112Shaders/render2d.fx
2021-12-28 10:06:46 +01:00

708 lines
18 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;>;
texture BaseTexture <string SasBindAddress = "WW3D.MiscTexture"; int WW3DDynamicSet = 2;>; // 2
sampler2D BaseTextureSampler : register(ps_2_0, s0) <string Texture = "BaseTexture"; string SasBindAddress = "WW3D.MiscTexture"; int WW3DDynamicSet = 2;> =
sampler_state
{
Texture = <BaseTexture>; // 4
AddressU = 3;
AddressV = 3;
MinFilter = 2;
MagFilter = 2;
MipFilter = 2;
};
column_major float4x4 World : World : register(vs_2_0, c11);
// AptRenderer_PixelShader1 Pixel_2_0 Has PRES False
struct AptRenderer_PixelShader1_Input
{
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
float4 AptRenderer_PixelShader1(AptRenderer_PixelShader1_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// dcl v0
// dcl t0.xy
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(BaseTextureSampler, i.texcoord.xy);
// mul r0, r0, v0
temp0 = temp0 * i.color;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// AptRenderer_VertexShader2 Vertex_2_0 Has PRES False
struct AptRenderer_VertexShader2_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct AptRenderer_VertexShader2_Output
{
float4 position : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
AptRenderer_VertexShader2_Output AptRenderer_VertexShader2(AptRenderer_VertexShader2_Input i)
{
AptRenderer_VertexShader2_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
o.position.x = dot(temp0, (World._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (World._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
o.position.z = dot(temp0, (World._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
o.position.w = dot(temp0, (World._m03_m13_m23_m33));
// mov oD0, v2
o.color = i.color;
// mov oT0.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
// AlphaWithSolidTexture_PixelShader3 Pixel_2_0 Has PRES False
struct AlphaWithSolidTexture_PixelShader3_Input
{
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
float4 AlphaWithSolidTexture_PixelShader3(AlphaWithSolidTexture_PixelShader3_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// dcl v0
// dcl t0.xy
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(BaseTextureSampler, i.texcoord.xy);
// mul r0.xyz, r0, v0
temp0.xyz = temp0.xyz * i.color.xyz;
// mov r0.w, v0.w
temp0.w = i.color.w;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// AlphaWithSolidTexture_VertexShader4 Vertex_2_0 Has PRES False
struct AlphaWithSolidTexture_VertexShader4_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct AlphaWithSolidTexture_VertexShader4_Output
{
float4 position : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
AlphaWithSolidTexture_VertexShader4_Output AlphaWithSolidTexture_VertexShader4(AlphaWithSolidTexture_VertexShader4_Input i)
{
AlphaWithSolidTexture_VertexShader4_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
o.position.x = dot(temp0, (World._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (World._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
o.position.z = dot(temp0, (World._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
o.position.w = dot(temp0, (World._m03_m13_m23_m33));
// mov oD0, v2
o.color = i.color;
// mov oT0.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
// AlphaTestCopy_PixelShader5 Pixel_2_0 Has PRES False
struct AlphaTestCopy_PixelShader5_Input
{
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
float4 AlphaTestCopy_PixelShader5(AlphaTestCopy_PixelShader5_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// dcl v0
// dcl t0.xy
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(BaseTextureSampler, i.texcoord.xy);
// mul r0, r0, v0
temp0 = temp0 * i.color;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// AlphaTestCopy_VertexShader6 Vertex_2_0 Has PRES False
struct AlphaTestCopy_VertexShader6_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct AlphaTestCopy_VertexShader6_Output
{
float4 position : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
AlphaTestCopy_VertexShader6_Output AlphaTestCopy_VertexShader6(AlphaTestCopy_VertexShader6_Input i)
{
AlphaTestCopy_VertexShader6_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
o.position.x = dot(temp0, (World._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (World._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
o.position.z = dot(temp0, (World._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
