2023 lines
55 KiB
HLSL
2023 lines
55 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 FrameBufferSampler <string SasBindAddress = "PostEffect.FrameBufferTexture"; int WW3DDynamicSet = 2;>; // 3
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sampler2D FrameBufferSamplerSampler <string Texture = "FrameBufferSampler"; string SasBindAddress = "PostEffect.FrameBufferTexture"; int WW3DDynamicSet = 2;> =
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sampler_state
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{
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Texture = <FrameBufferSampler>; // 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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texture SourceTexture <string SasBindAddress = "PostEffect.Bloom.SourceTexture"; int WW3DDynamicSet = 2;>; // 8
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sampler2D SourceTextureSampler : register(ps_3_0, s0) <string Texture = "SourceTexture"; string SasBindAddress = "PostEffect.Bloom.SourceTexture"; int WW3DDynamicSet = 2;> =
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sampler_state
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{
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Texture = <SourceTexture>; // 10
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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 SourceTextureSize <string SasBindAddress = "PostEffect.Bloom.SourceTextureSize";> = { 1024, 768 };
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float2 TargetTextureSize <string SasBindAddress = "PostEffect.Bloom.TargetTextureSize";> = { 1024, 768 };
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float BloomIntensity : register(ps_2_0, c11) <string SasBindAddress = "PostEffect.Bloom.Intensity";> = { 0.5 };
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float3 ExposureLevel : register(ps_3_0, c11) <string SasBindAddress = "PostEffect.LookupTable.ExposureLevel";> = { 1, 1, 1 };
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float2 TextureSizeHigh <string SasBindAddress = "PostEffect.Bloom.TextureSizeHigh";>;
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float2 TextureSizeMedium <string SasBindAddress = "PostEffect.Bloom.TextureSizeMedium";>;
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float2 TextureSizeLow <string SasBindAddress = "PostEffect.Bloom.TextureSizeLow";>;
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int SurfaceFormat <string SasBindAddress = "PostEffect.Bloom.SurfaceFormat";> = { 1 };
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int TextureFormat <string SasBindAddress = "PostEffect.Bloom.TextureFormat";> = { 1 };
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// DownsampleInitialPS_Array_Shader_0 Pixel_3_0 Has PRES False
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float4 DownsampleInitialPS_Array_Shader_0(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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float3 temp1;
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// def c0, 0.3, 0.11, -0.11, 0.0001
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// def c1, 0, 0, 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(SourceTextureSampler, texcoord.xy);
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// dp3 r1.x, r0, c0.x
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temp1.x = dot(temp0.xyz, float3(0.3, 0.3, 0.3));
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// add r1.y, -r1.x, c0.y
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temp1.y = -temp1.x + float1(0.11);
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// add r1.xz, r1.x, c0.zyww
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temp1.xz = temp1.xx + float2(-0.11, 0.0001);
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// mul r1.x, r1.x, r1.x
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temp1.x = temp1.x * temp1.x;
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// rcp r1.z, r1.z
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temp1.z = 1.0f / temp1.z;
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// cmp r1.x, r1.y, c1.x, r1.x
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temp1.x = (temp1.y >= 0) ? float1(0) : temp1.x;
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// mul r1.x, r1.z, r1.x
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temp1.x = temp1.z * temp1.x;
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// mul r0.xyz, r0, r1.x
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temp0.xyz = temp0.xyz * temp1.xxx;
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// mov oC0.w, r0.w
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out_color.w = temp0.w;
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// mul oC0.xyz, r0, c11
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out_color.xyz = temp0.xyz * ExposureLevel.xyz;
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//
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return out_color;
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}
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// DownsampleInitialPS_Array_Shader_1 Pixel_3_0 Has PRES True
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float4 DownsampleInitialPS_Array_Shader_1(float2 texcoord : TEXCOORD) : COLOR
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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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// Expression_2_1
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// rcp c12.x, c0.x
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expr12.x = 1.0f / (SourceTextureSize.x);
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// rcp c12.y, c0.y
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expr12.y = 1.0f / (SourceTextureSize.y);
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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, 2, 0, -1, 0.25
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// def c1, 0.3, 0.11, -0.11, 0.0001
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// defi i0, 2, 0, 0, 0
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// dcl_texcoord v0.xy
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// dcl_2d s0
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// mov r0, c0.y
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temp0 = float4(0, 0, 0, 0);
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// mov r1.x, c0.z
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temp1.x = float1(-1);
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// rep i0
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for (int it0 = 0; it0 < int1(2); ++it0) {
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// mov r1.z, r1.x
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temp1.z = temp1.x;
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// mov r1.w, c0.z
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temp1.w = float1(-1);
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// rep i0
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for (int it1 = 0; it1 < int1(2); ++it1) {
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// mov r1.y, r1.w
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temp1.y = temp1.w;
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// mad r2.xy, r1.yzzw, c12, v0
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temp2.xy = temp1.yz * expr12.xy + texcoord.xy;
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// texld r2, r2, s0
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temp2 = tex2D(SourceTextureSampler, temp2.xy);
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// add r0, r0, r2
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temp0 = temp0 + temp2;
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// add r1.w, r1.w, c0.x
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temp1.w = temp1.w + float1(2);
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// endrep
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}
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// add r1.x, r1.x, c0.x
