0.w, r0.w
out_color.w = temp0.w;
// mul oC0.xyz, r0, c11
out_color.xyz = temp0.xyz * ExposureLevel.xyz;
//
return out_color;
}
// DownsampleInitialPS_Array_Shader_1 Pixel_3_0 Has PRES True
float4 DownsampleInitialPS_Array_Shader_1(float2 texcoord : TEXCOORD) : COLOR
{
/*
PRSI
OutputRegisterOffset: 12
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 1
Unknown3: 0
Unknown4: 0
Unknown5: 12
Unknown6: 1
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr12;
{
// Expression_2_1
// rcp c12.x, c0.x
expr12.x = 1.0f / (SourceTextureSize.x);
// rcp c12.y, c0.y
expr12.y = 1.0f / (SourceTextureSize.y);
}
float4 out_color;
float4 temp0, temp1, temp2;
// def c0, 2, 0, -1, 0.25
// def c1, 0.3, 0.11, -0.11, 0.0001
// defi i0, 2, 0, 0, 0
// dcl_texcoord v0.xy
// dcl_2d s0
// mov r0, c0.y
temp0 = float4(0, 0, 0, 0);
// mov r1.x, c0.z
temp1.x = float1(-1);
// rep i0
for (int it0 = 0; it0 < int1(2); ++it0) {
// mov r1.z, r1.x
temp1.z = temp1.x;
// mov r1.w, c0.z
temp1.w = float1(-1);
// rep i0
for (int it1 = 0; it1 < int1(2); ++it1) {
// mov r1.y, r1.w
temp1.y = temp1.w;
// mad r2.xy, r1.yzzw, c12, v0
temp2.xy = temp1.yz * expr12.xy + texcoord.xy;
// texld r2, r2, s0
temp2 = tex2D(SourceTextureSampler, temp2.xy);
// add r0, r0, r2
temp0 = temp0 + temp2;
// add r1.w, r1.w, c0.x
temp1.w = temp1.w + float1(2);
// endrep
}
// add r1.x, r1.x, c0.x
temp1.x = temp1.x + float1(2);
// endrep
}
// mul r0, r0, c0.w
temp0 = temp0 * float4(0.25, 0.25, 0.25, 0.25);
// dp3 r1.x, r0, c1.x
temp1.x = dot(temp0.xyz, float3(0.3, 0.3, 0.3));
// add r1.y, -r1.x, c1.y
temp1.y = -temp1.x + float1(0.11);
// add r1.xz, r1.x, c1.zyww
temp1.xz = temp1.xx + float2(-0.11, 0.0001);
// mul r1.x, r1.x, r1.x
temp1.x = temp1.x * temp1.x;
// cmp r1.x, r1.y, c0.y, r1.x
temp1.x = (temp1.y >= 0) ? float1(0) : temp1.x;
// rcp r1.y, r1.z
temp1.y = 1.0f / temp1.z;
// mul r1.x, r1.x, r1.y
temp1.x = temp1.x * temp1.y;
// mul r0.xyz, r0, r1.x
temp0.xyz = temp0.xyz * temp1.xxx;
// mul oC0.xyz, r0, c11
out_color.xyz = temp0.xyz * ExposureLevel.xyz;
// mov oC0.w, r0.w
out_color.w = temp0.w;
//
return out_color;
}
// DownsampleInitialPS_Array_Shader_2 Pixel_3_0 Has PRES True
float4 DownsampleInitialPS_Array_Shader_2(float2 texcoord : TEXCOORD) : COLOR
{
/*
PRSI
OutputRegisterOffset: 12
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 1
Unknown3: 0
Unknown4: 0
Unknown5: 12
Unknown6: 1
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr12;
{
// Expression_2_1
// rcp c12.x, c0.x
expr12.x = 1.0f / (SourceTextureSize.x);
// rcp c12.y, c0.y
expr12.y = 1.0f / (SourceTextureSize.y);
}
float4 out_color;
float4 temp0, temp1, temp2;
// def c0, 0, 0, -2, 2
// def c1, 0.1111111, 0.3, 0.11, -0.0001
// defi i0, 3, 0, 0, 0
// dcl_texcoord v0.xy
// dcl_2d s0
// mov r0, c0.y
temp0 = float4(0, 0, 0, 0);
// mov r1.x, c0.z
temp1.x = float1(-2);
// rep i0
for (int it0 = 0; it0 < int1(3); ++it0) {
// mov r1.z, r1.x
temp1.z = temp1.x;
// mov r1.w, c0.z
temp1.w = float1(-2);
// rep i0
for (int it1 = 0; it1 < int1(3); ++it1) {
// mov r1.y, r1.w
temp1.y = temp1.w;
// mad r2.xy, r1.yzzw, c12, v0
temp2.xy = temp1.yz * expr12.xy + texcoord.xy;
// texld r2, r2, s0
temp2 = tex2D(SourceTextureSampler, temp2.xy);
// add r0, r0, r2
temp0 = temp0 + temp2;
// add r1.w, r1.w, c0.w
temp1.w = temp1.w + float1(2);
// endrep
}
// add r1.x, r1.x, c0.w
temp1.x = temp1.x + float1(2);
// endrep
}
// mul r0, r0, c1.x
temp0 = temp0 * float4(0.11111111, 0.11111111, 0.11111111, 0.11111111);
// dp3 r1.x, r0, c1.y
temp1.x = dot(temp0.xyz, float3(0.3, 0.3, 0.3));
// add r1.y, -r1.x, c1.z
temp1.y = -temp1.x + float1(0.11);
// add r1.xz, r1.x, -c1.zyww
temp1.xz = temp1.xx + float2(-0.11, 0.0001);
// mul r1.x, r1.x, r1.x
temp1.x = temp1.x * temp1.x;
// cmp r1.x, r1.y, c0.y, r1.x
temp1.x = (temp1.y >= 0) ? float1(0) : temp1.x;
// rcp r1.y, r1.z
temp1.y = 1.0f / temp1.z;
// mul r1.x, r1.x, r1.y
temp1.x = temp1.x * temp1.y;
// mul r0.xyz, r0, r1.x
temp0.xyz = temp0.xyz * temp1.xxx;
// mul oC0.xyz, r0, c11
out_color.xyz = temp0.xyz * ExposureLevel.xyz;
// mov oC0.w, r0.w
out_color.w = temp0.w;
//
return out_color;
}
// DownsampleInitialPS_Array_Shader_3 Pixel_3_0 Has PRES True
float4 DownsampleInitialPS_Array_Shader_3(float2 texcoord : TEXCOORD) : COLOR
{
/*
PRSI
OutputRegisterOffset: 12
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 1
Unknown3: 0
Unknown4: 0
Unknown5: 12
Unknown6: 1
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr12;
{
// Expression_2_1
// rcp c12.x, c0.x
expr12.x = 1.0f / (SourceTextureSize.x);
// rcp c12.y, c0.y
expr12.y = 1.0f / (SourceTextureSize.y);
}
float4 out_color;
float4 temp0, temp1, temp2;
// def c0, 0, 0, -3, 2
// def c1, 0.0625, 0.3, 0.11, -0.0001
// defi i0, 4, 0, 0, 0
// dcl_texcoord v0.xy
// dcl_2d s0
// mov r0, c0.y
temp0 = float4(0, 0, 0, 0);
// mov r1.x, c0.z
temp1.x = float1(-3);
// rep i0
for (int it0 = 0; it0 < int1(4); ++it0) {
// mov r1.z, r1.x
temp1.z = temp1.x;
// mov r1.w, c0.z
temp1.w = float1(-3);
// rep i0
for (int it1 = 0; it1 < int1(4); ++it1) {
// mov r1.y, r1.w
temp1.y = temp1.w;
// mad r2.xy, r1.yzzw, c12, v0
temp2.xy = temp1.yz * expr12.xy + texcoord.xy;
// texld r2, r2, s0
temp2 = tex2D(SourceTextureSampler, temp2.xy);
// add r0, r0, r2
temp0 = temp0 + temp2;
// add r1.w, r1.w, c0.w
temp1.w = temp1.w + float1(2);
// endrep
}
// add r1.x, r1.x, c0.w
temp1.x = temp1.x + float1(2);
// endrep
}
// mul r0, r0, c1.x
temp0 = temp0 * float4(0.0625, 0.0625, 0.0625, 0.0625);
// dp3 r1.x, r0, c1.y
temp1.x = dot(temp0.xyz, float3(0.3, 0.3, 0.3));
// add r1.y, -r1.x, c1.z