o.position.w = dot(temp0, (World._m03_m13_m23_m33));
// mov oD0, v2
o.color = i.color;
// mov oT0.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
// GrayCopy_PixelShader7 Pixel_2_0 Has PRES False
struct GrayCopy_PixelShader7_Input
{
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
float4 GrayCopy_PixelShader7(GrayCopy_PixelShader7_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1;
// def c0, 0.3, 0.59, 0.11, 0
// dcl v0
// dcl t0.xy
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(BaseTextureSampler, i.texcoord.xy);
// dp3 r0.x, r0, c0
temp0.x = dot(temp0.xyz, float3(0.3, 0.59, 0.11));
// mul r1.w, r0.w, v0.w
temp1.w = temp0.w * i.color.w;
// mul r1.xyz, r0.x, v0
temp1.xyz = temp0.xxx * i.color.xyz;
// mov oC0, r1
out_color = temp1;
//
return out_color;
}
// GrayCopy_VertexShader8 Vertex_2_0 Has PRES False
struct GrayCopy_VertexShader8_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct GrayCopy_VertexShader8_Output
{
float4 position : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
GrayCopy_VertexShader8_Output GrayCopy_VertexShader8(GrayCopy_VertexShader8_Input i)
{
GrayCopy_VertexShader8_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
o.position.x = dot(temp0, (World._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (World._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
o.position.z = dot(temp0, (World._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
o.position.w = dot(temp0, (World._m03_m13_m23_m33));
// mov oD0, v2
o.color = i.color;
// mov oT0.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
// Gray_PixelShader9 Pixel_2_0 Has PRES False
struct Gray_PixelShader9_Input
{
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
float4 Gray_PixelShader9(Gray_PixelShader9_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1;
// def c0, 0.3, 0.59, 0.11, 0
// dcl v0
// dcl t0.xy
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(BaseTextureSampler, i.texcoord.xy);
// dp3 r0.x, r0, c0
temp0.x = dot(temp0.xyz, float3(0.3, 0.59, 0.11));
// mul r1.w, r0.w, v0.w
temp1.w = temp0.w * i.color.w;
// mul r1.xyz, r0.x, v0
temp1.xyz = temp0.xxx * i.color.xyz;
// mov oC0, r1
out_color = temp1;
//
return out_color;
}
// Gray_VertexShader10 Vertex_2_0 Has PRES False
struct Gray_VertexShader10_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct Gray_VertexShader10_Output
{
float4 position : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
Gray_VertexShader10_Output Gray_VertexShader10(Gray_VertexShader10_Input i)
{
Gray_VertexShader10_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
o.position.x = dot(temp0, (World._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (World._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
o.position.z = dot(temp0, (World._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
o.position.w = dot(temp0, (World._m03_m13_m23_m33));
// mov oD0, v2
o.color = i.color;
// mov oT0.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
// AlphaBlend_PixelShader11 Pixel_2_0 Has PRES False
struct AlphaBlend_PixelShader11_Input
{
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
float4 AlphaBlend_PixelShader11(AlphaBlend_PixelShader11_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// dcl v0
// dcl t0.xy
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(BaseTextureSampler, i.texcoord.xy);
// mul r0, r0, v0
temp0 = temp0 * i.color;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// AlphaBlend_VertexShader12 Vertex_2_0 Has PRES False
struct AlphaBlend_VertexShader12_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct AlphaBlend_VertexShader12_Output
{
float4 position : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
AlphaBlend_VertexShader12_Output AlphaBlend_VertexShader12(AlphaBlend_VertexShader12_Input i)
{
AlphaBlend_VertexShader12_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
o.position.x = dot(temp0, (World._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (World._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
o.position.z = dot(temp0, (World._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
o.position.w = dot(temp0, (World._m03_m13_m23_m33));
// mov oD0, v2
o.color = i.color;
// mov oT0.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
// Additive_PixelShader13 Pixel_2_0 Has PRES False
struct Additive_PixelShader13_Input
{
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
