117 lines
3.4 KiB
HLSL
117 lines
3.4 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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column_major float4x4 ProjectionI : ProjectionInverse : register(ps_2_0, c11);
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texture DepthBufferSampler <string SasBindAddress = "PostEffect.DepthBufferTexture";>; // 2
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sampler2D DepthBufferSamplerSampler : register(ps_2_0, s0) <string Texture = "DepthBufferSampler"; string SasBindAddress = "PostEffect.DepthBufferTexture";> =
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sampler_state
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{
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Texture = <DepthBufferSampler>; // 4
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MinFilter = 1;
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MagFilter = 1;
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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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// LinearDepth_PixelShader1 Pixel_2_0 Has PRES False
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float4 LinearDepth_PixelShader1(float2 texcoord : TEXCOORD) : COLOR
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{
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float4 out_color;
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float4 temp0;
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float3 temp1;
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// def c0, -1, 1, 0, 0
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// def c1, 0, 2, -2, 1
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// dcl t0.xy
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// dcl_2d s0
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// texld r0, t0, s0
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temp0 = tex2D(DepthBufferSamplerSampler, texcoord.xy);
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// mov r0.z, r0.x
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temp0.z = temp0.x;
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// mov r1.yz, c1
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temp1.yz = float2(2, -2);
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// mad r0.xy, t0, r1.yzxw, c0
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temp0.xy = texcoord.xy * temp1.yz + float2(-1, 1);
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// mov r0.w, c1.w
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temp0.w = float1(1);
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// dp4 r1.x, r0, c14
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temp1.x = dot(temp0, (ProjectionI._m03_m13_m23_m33));
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// dp4 r0.x, r0, c13
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temp0.x = dot(temp0, (ProjectionI._m02_m12_m22_m32));
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// rcp r0.y, r1.x
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temp0.y = 1.0f / temp1.x;
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// mul r0.xyz, r0.x, r0.y
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temp0.xyz = temp0.x * temp0.y;
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// mov r0.w, c1.w
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temp0.w = float1(1);
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// mov oC0, r0
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out_color = temp0;
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//
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return out_color;
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}
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// LinearDepth_VertexShader2 Vertex_2_0 Has PRES False
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struct LinearDepth_VertexShader2_Input
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{
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float4 position : POSITION;
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float4 texcoord : TEXCOORD;
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};
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struct LinearDepth_VertexShader2_Output
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD;
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};
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LinearDepth_VertexShader2_Output LinearDepth_VertexShader2(LinearDepth_VertexShader2_Input i)
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{
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LinearDepth_VertexShader2_Output o;
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// def c0, 1, 0, 0, 0
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// dcl_position v0
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// dcl_texcoord v1
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// mov oPos.xyz, v0
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o.position.xyz = i.position.xyz;
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// mov oPos.w, c0.x
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o.position.w = float1(1);
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// mov oT0.xy, v1
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o.texcoord = i.texcoord;
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//
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return o;
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}
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technique LinearDepth
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{
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pass p0
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{
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VertexShader = compile vs_2_0 LinearDepth_VertexShader2(); // 7
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PixelShader = compile ps_2_0 LinearDepth_PixelShader1(); // 8
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ZEnable = 0;
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ZWriteEnable = 0;
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CullMode = 1;
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AlphaBlendEnable = 0;
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AlphaTestEnable = 0;
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}
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}
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