temp1.y = -temp1.x + float1(0.11);
// add r1.xz, r1.x, -c1.zyww
temp1.xz = temp1.xx + float2(-0.11, 0.0001);
// mul r1.x, r1.x, r1.x
temp1.x = temp1.x * temp1.x;
// cmp r1.x, r1.y, c0.y, r1.x
temp1.x = (temp1.y >= 0) ? float1(0) : temp1.x;
// rcp r1.y, r1.z
temp1.y = 1.0f / temp1.z;
// mul r1.x, r1.x, r1.y
temp1.x = temp1.x * temp1.y;
// mul r0.xyz, r0, r1.x
temp0.xyz = temp0.xyz * temp1.xxx;
// mul oC0.xyz, r0, c11
out_color.xyz = temp0.xyz * ExposureLevel.xyz;
// mov oC0.w, r0.w
out_color.w = temp0.w;
//
return out_color;
}
// DownsampleInitialPS_Array_Shader_4 Pixel_3_0 Has PRES True
float4 DownsampleInitialPS_Array_Shader_4(float2 texcoord : TEXCOORD) : COLOR
{
/*
PRSI
OutputRegisterOffset: 12
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 1
Unknown3: 0
Unknown4: 0
Unknown5: 12
Unknown6: 1
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr12;
{
// Expression_2_1
// rcp c12.x, c0.x
expr12.x = 1.0f / (SourceTextureSize.x);
// rcp c12.y, c0.y
expr12.y = 1.0f / (SourceTextureSize.y);
}
float4 out_color;
float4 temp0, temp1, temp2;
// def c0, 0, 0, -4, 2
// def c1, 0.04, 0.3, 0.11, -0.0001
// defi i0, 5, 0, 0, 0
// dcl_texcoord v0.xy
// dcl_2d s0
// mov r0, c0.y
temp0 = float4(0, 0, 0, 0);
// mov r1.x, c0.z
temp1.x = float1(-4);
// rep i0
for (int it0 = 0; it0 < int1(5); ++it0) {
// mov r1.z, r1.x
temp1.z = temp1.x;
// mov r1.w, c0.z
temp1.w = float1(-4);
// rep i0
for (int it1 = 0; it1 < int1(5); ++it1) {
// mov r1.y, r1.w
temp1.y = temp1.w;
// mad r2.xy, r1.yzzw, c12, v0
temp2.xy = temp1.yz * expr12.xy + texcoord.xy;
// texld r2, r2, s0
temp2 = tex2D(SourceTextureSampler, temp2.xy);
// add r0, r0, r2
temp0 = temp0 + temp2;
// add r1.w, r1.w, c0.w
temp1.w = temp1.w + float1(2);
// endrep
}
// add r1.x, r1.x, c0.w
temp1.x = temp1.x + float1(2);
// endrep
}
// mul r0, r0, c1.x
temp0 = temp0 * float4(0.04, 0.04, 0.04, 0.04);
// dp3 r1.x, r0, c1.y
temp1.x = dot(temp0.xyz, float3(0.3, 0.3, 0.3));
// add r1.y, -r1.x, c1.z
temp1.y = -temp1.x + float1(0.11);
// add r1.xz, r1.x, -c1.zyww
temp1.xz = temp1.xx + float2(-0.11, 0.0001);
// mul r1.x, r1.x, r1.x
temp1.x = temp1.x * temp1.x;
// cmp r1.x, r1.y, c0.y, r1.x
temp1.x = (temp1.y >= 0) ? float1(0) : temp1.x;
// rcp r1.y, r1.z
temp1.y = 1.0f / temp1.z;
// mul r1.x, r1.x, r1.y
temp1.x = temp1.x * temp1.y;
// mul r0.xyz, r0, r1.x
temp0.xyz = temp0.xyz * temp1.xxx;
// mul oC0.xyz, r0, c11
out_color.xyz = temp0.xyz * ExposureLevel.xyz;
// mov oC0.w, r0.w
out_color.w = temp0.w;
//
return out_color;
}
PixelShader DownsampleInitialPS_Array[5] = {
compile ps_3_0 DownsampleInitialPS_Array_Shader_0(), // 22
compile ps_3_0 DownsampleInitialPS_Array_Shader_1(), // 23
compile ps_3_0 DownsampleInitialPS_Array_Shader_2(), // 24
compile ps_3_0 DownsampleInitialPS_Array_Shader_3(), // 25
compile ps_3_0 DownsampleInitialPS_Array_Shader_4(), // 26
};
// DownsampleInitialPS_L_Array_Shader_0 Pixel_2_0 Has PRES False
float4 DownsampleInitialPS_L_Array_Shader_0(float2 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0, temp1;
// def c0, 0.3, 0.11, -0.11, 0
// def c1, 0.0001, 0, 0, 0
// dcl t0.xy
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(SourceTextureSampler, texcoord.xy);
// dp3 r1.w, r0, c0.x
temp1.w = dot(temp0.xyz, float3(0.3, 0.3, 0.3));
// add r1.x, r1.w, c0.z
temp1.x = temp1.w + float1(-0.11);
// mul r1.x, r1.x, r1.x
temp1.x = temp1.x * temp1.x;
// add r1.y, -r1.w, c0.y
temp1.y = -temp1.w + float1(0.11);
// add r1.z, r1.w, c1.x
temp1.z = temp1.w + float1(0.0001);
// cmp r1.x, r1.y, c0.w, r1.x
temp1.x = (temp1.y >= 0) ? float1(0) : temp1.x;
// rcp r1.y, r1.z
temp1.y = 1.0f / temp1.z;
// mul r1.x, r1.x, r1.y
temp1.x = temp1.x * temp1.y;
// mul r1.xyz, r0, r1.x
temp1.xyz = temp0.xyz * temp1.xxx;
// mul r0.xyz, r1, c11
temp0.xyz = temp1.xyz * ExposureLevel.xyz;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// DownsampleInitialPS_L_Array_Shader_1 Pixel_2_0 Has PRES True
float4 DownsampleInitialPS_L_Array_Shader_1(float2 texcoord : TEXCOORD) : COLOR
{
/*
PRSI
OutputRegisterOffset: 11
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 3
Unknown3: 0
Unknown4: 0
Unknown5: 11
Unknown6: 3
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr11;
float4 expr12;
float4 expr13;
{
float4 temp0;
// Expression_2_1
// rcp r0.x, c0.x
temp0.x = 1.0f / (SourceTextureSize.x);
// rcp r0.y, c0.y
temp0.y = 1.0f / (SourceTextureSize.y);
// mul c12.xy, r0.xy, (1, -1)
expr12.xy = temp0.xy * float2(1, -1);
// mul c13.x, r0.x, (-1)
expr13.x = temp0.x * (-1);
// mul c13.y, r0.y, (1)
expr13.y = temp0.y * (1);
// mov c11.xy, r0.xy
expr11.xy = temp0.xy;
}
float4 out_color;
float4 temp0, temp1, temp2, temp3;
// def c0, 0, 0.0001, 0, 0
// def c1, 0.25, 0.3, 0.11, -0.11
// dcl t0.xy
// dcl_2d s0
// add r0.xy, t0, -c11
temp0.xy = texcoord.xy + -expr11.xy;
// add r1.xy, t0, c12
temp1.xy = texcoord.xy + expr12.xy;
// add r2.xy, t0, c13
temp2.xy = texcoord.xy + expr13.xy;
// add r3.xy, t0, c11
temp3.xy = texcoord.xy + expr11.xy;
// texld r0, r0, s0
temp0 = tex2D(SourceTextureSampler, temp0.xy);
// texld r1, r1, s0
temp1 = tex2D(SourceTextureSampler, temp1.xy);
// texld r2, r2, s0
temp2 = tex2D(SourceTextureSampler, temp2.xy);
// texld r3, r3, s0
temp3 = tex2D(SourceTextureSampler, temp3.xy);
// add r0, r0, r1
temp0 = temp0 + temp1;
// add r0, r2, r0
temp0 = temp2 + temp0;
// add r0, r3, r0
temp0 = temp3 + temp0;
// mul r0, r0, c1.x
temp0 = temp0 * float4(0.25, 0.25, 0.25, 0.25);
// dp3 r1.x, r0, c1.y
temp1.x = dot(temp0.xyz, float3(0.3, 0.3, 0.3));
// add r1.y, r1.x, c1.w
temp1.y = temp1.x + float1(-0.11);
