341 lines
10 KiB
HLSL
341 lines
10 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 : register(vs_2_0, c123) <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 RiverTexture <string UIName = "River Texture";>; // 2
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sampler2D RiverTextureSampler : register(ps_2_0, s0) <string Texture = "RiverTexture"; string UIName = "River Texture";> =
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sampler_state
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{
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Texture = <RiverTexture>; // 4
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MipFilter = 2;
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MinFilter = 2;
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MagFilter = 2;
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AddressU = 1;
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AddressV = 1;
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};
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float4 Opacity <string UIName = "Opacity";> = { 1, 1, 1, 1 };
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texture WaterReflectionTexture <string UIWidget = "None"; string SasBindAddress = "Water.ReflectionTexture";>; // 8
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sampler2D WaterReflectionTextureSampler <string Texture = "WaterReflectionTexture"; string UIWidget = "None"; string SasBindAddress = "Water.ReflectionTexture";> =
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sampler_state
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{
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Texture = <WaterReflectionTexture>; // 11
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MipFilter = 1;
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MinFilter = 2;
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MagFilter = 2;
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AddressU = 3;
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AddressV = 3;
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};
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texture EnvironmentTexture <string UIWidget = "None"; string SasBindAddress = "Terrain.EnvironmentTexture"; string ResourceType = "Cube";>; // 15
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samplerCUBE EnvironmentTextureSampler <string Texture = "EnvironmentTexture"; string UIWidget = "None"; string SasBindAddress = "Terrain.EnvironmentTexture"; string ResourceType = "Cube";> =
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sampler_state
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{
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Texture = <EnvironmentTexture>; // 19
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MinFilter = 2;
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MagFilter = 2;
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MipFilter = 2;
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AddressU = 3;
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AddressV = 3;
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AddressW = 3;
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};
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struct
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{
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float4 ScaleUV_OffsetUV;
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} Shroud <string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud";> = { 1, 1, 0, 0 };
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texture ShroudTexture <string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud.Texture"; string ResourceName = "ShaderPreviewShroud.dds";>; // 26
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sampler2D ShroudTextureSampler : register(ps_2_0, s2) <string Texture = "ShroudTexture"; string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud.Texture"; string ResourceName = "ShaderPreviewShroud.dds";> =
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sampler_state
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{
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Texture = <ShroudTexture>; // 30
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MinFilter = 2;
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MagFilter = 2;
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MipFilter = 2;
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AddressU = 3;
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AddressV = 3;
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};
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column_major float4x4 WorldViewProjection : WorldViewProjection : register(vs_2_0, c11);
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column_major float4x4 World : World : register(vs_2_0, c15);
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float Time : Time;
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// _Default_PixelShader1 Pixel_2_0 Has PRES False
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struct _Default_PixelShader1_Input
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{
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float4 color : COLOR;
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float color1 : COLOR1;
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float2 texcoord : TEXCOORD;
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float2 texcoord1 : TEXCOORD1;
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float3 texcoord2 : TEXCOORD2;
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};
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float4 _Default_PixelShader1(_Default_PixelShader1_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0, temp1, temp2;
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// dcl v0
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// dcl v1.x
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// dcl t0.xy
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// dcl t1.xy
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// dcl t2.xyz
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// dcl_2d s0
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// dcl_cube s1
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// dcl_2d s2
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// texld r0, t2, s1
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temp0 = texCUBE(EnvironmentTextureSampler, i.texcoord2.xyz);
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// texld r1, t0, s0
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temp1 = tex2D(RiverTextureSampler, i.texcoord.xy);
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// texld r2, t1, s2
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temp2 = tex2D(ShroudTextureSampler, i.texcoord1.xy);
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// mul r1, r1, v0
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temp1 = temp1 * i.color;
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// mul r0.xyz, r0, r1
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temp0.xyz = temp0.xyz * temp1.xyz;
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// mul r0.xyz, r0, v1.x
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temp0.xyz = temp0.xyz * i.color1.xxx;
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// mul r1.xyz, r2, r0
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temp1.xyz = temp2.xyz * temp0.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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// _Default_VertexShader2 Vertex_2_0 Has PRES False
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struct _Default_VertexShader2_Input
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{
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float4 position : POSITION;
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float4 color : COLOR;
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float4 texcoord1 : TEXCOORD1;
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};
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struct _Default_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 texcoord1 : TEXCOORD1;
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float3 texcoord2 : TEXCOORD2;
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float color1 : COLOR1;
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float2 texcoord : TEXCOORD;
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};
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_Default_VertexShader2_Output _Default_VertexShader2(_Default_VertexShader2_Input i)
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{
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_Default_VertexShader2_Output o;
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float4 temp0;
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float3 temp1;
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// def c0, 1, 0, -0, -2
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// dcl_position v0
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// dcl_color v1
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// dcl_texcoord1 v2
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// mad r0, v0.xyzx, c0.xxxy, c0.zzzx
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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, (WorldViewProjection._m00_m10_m20_m30));
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// dp4 oPos.y, r0, c12
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o.position.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31));
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// dp4 oPos.z, r0, c13
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o.position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32));
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// dp4 oPos.w, r0, c14
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o.position.w = dot(temp0, (WorldViewProjection._m03_m13_m23_m33));
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// mul oD0.w, v1.w, c18.w
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o.color.w = i.color.w * Opacity.w;
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// dp4 r1.x, r0, c15
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temp1.x = dot(temp0, (World._m00_m10_m20_m30));
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// dp4 r1.y, r0, c16
