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