// mul r1.y, r1.y, r1.y
temp1.y = temp1.y * temp1.y;
// add r1.z, -r1.x, c1.z
temp1.z = -temp1.x + float1(0.11);
// add r1.x, r1.x, c0.y
temp1.x = temp1.x + float1(0.0001);
// cmp r1.y, r1.z, c0.x, r1.y
temp1.y = (temp1.z >= 0) ? float1(0) : temp1.y;
// rcp r1.x, r1.x
temp1.x = 1.0f / temp1.x;
// mul r1.x, r1.y, r1.x
temp1.x = temp1.y * temp1.x;
// mul r1.xyz, r0, r1.x
temp1.xyz = temp0.xyz * temp1.xxx;
// mul r0.xyz, r1, c14
temp0.xyz = temp1.xyz * ExposureLevel.xyz;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// DownsampleInitialPS_L_Array_Shader_2 Pixel_2_0 Has PRES True
float4 DownsampleInitialPS_L_Array_Shader_2(float2 texcoord : TEXCOORD) : COLOR
{
/*
PRSI
OutputRegisterOffset: 11
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 8
Unknown3: 0
Unknown4: 0
Unknown5: 11
Unknown6: 8
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr11;
float4 expr12;
float4 expr13;
float4 expr14;
float4 expr15;
float4 expr16;
float4 expr17;
float4 expr18;
{
float4 temp0;
// Expression_2_1
// rcp r0.x, c0.x
temp0.x = 1.0f / (SourceTextureSize.x);
// rcp r0.y, c0.y
temp0.y = 1.0f / (SourceTextureSize.y);
// mul c11.xy, (-2, -2), r0.xy
expr11.xy = float2(-2, -2) * temp0.xy;
// mul c12.x, r0.x, (0)
expr12.x = temp0.x * (0);
// mul c12.y, r0.y, (-2)
expr12.y = temp0.y * (-2);
// mul c13.x, r0.x, (2)
expr13.x = temp0.x * (2);
// mul c13.y, r0.y, (-2)
expr13.y = temp0.y * (-2);
// mul c14.xy, r0.xy, (-2, 0)
expr14.xy = temp0.xy * float2(-2, 0);
// mul c15.x, r0.x, (2)
expr15.x = temp0.x * (2);
// mul c15.y, r0.y, (0)
expr15.y = temp0.y * (0);
// mul c16.x, r0.x, (-2)
expr16.x = temp0.x * (-2);
// mul c16.y, r0.y, (2)
expr16.y = temp0.y * (2);
// mul c17.xy, r0.xy, (0, 2)
expr17.xy = temp0.xy * float2(0, 2);
// add c18.xy, r0.xy, r0.xy
expr18.xy = temp0.xy + temp0.xy;
}
float4 out_color;
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6, temp7, temp8;
// def c0, 0, 0.0001, 0, 0
// def c1, 0.1111111, 0.3, 0.11, -0.11
// dcl t0.xy
// dcl_2d s0
// add r0.xy, t0, c11
temp0.xy = texcoord.xy + expr11.xy;
// add r1.xy, t0, c12
temp1.xy = texcoord.xy + expr12.xy;
// add r2.xy, t0, c13
temp2.xy = texcoord.xy + expr13.xy;
// add r3.xy, t0, c14
temp3.xy = texcoord.xy + expr14.xy;
// add r4.xy, t0, c15
temp4.xy = texcoord.xy + expr15.xy;
// add r5.xy, t0, c16
temp5.xy = texcoord.xy + expr16.xy;
// add r6.xy, t0, c17
temp6.xy = texcoord.xy + expr17.xy;
// add r7.xy, t0, c18
temp7.xy = texcoord.xy + expr18.xy;
// texld r0, r0, s0
temp0 = tex2D(SourceTextureSampler, temp0.xy);
// texld r1, r1, s0
temp1 = tex2D(SourceTextureSampler, temp1.xy);
// texld r2, r2, s0
temp2 = tex2D(SourceTextureSampler, temp2.xy);
// texld r3, r3, s0
temp3 = tex2D(SourceTextureSampler, temp3.xy);
// texld r8, t0, s0
temp8 = tex2D(SourceTextureSampler, texcoord.xy);
// texld r4, r4, s0
temp4 = tex2D(SourceTextureSampler, temp4.xy);
// texld r5, r5, s0
temp5 = tex2D(SourceTextureSampler, temp5.xy);
// texld r6, r6, s0
temp6 = tex2D(SourceTextureSampler, temp6.xy);
// texld r7, r7, s0
temp7 = tex2D(SourceTextureSampler, temp7.xy);
// add r0, r0, r1
temp0 = temp0 + temp1;
// add r0, r2, r0
temp0 = temp2 + temp0;
// add r0, r3, r0
temp0 = temp3 + temp0;
// add r0, r8, r0
temp0 = temp8 + temp0;
// add r0, r4, r0
temp0 = temp4 + temp0;
// add r0, r5, r0
temp0 = temp5 + temp0;
// add r0, r6, r0
temp0 = temp6 + temp0;
// add r0, r7, r0
temp0 = temp7 + temp0;
// mul r0, r0, c1.x
temp0 = temp0 * float4(0.11111111, 0.11111111, 0.11111111, 0.11111111);
// dp3 r1.x, r0, c1.y
temp1.x = dot(temp0.xyz, float3(0.3, 0.3, 0.3));
// add r1.y, r1.x, c1.w
temp1.y = temp1.x + float1(-0.11);
// mul r1.y, r1.y, r1.y
temp1.y = temp1.y * temp1.y;
// add r1.z, -r1.x, c1.z
temp1.z = -temp1.x + float1(0.11);
// add r1.x, r1.x, c0.y
temp1.x = temp1.x + float1(0.0001);
// cmp r1.y, r1.z, c0.x, r1.y
temp1.y = (temp1.z >= 0) ? float1(0) : temp1.y;
// rcp r1.x, r1.x
temp1.x = 1.0f / temp1.x;
// mul r1.x, r1.y, r1.x
temp1.x = temp1.y * temp1.x;
// mul r1.xyz, r0, r1.x
temp1.xyz = temp0.xyz * temp1.xxx;
// mul r0.xyz, r1, c19
temp0.xyz = temp1.xyz * ExposureLevel.xyz;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// DownsampleInitialPS_L_Array_Shader_3 Pixel_2_0 Has PRES True
float4 DownsampleInitialPS_L_Array_Shader_3(float2 texcoord : TEXCOORD) : COLOR
{
/*
PRSI
OutputRegisterOffset: 11
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 15
Unknown3: 0
Unknown4: 0
Unknown5: 11
Unknown6: 15
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 temp0;
// Expression_2_1
// rcp r0.x, c0.x
temp0.x = 1.0f / (SourceTextureSize.x);
// rcp r0.y, c0.y
temp0.y = 1.0f / (SourceTextureSize.y);
// mul c11.xy, (-3, -3), r0.xy
expr11.xy = float2(-3, -3) * temp0.xy;
// mul c12.x, r0.x, (-1)
expr12.x = temp0.x * (-1);
// mul c12.y, r0.y, (-3)
expr12.y = temp0.y * (-3);
// mul c13.x, r0.x, (1)
expr13.x = temp0.x * (1);
// mul c13.y, r0.y, (-3)
expr13.y = temp0.y * (-3);
// mul c14.x, r0.x, (3)
expr14.x = temp0.x * (3);
// mul c14.y, r0.y, (-3)
expr14.y = temp0.y * (-3);
// mul c15.xy, r0.xy, (-3, -1)
expr15.xy = temp0.xy * float2(-3, -1);
// mul c17.x, r0.x, (1)
expr17.x = temp0.x * (1);
// mul c17.y, r0.y, (-1)
expr17.y = temp0.y * (-1);
// mul c18.x, r0.x, (3)
expr18.x = temp0.x * (3);
// mul c18.y, r0.y, (-1)
expr18.y = temp0.y * (-1);
// mul c19.x, r0.x, (-3)
expr19.x = temp0.x * (-3);
// mul c19.y, r0.y, (1)
expr19.y = temp0.y * (1);
// mul c20.xy, r0.xy, (-1, 1)
expr20.xy = temp0.xy * float2(-1, 1);
// mul c21.x, r0.x, (3)
expr21.x = temp0.x * (3);
// mul c21.y, r0.y, (1)
expr21.y = temp0.y * (1);
// mul c22.x, r0.x, (-3)