float4 Additive_PixelShader13(Additive_PixelShader13_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// dcl v0
// dcl t0.xy
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(BaseTextureSampler, i.texcoord.xy);
// mul r0, r0, v0
temp0 = temp0 * i.color;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// Additive_VertexShader14 Vertex_2_0 Has PRES False
struct Additive_VertexShader14_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct Additive_VertexShader14_Output
{
float4 position : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
Additive_VertexShader14_Output Additive_VertexShader14(Additive_VertexShader14_Input i)
{
Additive_VertexShader14_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
o.position.x = dot(temp0, (World._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (World._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
o.position.z = dot(temp0, (World._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
o.position.w = dot(temp0, (World._m03_m13_m23_m33));
// mov oD0, v2
o.color = i.color;
// mov oT0.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
// Copy_PixelShader15 Pixel_2_0 Has PRES False
struct Copy_PixelShader15_Input
{
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
float4 Copy_PixelShader15(Copy_PixelShader15_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// dcl v0
// dcl t0.xy
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(BaseTextureSampler, i.texcoord.xy);
// mul r0, r0, v0
temp0 = temp0 * i.color;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// Copy_VertexShader16 Vertex_2_0 Has PRES False
struct Copy_VertexShader16_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct Copy_VertexShader16_Output
{
float4 position : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
Copy_VertexShader16_Output Copy_VertexShader16(Copy_VertexShader16_Input i)
{
Copy_VertexShader16_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
o.position.x = dot(temp0, (World._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (World._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
o.position.z = dot(temp0, (World._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
o.position.w = dot(temp0, (World._m03_m13_m23_m33));
// mov oD0, v2
o.color = i.color;
// mov oT0.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
technique Copy
{
pass P0
{
VertexShader = compile vs_2_0 Copy_VertexShader16(); // 7
PixelShader = compile ps_2_0 Copy_PixelShader15(); // 8
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 0;
AlphaTestEnable = 0;
}
}
technique Additive
{
pass P0
{
VertexShader = compile vs_2_0 Additive_VertexShader14(); // 9
PixelShader = compile ps_2_0 Additive_PixelShader13(); // 10
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 1;
SrcBlend = 2;
DestBlend = 2;
AlphaTestEnable = 0;
}
}
technique AlphaBlend
{
pass P0
{
VertexShader = compile vs_2_0 AlphaBlend_VertexShader12(); // 11
PixelShader = compile ps_2_0 AlphaBlend_PixelShader11(); // 12
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 1;
SrcBlend = 5;
DestBlend = 6;
AlphaTestEnable = 0;
}
}
technique Gray
{
pass P0
{
VertexShader = compile vs_2_0 Gray_VertexShader10(); // 13
PixelShader = compile ps_2_0 Gray_PixelShader9(); // 14
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 1;
SrcBlend = 5;
DestBlend = 6;
AlphaTestEnable = 0;
}
}
technique GrayCopy
{
pass P0
{
VertexShader = compile vs_2_0 GrayCopy_VertexShader8(); // 15
PixelShader = compile ps_2_0 GrayCopy_PixelShader7(); // 16
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 0;
AlphaTestEnable = 0;
}
}
technique AlphaTestCopy
{
pass P0
{
VertexShader = compile vs_2_0 AlphaTestCopy_VertexShader6(); // 17
PixelShader = compile ps_2_0 AlphaTestCopy_PixelShader5(); // 18
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 0;
AlphaTestEnable = 1;
AlphaFunc = 7;
AlphaRef = 96;
}
}
technique AlphaWithSolidTexture
{
pass P0
{
VertexShader = compile vs_2_0 AlphaWithSolidTexture_VertexShader4(); // 19
PixelShader = compile ps_2_0 AlphaWithSolidTexture_PixelShader3(); // 20
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 0;
SrcBlend = 5;
DestBlend = 6;
AlphaTestEnable = 0;
}
}
technique AptRenderer
{
pass P0
{
VertexShader = compile vs_2_0 AptRenderer_VertexShader2(); // 21
PixelShader = compile ps_2_0 AptRenderer_PixelShader1(); // 22
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 1;
SrcBlend = 5;
DestBlend = 6;
AlphaTestEnable = 0;
}
}