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temp1.x = temp1.x + float1(2);
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// endrep
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}
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// mul r0, r0, c0.w
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temp0 = temp0 * float4(0.25, 0.25, 0.25, 0.25);
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// dp3 r1.x, r0, c1.x
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temp1.x = dot(temp0.xyz, float3(0.3, 0.3, 0.3));
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// add r1.y, -r1.x, c1.y
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temp1.y = -temp1.x + float1(0.11);
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// add r1.xz, r1.x, c1.zyww
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temp1.xz = temp1.xx + float2(-0.11, 0.0001);
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// mul r1.x, r1.x, r1.x
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temp1.x = temp1.x * temp1.x;
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// cmp r1.x, r1.y, c0.y, r1.x
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temp1.x = (temp1.y >= 0) ? float1(0) : temp1.x;
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// rcp r1.y, r1.z
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temp1.y = 1.0f / temp1.z;
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// mul r1.x, r1.x, r1.y
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temp1.x = temp1.x * temp1.y;
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// mul r0.xyz, r0, r1.x
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temp0.xyz = temp0.xyz * temp1.xxx;
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// mul oC0.xyz, r0, c11
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out_color.xyz = temp0.xyz * ExposureLevel.xyz;
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// mov oC0.w, r0.w
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out_color.w = temp0.w;
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//
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return out_color;
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}
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// DownsampleInitialPS_Array_Shader_2 Pixel_3_0 Has PRES True
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float4 DownsampleInitialPS_Array_Shader_2(float2 texcoord : TEXCOORD) : COLOR
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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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// Expression_2_1
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// rcp c12.x, c0.x
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expr12.x = 1.0f / (SourceTextureSize.x);
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// rcp c12.y, c0.y
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expr12.y = 1.0f / (SourceTextureSize.y);
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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, 0, -2, 2
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// def c1, 0.1111111, 0.3, 0.11, -0.0001
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// defi i0, 3, 0, 0, 0
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// dcl_texcoord v0.xy
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// dcl_2d s0
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// mov r0, c0.y
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temp0 = float4(0, 0, 0, 0);
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// mov r1.x, c0.z
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temp1.x = float1(-2);
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// rep i0
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for (int it0 = 0; it0 < int1(3); ++it0) {
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// mov r1.z, r1.x
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temp1.z = temp1.x;
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// mov r1.w, c0.z
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temp1.w = float1(-2);
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// rep i0
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for (int it1 = 0; it1 < int1(3); ++it1) {
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// mov r1.y, r1.w
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temp1.y = temp1.w;
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// mad r2.xy, r1.yzzw, c12, v0
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temp2.xy = temp1.yz * expr12.xy + texcoord.xy;
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// texld r2, r2, s0
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temp2 = tex2D(SourceTextureSampler, temp2.xy);
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// add r0, r0, r2
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temp0 = temp0 + temp2;
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// add r1.w, r1.w, c0.w
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temp1.w = temp1.w + float1(2);
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// endrep
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}
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// add r1.x, r1.x, c0.w
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temp1.x = temp1.x + float1(2);
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// endrep
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}
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// mul r0, r0, c1.x
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temp0 = temp0 * float4(0.11111111, 0.11111111, 0.11111111, 0.11111111);
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// dp3 r1.x, r0, c1.y
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temp1.x = dot(temp0.xyz, float3(0.3, 0.3, 0.3));
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// add r1.y, -r1.x, c1.z
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temp1.y = -temp1.x + float1(0.11);
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// add r1.xz, r1.x, -c1.zyww
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temp1.xz = temp1.xx + float2(-0.11, 0.0001);
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// mul r1.x, r1.x, r1.x
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temp1.x = temp1.x * temp1.x;
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// cmp r1.x, r1.y, c0.y, r1.x
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temp1.x = (temp1.y >= 0) ? float1(0) : temp1.x;
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// rcp r1.y, r1.z
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temp1.y = 1.0f / temp1.z;
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// mul r1.x, r1.x, r1.y
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temp1.x = temp1.x * temp1.y;
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// mul r0.xyz, r0, r1.x
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temp0.xyz = temp0.xyz * temp1.xxx;
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// mul oC0.xyz, r0, c11
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out_color.xyz = temp0.xyz * ExposureLevel.xyz;
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// mov oC0.w, r0.w
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out_color.w = temp0.w;
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//
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return out_color;
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}
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// DownsampleInitialPS_Array_Shader_3 Pixel_3_0 Has PRES True
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float4 DownsampleInitialPS_Array_Shader_3(float2 texcoord : TEXCOORD) : COLOR
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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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// Expression_2_1
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// rcp c12.x, c0.x
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expr12.x = 1.0f / (SourceTextureSize.x);
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// rcp c12.y, c0.y