expr22.x = temp0.x * (-3);
// mul c22.y, r0.y, (3)
expr22.y = temp0.y * (3);
// mul c23.x, r0.x, (-1)
expr23.x = temp0.x * (-1);
// mul c23.y, r0.y, (3)
expr23.y = temp0.y * (3);
// mul c24.xy, r0.xy, (1, 3)
expr24.xy = temp0.xy * float2(1, 3);
// mul c25.xy, (3, 3), r0.xy
expr25.xy = float2(3, 3) * temp0.xy;
// mov c16.xy, r0.xy
expr16.xy = temp0.xy;
}
float4 out_color;
float4 temp0, temp1, temp2, temp3, temp4, temp5, temp6, temp7, temp8, temp9;
// def c0, 0.0625, 0.3, 0.11, -0.11
// def c1, 0, 0.0001, 0, 0
// dcl t0.xy
// dcl_2d s0
// add r0.xy, t0, c11
temp0.xy = texcoord.xy + expr11.xy;
// add r1.xy, t0, c12
temp1.xy = texcoord.xy + expr12.xy;
// add r2.xy, t0, c13
temp2.xy = texcoord.xy + expr13.xy;
// add r3.xy, t0, c14
temp3.xy = texcoord.xy + expr14.xy;
// add r4.xy, t0, c15
temp4.xy = texcoord.xy + expr15.xy;
// add r5.xy, t0, -c16
temp5.xy = texcoord.xy + -expr16.xy;
// add r6.xy, t0, c17
temp6.xy = texcoord.xy + expr17.xy;
// add r7.xy, t0, c18
temp7.xy = texcoord.xy + expr18.xy;
// add r8.xy, t0, c19
temp8.xy = texcoord.xy + expr19.xy;
// add r9.xy, t0, c20
temp9.xy = texcoord.xy + expr20.xy;
// texld r0, r0, s0
temp0 = tex2D(SourceTextureSampler, temp0.xy);
// texld r1, r1, s0
temp1 = tex2D(SourceTextureSampler, temp1.xy);
// texld r2, r2, s0
temp2 = tex2D(SourceTextureSampler, temp2.xy);
// texld r3, r3, s0
temp3 = tex2D(SourceTextureSampler, temp3.xy);
// texld r4, r4, s0
temp4 = tex2D(SourceTextureSampler, temp4.xy);
// texld r5, r5, s0
temp5 = tex2D(SourceTextureSampler, temp5.xy);
// texld r6, r6, s0
temp6 = tex2D(SourceTextureSampler, temp6.xy);
// texld r7, r7, s0
temp7 = tex2D(SourceTextureSampler, temp7.xy);
// texld r8, r8, s0
temp8 = tex2D(SourceTextureSampler, temp8.xy);
// texld r9, r9, s0
temp9 = tex2D(SourceTextureSampler, temp9.xy);
// add r0, r0, r1
temp0 = temp0 + temp1;
// add r0, r2, r0
temp0 = temp2 + temp0;
// add r0, r3, r0
temp0 = temp3 + temp0;
// add r0, r4, r0
temp0 = temp4 + temp0;
// add r0, r5, r0
temp0 = temp5 + temp0;
// add r0, r6, r0
temp0 = temp6 + temp0;
// add r0, r7, r0
temp0 = temp7 + temp0;
// add r0, r8, r0
temp0 = temp8 + temp0;
// add r0, r9, r0
temp0 = temp9 + temp0;
// add r1.xy, t0, c16
temp1.xy = texcoord.xy + expr16.xy;
// add r2.xy, t0, c21
temp2.xy = texcoord.xy + expr21.xy;
// add r3.xy, t0, c22
temp3.xy = texcoord.xy + expr22.xy;
// add r4.xy, t0, c23
temp4.xy = texcoord.xy + expr23.xy;
// add r5.xy, t0, c24
temp5.xy = texcoord.xy + expr24.xy;
// add r6.xy, t0, c25
temp6.xy = texcoord.xy + expr25.xy;
// texld r1, r1, s0
temp1 = tex2D(SourceTextureSampler, temp1.xy);
// texld r2, r2, s0
temp2 = tex2D(SourceTextureSampler, temp2.xy);
// texld r3, r3, s0
temp3 = tex2D(SourceTextureSampler, temp3.xy);
// texld r4, r4, s0
temp4 = tex2D(SourceTextureSampler, temp4.xy);
// texld r5, r5, s0
temp5 = tex2D(SourceTextureSampler, temp5.xy);
// texld r6, r6, s0
temp6 = tex2D(SourceTextureSampler, temp6.xy);
// add r0, r0, r1
temp0 = temp0 + temp1;
// add r0, r2, r0
temp0 = temp2 + temp0;
// add r0, r3, r0
temp0 = temp3 + temp0;
// add r0, r4, r0
temp0 = temp4 + temp0;
// add r0, r5, r0
temp0 = temp5 + temp0;
// add r0, r6, r0
temp0 = temp6 + temp0;
// mul r0, r0, c0.x
temp0 = temp0 * float4(0.0625, 0.0625, 0.0625, 0.0625);
// dp3 r1.x, r0, c0.y
temp1.x = dot(temp0.xyz, float3(0.3, 0.3, 0.3));
// add r1.y, r1.x, c0.w
temp1.y = temp1.x + float1(-0.11);
// mul r1.y, r1.y, r1.y
temp1.y = temp1.y * temp1.y;
// add r1.z, -r1.x, c0.z
temp1.z = -temp1.x + float1(0.11);
// add r1.x, r1.x, c1.y
temp1.x = temp1.x + float1(0.0001);
// cmp r1.y, r1.z, c1.x, r1.y
temp1.y = (temp1.z >= 0) ? float1(0) : temp1.y;
// rcp r1.x, r1.x
temp1.x = 1.0f / temp1.x;
// mul r1.x, r1.y, r1.x
temp1.x = temp1.y * temp1.x;
// mul r1.xyz, r0, r1.x
temp1.xyz = temp0.xyz * temp1.xxx;
// mul r0.xyz, r1, c26
temp0.xyz = temp1.xyz * ExposureLevel.xyz;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
PixelShader DownsampleInitialPS_L_Array[4] = {
compile ps_2_0 DownsampleInitialPS_L_Array_Shader_0(), // 29
compile ps_2_0 DownsampleInitialPS_L_Array_Shader_1(), // 30
compile ps_2_0 DownsampleInitialPS_L_Array_Shader_2(), // 31
compile ps_2_0 DownsampleInitialPS_L_Array_Shader_3(), // 32
};
texture DebugTextureSampler <string SasBindAddress = "PostEffect.FrameBufferTexture"; int WW3DDynamicSet = 2;>; // 51
sampler2D DebugTextureSamplerSampler <string Texture = "DebugTextureSampler"; string SasBindAddress = "PostEffect.FrameBufferTexture"; int WW3DDynamicSet = 2;> =
sampler_state
{
Texture = <DebugTextureSampler>; // 53
MinFilter = 1;
MagFilter = 1;
MipFilter = 1;
AddressU = 3;
AddressV = 3;
};
// DebugPattern_PixelShader10 Pixel_2_0 Has PRES False
float4 DebugPattern_PixelShader10(float texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0;
// def c0, 2.2, 0, 0, 0
// dcl t0.x
// log r0.w, t0.x
temp0.w = log2(texcoord.x);
// mul r0.x, r0.w, c0.x
temp0.x = temp0.w * float1(2.2);
// exp r0, r0.x
temp0 = exp2(temp0.x);
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// DebugPattern_VertexShader11 Vertex_2_0 Has PRES False
struct DebugPattern_VertexShader11_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
};
struct DebugPattern_VertexShader11_Output
{
float2 texcoord : TEXCOORD;
float4 position : POSITION;
};
DebugPattern_VertexShader11_Output DebugPattern_VertexShader11(DebugPattern_VertexShader11_Input i)
{
DebugPattern_VertexShader11_Output o;
// def c0, 1, 0.25, 0, 0.75
// dcl_position v0
// dcl_texcoord v1
// mul oT0.xy, v1, c0
o.texcoord = i.texcoord * float4(1, 0.25, 0, 0.75);
// mad oPos.xy, v0, c0, c0.zwzw
o.position.xy = i.position.xy * float2(1, 0.25) + float2(0, 0.75);
// mov oPos.zw, c0.xyzx
o.position.zw = float2(0, 1);
//
return o;
}
// DebugDisplay_PixelShader12 Pixel_2_0 Has PRES False
float4 DebugDisplay_PixelShader12(float2 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0;
// dcl t0.xy
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(DebugTextureSamplerSampler, texcoord.xy);
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// DebugDisplay_VertexShader13 Vertex_2_0 Has PRES False
struct DebugDisplay_VertexShader13_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
};
struct DebugDisplay_VertexShader13_Output
{
float2 texcoord : TEXCOORD;
float4 position : POSITION;
};
DebugDisplay_VertexShader13_Output DebugDisplay_VertexShader13(DebugDisplay_VertexShader13_Input i)
{
DebugDisplay_VertexShader13_Output o;
// def c0, 0.5, 1, -0.5, 0
// dcl_position v0
// dcl_texcoord v1
// mul oT0.xy, v1, c0
o.texcoord = i.texcoord * float4(0.5, 1, -0.5, 0);
// mad oPos.xy, v0, c0, c0.zwzw
o.position.xy = i.position.xy * float2(0.5, 1) + float2(-0.5, 0);
// mov oPos.zw, c0.xywy
o.position.zw = float2(0, 1);
//
return o;
}
// Copy_PixelShader14 Pixel_2_0 Has PRES False
float4 Copy_PixelShader14(float2 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0;
// dcl t0.xy
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(FrameBufferSamplerSampler, texcoord.xy);
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// Copy_VertexShader15 Vertex_2_0 Has PRES False
struct Copy_VertexShader15_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
};
struct Copy_VertexShader15_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
};
Copy_VertexShader15_Output Copy_VertexShader15(Copy_VertexShader15_Input i)
{
Copy_VertexShader15_Output o;
// def c0, 0, 1, 0, 0
// dcl_position v0
// dcl_texcoord v1
// mov oPos.xy, v0
o.position.xy = i.position.xy;
// mov oPos.zw, c0.xyxy
o.position.zw = float2(0, 1);
// mov oT0.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
// AccumulateFinal_M_PixelShader16 Pixel_2_0 Has PRES False
float4 AccumulateFinal_M_PixelShader16(float2 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0, temp1;
float3 temp2;
// def c0, 2.2, 0.4545455, 0, 0
// dcl t0.xy
// dcl_2d s0
// dcl_2d s1
// texld r0, t0, s0
temp0 = tex2D(FrameBufferSamplerSampler, texcoord.xy);
// texld r1, t0, s1
temp1 = tex2D(SourceTextureSampler, texcoord.xy);
// log r2.x, r0.x
temp2.x = log2(temp0.x);
// log r2.y, r0.y
temp2.y = log2(temp0.y);
// log r2.z, r0.z
temp2.z = log2(temp0.z);
// mul r2.xyz, r2, c0.x
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
// exp r0.x, r2.x
temp0.x = exp2(temp2.x);
// exp r0.y, r2.y
temp0.y = exp2(temp2.y);
// exp r0.z, r2.z
temp0.z = exp2(temp2.z);
// log r2.x, r1.x
temp2.x = log2(temp1.x);
// log r2.y, r1.y
temp2.y = log2(temp1.y);
// log r2.z, r1.z
temp2.z = log2(temp1.z);
// mul r2.xyz, r2, c0.x
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
// exp r1.x, r2.x
temp1.x = exp2(temp2.x);
// exp r1.y, r2.y
temp1.y = exp2(temp2.y);
// exp r1.z, r2.z
temp1.z = exp2(temp2.z);
// mad r0, r1, c11.x, r0
temp0 = temp1 * BloomIntensity.x + temp0;
// log r1.x, r0.x
temp1.x = log2(temp0.x);
// log r1.y, r0.y
temp1.y = log2(temp0.y);
// log r1.z, r0.z
temp1.z = log2(temp0.z);
// mul r1.xyz, r1, c0.y
temp1.xyz = temp1.xyz * float3(0.45454547, 0.45454547, 0.45454547);
// exp r0.x, r1.x
temp0.x = exp2(temp1.x);
// exp r0.y, r1.y
temp0.y = exp2(temp1.y);
// exp r0.z, r1.z
temp0.z = exp2(temp1.z);
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// AccumulateFinal_M_VertexShader17 Vertex_2_0 Has PRES False
struct AccumulateFinal_M_VertexShader17_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
};
struct AccumulateFinal_M_VertexShader17_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
};
AccumulateFinal_M_VertexShader17_Output AccumulateFinal_M_VertexShader17(AccumulateFinal_M_VertexShader17_Input i)
{
AccumulateFinal_M_VertexShader17_Output o;
// def c0, 0, 1, 0, 0
// dcl_position v0
// dcl_texcoord v1
// mov oPos.xy, v0
o.position.xy = i.position.xy;
// mov oPos.zw, c0.xyxy
o.position.zw = float2(0, 1);
// mov oT0.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
// AccumulateFinal_PixelShader18 Pixel_2_0 Has PRES False
float4 AccumulateFinal_PixelShader18(float2 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0, temp1;
// dcl t0.xy
// dcl_2d s0
// dcl_2d s1
// texld r0, t0, s0
temp0 = tex2D(FrameBufferSamplerSampler, texcoord.xy);
// texld r1, t0, s1
temp1 = tex2D(SourceTextureSampler, texcoord.xy);
// mad r0, r1, c11.x, r0
temp0 = temp1 * BloomIntensity.x + temp0;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// AccumulateFinal_VertexShader19 Vertex_2_0 Has PRES False
struct AccumulateFinal_VertexShader19_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
};
struct AccumulateFinal_VertexShader19_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
};
AccumulateFinal_VertexShader19_Output AccumulateFinal_VertexShader19(AccumulateFinal_VertexShader19_Input i)
{
AccumulateFinal_VertexShader19_Output o;
// def c0, 0, 1, 0, 0
// dcl_position v0
// dcl_texcoord v1
// mov oPos.xy, v0
o.position.xy = i.position.xy;
// mov oPos.zw, c0.xyxy
o.position.zw = float2(0, 1);
// mov oT0.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
// Accumulate_M_PixelShader20 Pixel_2_0 Has PRES False
float4 Accumulate_M_PixelShader20(float2 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0, temp1;
float3 temp2;
// def c0, 2.2, 0.4545455, 0, 0
// dcl t0.xy
// dcl_2d s0