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expr12.y = 1.0f / (SourceTextureSize.y);
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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, 0, -3, 2
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// def c1, 0.0625, 0.3, 0.11, -0.0001
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// defi i0, 4, 0, 0, 0
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// dcl_texcoord v0.xy
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// dcl_2d s0
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// mov r0, c0.y
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temp0 = float4(0, 0, 0, 0);
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// mov r1.x, c0.z
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temp1.x = float1(-3);
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// rep i0
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for (int it0 = 0; it0 < int1(4); ++it0) {
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// mov r1.z, r1.x
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temp1.z = temp1.x;
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// mov r1.w, c0.z
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temp1.w = float1(-3);
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// rep i0
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for (int it1 = 0; it1 < int1(4); ++it1) {
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// mov r1.y, r1.w
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temp1.y = temp1.w;
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// mad r2.xy, r1.yzzw, c12, v0
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temp2.xy = temp1.yz * expr12.xy + texcoord.xy;
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// texld r2, r2, s0
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temp2 = tex2D(SourceTextureSampler, temp2.xy);
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// add r0, r0, r2
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temp0 = temp0 + temp2;
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// add r1.w, r1.w, c0.w
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temp1.w = temp1.w + float1(2);
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// endrep
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}
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// add r1.x, r1.x, c0.w
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temp1.x = temp1.x + float1(2);
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// endrep
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}
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// mul r0, r0, c1.x
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temp0 = temp0 * float4(0.0625, 0.0625, 0.0625, 0.0625);
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// dp3 r1.x, r0, c1.y
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temp1.x = dot(temp0.xyz, float3(0.3, 0.3, 0.3));
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// add r1.y, -r1.x, c1.z
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temp1.y = -temp1.x + float1(0.11);
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// add r1.xz, r1.x, -c1.zyww
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temp1.xz = temp1.xx + float2(-0.11, 0.0001);
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// mul r1.x, r1.x, r1.x
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temp1.x = temp1.x * temp1.x;
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// cmp r1.x, r1.y, c0.y, r1.x
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temp1.x = (temp1.y >= 0) ? float1(0) : temp1.x;
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// rcp r1.y, r1.z
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temp1.y = 1.0f / temp1.z;
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// mul r1.x, r1.x, r1.y
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temp1.x = temp1.x * temp1.y;
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// mul r0.xyz, r0, r1.x
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temp0.xyz = temp0.xyz * temp1.xxx;
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// mul oC0.xyz, r0, c11
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out_color.xyz = temp0.xyz * ExposureLevel.xyz;
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// mov oC0.w, r0.w
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out_color.w = temp0.w;
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//
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return out_color;
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}
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// DownsampleInitialPS_Array_Shader_4 Pixel_3_0 Has PRES True
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float4 DownsampleInitialPS_Array_Shader_4(float2 texcoord : TEXCOORD) : COLOR
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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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// Expression_2_1
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// rcp c12.x, c0.x
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expr12.x = 1.0f / (SourceTextureSize.x);
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// rcp c12.y, c0.y
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expr12.y = 1.0f / (SourceTextureSize.y);
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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, 0, -4, 2
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// def c1, 0.04, 0.3, 0.11, -0.0001
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// defi i0, 5, 0, 0, 0
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// dcl_texcoord v0.xy
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// dcl_2d s0
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// mov r0, c0.y
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temp0 = float4(0, 0, 0, 0);
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// mov r1.x, c0.z
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temp1.x = float1(-4);
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// rep i0
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for (int it0 = 0; it0 < int1(5); ++it0) {
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// mov r1.z, r1.x
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temp1.z = temp1.x;
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// mov r1.w, c0.z
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temp1.w = float1(-4);
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// rep i0
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for (int it1 = 0; it1 < int1(5); ++it1) {
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// mov r1.y, r1.w
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temp1.y = temp1.w;
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// mad r2.xy, r1.yzzw, c12, v0
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temp2.xy = temp1.yz * expr12.xy + texcoord.xy;
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// texld r2, r2, s0
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temp2 = tex2D(SourceTextureSampler, temp2.xy);
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// add r0, r0, r2
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temp0 = temp0 + temp2;
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// add r1.w, r1.w, c0.w
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temp1.w = temp1.w + float1(2);
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// endrep
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}
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// add r1.x, r1.x, c0.w
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temp1.x = temp1.x + float1(2);
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// endrep
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}
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// mul r0, r0, c1.x
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temp0 = temp0 * float4(0.04, 0.04, 0.04, 0.04);
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// 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;
|
|
}
|
|
}
|
|
|