// dcl_2d s1
// texld r0, t0, s0
temp0 = tex2D(FrameBufferSamplerSampler, texcoord.xy);
// texld r1, t0, s1
temp1 = tex2D(SourceTextureSampler, texcoord.xy);
// log r2.x, r0.x
temp2.x = log2(temp0.x);
// log r2.y, r0.y
temp2.y = log2(temp0.y);
// log r2.z, r0.z
temp2.z = log2(temp0.z);
// mul r2.xyz, r2, c0.x
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
// exp r0.x, r2.x
temp0.x = exp2(temp2.x);
// exp r0.y, r2.y
temp0.y = exp2(temp2.y);
// exp r0.z, r2.z
temp0.z = exp2(temp2.z);
// log r2.x, r1.x
temp2.x = log2(temp1.x);
// log r2.y, r1.y
temp2.y = log2(temp1.y);
// log r2.z, r1.z
temp2.z = log2(temp1.z);
// mul r2.xyz, r2, c0.x
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
// exp r1.x, r2.x
temp1.x = exp2(temp2.x);
// exp r1.y, r2.y
temp1.y = exp2(temp2.y);
// exp r1.z, r2.z
temp1.z = exp2(temp2.z);
// add r0, r0, r1
temp0 = temp0 + temp1;
// log r1.x, r0.x
temp1.x = log2(temp0.x);
// log r1.y, r0.y
temp1.y = log2(temp0.y);
// log r1.z, r0.z
temp1.z = log2(temp0.z);
// mul r1.xyz, r1, c0.y
temp1.xyz = temp1.xyz * float3(0.45454547, 0.45454547, 0.45454547);
// exp r0.x, r1.x
temp0.x = exp2(temp1.x);
// exp r0.y, r1.y
temp0.y = exp2(temp1.y);
// exp r0.z, r1.z
temp0.z = exp2(temp1.z);
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// Accumulate_M_VertexShader21 Vertex_2_0 Has PRES False
struct Accumulate_M_VertexShader21_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
};
struct Accumulate_M_VertexShader21_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
};
Accumulate_M_VertexShader21_Output Accumulate_M_VertexShader21(Accumulate_M_VertexShader21_Input i)
{
Accumulate_M_VertexShader21_Output o;
// def c0, 0, 1, 0, 0
// dcl_position v0
// dcl_texcoord v1
// mov oPos.xy, v0
o.position.xy = i.position.xy;
// mov oPos.zw, c0.xyxy
o.position.zw = float2(0, 1);
// mov oT0.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
// Accumulate_PixelShader22 Pixel_2_0 Has PRES False
float4 Accumulate_PixelShader22(float2 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0, temp1;
// dcl t0.xy
// dcl_2d s0
// dcl_2d s1
// texld r0, t0, s0
temp0 = tex2D(FrameBufferSamplerSampler, texcoord.xy);
// texld r1, t0, s1
temp1 = tex2D(SourceTextureSampler, texcoord.xy);
// add r0, r0, r1
temp0 = temp0 + temp1;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// Accumulate_VertexShader23 Vertex_2_0 Has PRES False
struct Accumulate_VertexShader23_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
};
struct Accumulate_VertexShader23_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
};
Accumulate_VertexShader23_Output Accumulate_VertexShader23(Accumulate_VertexShader23_Input i)
{
Accumulate_VertexShader23_Output o;
// def c0, 0, 1, 0, 0
// dcl_position v0
// dcl_texcoord v1
// mov oPos.xy, v0
o.position.xy = i.position.xy;
// mov oPos.zw, c0.xyxy
o.position.zw = float2(0, 1);
// mov oT0.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
// BlurGaussian11x11V_PixelShader24 Pixel_2_0 Has PRES True
float4 BlurGaussian11x11V_PixelShader24(float2 texcoord : TEXCOORD) : COLOR
{
/*
PRSI
OutputRegisterOffset: 11
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 3
Unknown3: 0
Unknown4: 0
Unknown5: 11
Unknown6: 3
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr11;
float4 expr12;
float4 expr13;
{
float4 temp0;
// Expression_2_1
// rcp r0.x, c0.x
temp0.x = 1.0f / (SourceTextureSize.x);
// rcp r0.y, c0.y
temp0.y = 1.0f / (SourceTextureSize.y);
// mul c11.xy, r0.xy, (0.5, -0.5)
expr11.xy = temp0.xy * float2(0.5, -0.5);
// mul c12.xy, r0.xy, (0, 3.55)
expr12.xy = temp0.xy * float2(0, 3.55);
// mul c13.xy, r0.xy, (0, 1.65)
expr13.xy = temp0.xy * float2(0, 1.65);
}
float4 out_color;
float4 temp0, temp1, temp2, temp3, temp4;
// def c0, 120, 10, 252, 0.001953125
// dcl t0.xy
// dcl_2d s0
// add r0.xy, t0, c11
temp0.xy = texcoord.xy + expr11.xy;
// add r1.xy, r0, -c13
temp1.xy = temp0.xy + -expr13.xy;
// add r2.xy, r0, -c12
temp2.xy = temp0.xy + -expr12.xy;
// add r3.xy, r0, c13
temp3.xy = temp0.xy + expr13.xy;
// add r4.xy, r0, c12
temp4.xy = temp0.xy + expr12.xy;
// texld r1, r1, s0
temp1 = tex2D(SourceTextureSampler, temp1.xy);
// texld r2, r2, s0
temp2 = tex2D(SourceTextureSampler, temp2.xy);
// texld r0, r0, s0
temp0 = tex2D(SourceTextureSampler, temp0.xy);
// texld r3, r3, s0
temp3 = tex2D(SourceTextureSampler, temp3.xy);
// texld r4, r4, s0
temp4 = tex2D(SourceTextureSampler, temp4.xy);
// mul r1, r1, c0.x
temp1 = temp1 * float4(120, 120, 120, 120);
// mad r1, r2, c0.y, r1
temp1 = temp2 * float4(10, 10, 10, 10) + temp1;
// mad r0, r0, c0.z, r1
temp0 = temp0 * float4(252, 252, 252, 252) + temp1;
// mad r0, r3, c0.x, r0
temp0 = temp3 * float4(120, 120, 120, 120) + temp0;
// mad r0, r4, c0.y, r0
temp0 = temp4 * float4(10, 10, 10, 10) + temp0;
// mul r0, r0, c0.w
temp0 = temp0 * float4(0.001953125, 0.001953125, 0.001953125, 0.001953125);
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// BlurGaussian11x11V_VertexShader25 Vertex_2_0 Has PRES False
struct BlurGaussian11x11V_VertexShader25_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
};
struct BlurGaussian11x11V_VertexShader25_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
};
BlurGaussian11x11V_VertexShader25_Output BlurGaussian11x11V_VertexShader25(BlurGaussian11x11V_VertexShader25_Input i)
{
BlurGaussian11x11V_VertexShader25_Output o;
// def c0, 0, 1, 0, 0
// dcl_position v0
// dcl_texcoord v1
// mov oPos.xy, v0
o.position.xy = i.position.xy;
// mov oPos.zw, c0.xyxy
o.position.zw = float2(0, 1);
// mov oT0.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
// BlurGaussian11x11U_PixelShader26 Pixel_2_0 Has PRES True
float4 BlurGaussian11x11U_PixelShader26(float2 texcoord : TEXCOORD) : COLOR
{
/*
PRSI
OutputRegisterOffset: 11
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 3
Unknown3: 0
Unknown4: 0
Unknown5: 11
Unknown6: 3
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr11;
float4 expr12;
float4 expr13;
{
float4 temp0;
// Expression_2_1
// rcp r0.x, c0.x
temp0.x = 1.0f / (SourceTextureSize.x);
// rcp r0.y, c0.y
temp0.y = 1.0f / (SourceTextureSize.y);
// mul c11.xy, r0.xy, (-0.5, 0.5)
expr11.xy = temp0.xy * float2(-0.5, 0.5);
// mul c12.xy, r0.xy, (3.55, 0)
expr12.xy = temp0.xy * float2(3.55, 0);
// mul c13.xy, r0.xy, (1.65, 0)
expr13.xy = temp0.xy * float2(1.65, 0);
}
float4 out_color;
float4 temp0, temp1, temp2, temp3, temp4;
// def c0, 120, 10, 252, 0.001953125
// dcl t0.xy
// dcl_2d s0
// add r0.xy, t0, c11
temp0.xy = texcoord.xy + expr11.xy;
// add r1.xy, r0, -c13
temp1.xy = temp0.xy + -expr13.xy;
// add r2.xy, r0, -c12
temp2.xy = temp0.xy + -expr12.xy;
// add r3.xy, r0, c13
temp3.xy = temp0.xy + expr13.xy;
// add r4.xy, r0, c12
temp4.xy = temp0.xy + expr12.xy;
// texld r1, r1, s0
temp1 = tex2D(SourceTextureSampler, temp1.xy);
// texld r2, r2, s0
temp2 = tex2D(SourceTextureSampler, temp2.xy);
// texld r0, r0, s0
temp0 = tex2D(SourceTextureSampler, temp0.xy);
// texld r3, r3, s0
temp3 = tex2D(SourceTextureSampler, temp3.xy);
// texld r4, r4, s0
temp4 = tex2D(SourceTextureSampler, temp4.xy);
// mul r1, r1, c0.x
temp1 = temp1 * float4(120, 120, 120, 120);
// mad r1, r2, c0.y, r1
temp1 = temp2 * float4(10, 10, 10, 10) + temp1;
// mad r0, r0, c0.z, r1
temp0 = temp0 * float4(252, 252, 252, 252) + temp1;
// mad r0, r3, c0.x, r0
temp0 = temp3 * float4(120, 120, 120, 120) + temp0;
// mad r0, r4, c0.y, r0
temp0 = temp4 * float4(10, 10, 10, 10) + temp0;
// mul r0, r0, c0.w
temp0 = temp0 * float4(0.001953125, 0.001953125, 0.001953125, 0.001953125);
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// BlurGaussian11x11U_VertexShader27 Vertex_2_0 Has PRES False
struct BlurGaussian11x11U_VertexShader27_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
};
struct BlurGaussian11x11U_VertexShader27_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
};
BlurGaussian11x11U_VertexShader27_Output BlurGaussian11x11U_VertexShader27(BlurGaussian11x11U_VertexShader27_Input i)
{
BlurGaussian11x11U_VertexShader27_Output o;
// def c0, 0, 1, 0, 0
// dcl_position v0
// dcl_texcoord v1
// mov oPos.xy, v0
o.position.xy = i.position.xy;
// mov oPos.zw, c0.xyxy
o.position.zw = float2(0, 1);
// mov oT0.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
// Downsample4x4_PixelShader28 Pixel_2_0 Has PRES True
float4 Downsample4x4_PixelShader28(float2 texcoord : TEXCOORD) : COLOR
{
/*
PRSI
OutputRegisterOffset: 11
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 3
Unknown3: 0
Unknown4: 0
Unknown5: 11
Unknown6: 3
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr11;
float4 expr12;
float4 expr13;
{
float4 temp0;
// Expression_2_1
// rcp r0.x, c0.x
temp0.x = 1.0f / (SourceTextureSize.x);
// rcp r0.y, c0.y
temp0.y = 1.0f / (SourceTextureSize.y);
// mul c12.xy, r0.xy, (1, -1)
expr12.xy = temp0.xy * float2(1, -1);
// mul c13.x, r0.x, (-1)
expr13.x = temp0.x * (-1);
// mul c13.y, r0.y, (1)
expr13.y = temp0.y * (1);
// mov c11.xy, r0.xy
expr11.xy = temp0.xy;
}
float4 out_color;
float4 temp0, temp1, temp2, temp3;
// def c0, 0.25, 0, 0, 0
// dcl t0.xy
// dcl_2d s0
// add r0.xy, t0, -c11
temp0.xy = texcoord.xy + -expr11.xy;
// add r1.xy, t0, c12
temp1.xy = texcoord.xy + expr12.xy;
// add r2.xy, t0, c13
temp2.xy = texcoord.xy + expr13.xy;
// add r3.xy, t0, c11
temp3.xy = texcoord.xy + expr11.xy;
// texld r0, r0, s0
temp0 = tex2D(SourceTextureSampler, temp0.xy);
// texld r1, r1, s0
temp1 = tex2D(SourceTextureSampler, temp1.xy);
// texld r2, r2, s0
temp2 = tex2D(SourceTextureSampler, temp2.xy);
// texld r3, r3, s0
temp3 = tex2D(SourceTextureSampler, temp3.xy);
// add r0, r0, r1
temp0 = temp0 + temp1;
// add r0, r2, r0
temp0 = temp2 + temp0;
// add r0, r3, r0
temp0 = temp3 + temp0;
// mul r0, r0, c0.x
temp0 = temp0 * float4(0.25, 0.25, 0.25, 0.25);
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// Downsample4x4_VertexShader29 Vertex_2_0 Has PRES False
struct Downsample4x4_VertexShader29_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
};
struct Downsample4x4_VertexShader29_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
};
Downsample4x4_VertexShader29_Output Downsample4x4_VertexShader29(Downsample4x4_VertexShader29_Input i)
{
Downsample4x4_VertexShader29_Output o;
// def c0, 0, 1, 0, 0
// dcl_position v0
// dcl_texcoord v1
// mov oPos.xy, v0
o.position.xy = i.position.xy;
// mov oPos.zw, c0.xyxy
o.position.zw = float2(0, 1);
// mov oT0.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
// DownsampleInitial_L_Expression30 Expression_2_0 Has PRES False
float DownsampleInitial_L_Expression30()
{
float4 temp0;
float4 temp1;
float4 temp2;
float1 expr0;
// rcp r0.x, c1.x
temp0.x = 1.0f / (TargetTextureSize.x);
// mul r1.x, r0.x, c0.x
temp1.x = temp0.x * SourceTextureSize.x;
// mul r0.x, r1.x, (0.5)
temp0.x = temp1.x * (0.5);
// add r1.x, r0.x, (-0.5)
temp1.x = temp0.x + (-0.5);
// neg r0.x, r1.x
temp0.x = -temp1.x;
// lt r2.x, r1.x, r0.x
temp2.x = temp1.x < temp0.x;
// frc r0.x, r1.x
temp0.x = frac(temp1.x);
// neg r1.y, r0.x
temp1.y = -temp0.x;
// lt r2.y, r1.y, r0.x
temp2.y = temp1.y < temp0.x;
// add r0.x, r1.x, r1.y
temp0.x = temp1.x + temp1.y;
// mul r0.y, r2.x, r2.y
temp0.y = temp2.x * temp2.y;
// add r1.x, r0.x, r0.y
temp1.x = temp0.x + temp0.y;
// max r0.x, r1.x, (0)
temp0.x = max(temp1.x, (0));
// min c0.x, r0.x, (3)
expr0.x = min(temp0.x, (3));
return expr0;
}
// DownsampleInitial_L_VertexShader31 Vertex_2_0 Has PRES False
struct DownsampleInitial_L_VertexShader31_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
};
struct DownsampleInitial_L_VertexShader31_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
};
DownsampleInitial_L_VertexShader31_Output DownsampleInitial_L_VertexShader31(DownsampleInitial_L_VertexShader31_Input i)
{
DownsampleInitial_L_VertexShader31_Output o;
// def c0, 0, 1, 0, 0
// dcl_position v0
// dcl_texcoord v1
// mov oPos.xy, v0
o.position.xy = i.position.xy;
// mov oPos.zw, c0.xyxy
o.position.zw = float2(0, 1);
// mov oT0.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
// DownsampleInitial_Expression32 Expression_2_0 Has PRES False
float DownsampleInitial_Expression32()
{
float4 temp0;
float4 temp1;
float4 temp2;
float1 expr0;
// rcp r0.x, c1.x
temp0.x = 1.0f / (TargetTextureSize.x);
// mul r1.x, r0.x, c0.x
temp1.x = temp0.x * SourceTextureSize.x;
// mul r0.x, r1.x, (0.5)
temp0.x = temp1.x * (0.5);
// add r1.x, r0.x, (-0.5)
temp1.x = temp0.x + (-0.5);
// neg r0.x, r1.x
temp0.x = -temp1.x;
// lt r2.x, r1.x, r0.x
temp2.x = temp1.x < temp0.x;
// frc r0.x, r1.x
temp0.x = frac(temp1.x);
// neg r1.y, r0.x
temp1.y = -temp0.x;
// lt r2.y, r1.y, r0.x
temp2.y = temp1.y < temp0.x;
// add r0.x, r1.x, r1.y
temp0.x = temp1.x + temp1.y;
// mul r0.y, r2.x, r2.y
temp0.y = temp2.x * temp2.y;
// add r1.x, r0.x, r0.y
temp1.x = temp0.x + temp0.y;
// max r0.x, r1.x, (0)
temp0.x = max(temp1.x, (0));
// min c0.x, r0.x, (4)
expr0.x = min(temp0.x, (4));
return expr0;
}
// DownsampleInitial_VertexShader33 Vertex_3_0 Has PRES False
struct DownsampleInitial_VertexShader33_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
};
struct DownsampleInitial_VertexShader33_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
};
DownsampleInitial_VertexShader33_Output DownsampleInitial_VertexShader33(DownsampleInitial_VertexShader33_Input i)
{
DownsampleInitial_VertexShader33_Output o;
// def c0, 0, 1, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_position o0
// dcl_texcoord o1.xy
// mov o0.xy, v0
o.position.xy = i.position.xy;
// mov o0.zw, c0.xyxy
o.position.zw = float2(0, 1);
// mov o1.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
technique DownsampleInitial
{
pass p0
{
VertexShader = compile vs_3_0 DownsampleInitial_VertexShader33(); // 27
PixelShader = DownsampleInitialPS_Array[DownsampleInitial_Expression32()]; // 28
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 0;
AlphaTestEnable = 0;
}
}
technique DownsampleInitial_L
{
pass p0
{
VertexShader = compile vs_2_0 DownsampleInitial_L_VertexShader31(); // 33
PixelShader = DownsampleInitialPS_L_Array[DownsampleInitial_L_Expression30()]; // 34
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 0;
AlphaTestEnable = 0;
}
}
technique Downsample4x4
{
pass p0
{
VertexShader = compile vs_2_0 Downsample4x4_VertexShader29(); // 35
PixelShader = compile ps_2_0 Downsample4x4_PixelShader28(); // 36
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 0;
AlphaTestEnable = 0;
}
}
technique BlurGaussian11x11U
{
pass p0
{
VertexShader = compile vs_2_0 BlurGaussian11x11U_VertexShader27(); // 37
PixelShader = compile ps_2_0 BlurGaussian11x11U_PixelShader26(); // 38
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 0;
AlphaTestEnable = 0;
}
}
technique BlurGaussian11x11V
{
pass p0
{
VertexShader = compile vs_2_0 BlurGaussian11x11V_VertexShader25(); // 39
PixelShader = compile ps_2_0 BlurGaussian11x11V_PixelShader24(); // 40
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 0;
AlphaTestEnable = 0;
}
}
technique Accumulate
{
pass p0
{
VertexShader = compile vs_2_0 Accumulate_VertexShader23(); // 41
PixelShader = compile ps_2_0 Accumulate_PixelShader22(); // 42
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 0;
AlphaTestEnable = 0;
}
}
technique Accumulate_M
{
pass p0
{
VertexShader = compile vs_2_0 Accumulate_M_VertexShader21(); // 43
PixelShader = compile ps_2_0 Accumulate_M_PixelShader20(); // 44
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 0;
AlphaTestEnable = 0;
}
}
technique AccumulateFinal
{
pass p0
{
VertexShader = compile vs_2_0 AccumulateFinal_VertexShader19(); // 45
PixelShader = compile ps_2_0 AccumulateFinal_PixelShader18(); // 46
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 0;
AlphaTestEnable = 0;
}
}
technique AccumulateFinal_M
{
pass p0
{
VertexShader = compile vs_2_0 AccumulateFinal_M_VertexShader17(); // 47
PixelShader = compile ps_2_0 AccumulateFinal_M_PixelShader16(); // 48
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 0;
AlphaTestEnable = 0;
}
}
technique Copy
{
pass p0
{
VertexShader = compile vs_2_0 Copy_VertexShader15(); // 49
PixelShader = compile ps_2_0 Copy_PixelShader14(); // 50
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 0;
AlphaTestEnable = 0;
}
}
technique DebugDisplay
{
pass p0
{
VertexShader = compile vs_2_0 DebugDisplay_VertexShader13(); // 56
PixelShader = compile ps_2_0 DebugDisplay_PixelShader12(); // 57
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 0;
AlphaTestEnable = 0;
}
}
technique DebugPattern
{
pass p0
{
VertexShader = compile vs_2_0 DebugPattern_VertexShader11(); // 58
PixelShader = compile ps_2_0 DebugPattern_PixelShader10(); // 59
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 0;
AlphaTestEnable = 0;
}
}