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temp1.y = dot(temp0, (World._m01_m11_m21_m31));
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// dp4 r1.z, r0, c17
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temp1.z = dot(temp0, (World._m02_m12_m22_m32));
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// add r0.xy, r1, c19.zwzw
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temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
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// add r1.xyz, -r1, c123
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temp1.xyz = -temp1.xyz + EyePosition.xyz;
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// mul oT1.xy, r0, c19
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o.texcoord1 = temp0 * Shroud.ScaleUV_OffsetUV;
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// nrm r0.xyz, r1
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temp0.xyz = normalize(temp1.xyz).xyz;
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// mad r0.xyz, r0.z, c0.zzww, r0
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temp0.xyz = temp0.zzz * float3(-0, -0, -2) + temp0.xyz;
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// mov oT2.xyz, -r0
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o.texcoord2 = -temp0;
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// mov oD0.xyz, v1
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o.color.xyz = i.color.xyz;
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// mov oD1.x, c0.x
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o.color1 = float4(1, 1, 1, 1);
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// mov oT0.xy, v2
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o.texcoord = i.texcoord1;
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//
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return o;
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}
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// Default_U_PixelShader3 Pixel_2_0 Has PRES False
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struct Default_U_PixelShader3_Input
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{
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float4 color : COLOR;
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float color1 : COLOR1;
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float2 texcoord : TEXCOORD;
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float2 texcoord1 : TEXCOORD1;
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float3 texcoord2 : TEXCOORD2;
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};
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float4 Default_U_PixelShader3(Default_U_PixelShader3_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0, temp1, temp2;
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// dcl v0
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// dcl v1.x
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// dcl t0.xy
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// dcl t1.xy
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// dcl t2.xyz
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// dcl_2d s0
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// dcl_2d s1
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// dcl_2d s2
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// rcp r0.w, t2.z
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temp0.w = 1.0f / i.texcoord2.z;
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// mul r0.xy, r0.w, t2
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temp0.xy = temp0.ww * i.texcoord2.xy;
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// texld r0, r0, s1
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temp0 = tex2D(WaterReflectionTextureSampler, temp0.xy);
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// texld r1, t0, s0
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temp1 = tex2D(RiverTextureSampler, i.texcoord.xy);
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// texld r2, t1, s2
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temp2 = tex2D(ShroudTextureSampler, i.texcoord1.xy);
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// mul r1, r1, v0
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temp1 = temp1 * i.color;
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// mul r0.xyz, r0, r1
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temp0.xyz = temp0.xyz * temp1.xyz;
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// mul r0.xyz, r0, v1.x
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temp0.xyz = temp0.xyz * i.color1.xxx;
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// mul r1.xyz, r2, r0
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temp1.xyz = temp2.xyz * temp0.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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// Default_U_VertexShader4 Vertex_2_0 Has PRES False
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struct Default_U_VertexShader4_Input
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{
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float4 position : POSITION;
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float4 color : COLOR;
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float4 texcoord1 : TEXCOORD1;
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};
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struct Default_U_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 texcoord1 : TEXCOORD1;
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float3 texcoord2 : TEXCOORD2;
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float color1 : COLOR1;
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float2 texcoord : TEXCOORD;
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};
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Default_U_VertexShader4_Output Default_U_VertexShader4(Default_U_VertexShader4_Input i)
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{
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Default_U_VertexShader4_Output o;
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float4 temp0;
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float3 temp1;
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// def c0, 1, 0, 0.5, 0
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// dcl_position v0
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// dcl_color v1
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// dcl_texcoord1 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.z, r0, c13
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o.position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32));
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// mul oD0.w, v1.w, c17.w
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o.color.w = i.color.w * Opacity.w;
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// dp4 r1.x, r0, c15
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temp1.x = dot(temp0, (World._m00_m10_m20_m30));
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// dp4 r1.y, r0, c16
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temp1.y = dot(temp0, (World._m01_m11_m21_m31));
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// add r1.xy, r1, c18.zwzw
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temp1.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
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// mul oT1.xy, r1, c18
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o.texcoord1 = temp1 * Shroud.ScaleUV_OffsetUV;
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// dp4 r1.x, r0, c11
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temp1.x = dot(temp0, (WorldViewProjection._m00_m10_m20_m30));
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// dp4 r1.y, r0, c12
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temp1.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31));
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// dp4 r1.z, r0, c14
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temp1.z = dot(temp0, (WorldViewProjection._m03_m13_m23_m33));
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// add r0.xy, r1, r1.z
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temp0.xy = temp1.xy + temp1.zz;
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// mov oPos.xyw, r1.xyzz
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o.position.xyw = temp1.xyz;
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// mov oT2.z, r1.z
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o.texcoord2.z = temp1.z;
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// mul oT2.xy, r0, c0.z
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o.texcoord2.xy = temp0.xy * float2(0.5, 0.5);
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// mov oD0.xyz, v1
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o.color.xyz = i.color.xyz;
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// mov oD1.x, c0.x
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o.color1 = float4(1, 1, 1, 1);
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// mov oT0.xy, v2
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o.texcoord = i.texcoord1;
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//
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return o;
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}
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technique Default_U
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{
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pass P0
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{
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VertexShader = compile vs_2_0 Default_U_VertexShader4(); // 35
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PixelShader = compile ps_2_0 Default_U_PixelShader3(); // 36
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ZEnable = 1;
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ZFunc = 4;
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ZWriteEnable = 0;
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CullMode = 1;
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AlphaBlendEnable = 1;
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AlphaTestEnable = 0;
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ColorWriteEnable = 7;
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SrcBlend = 5;
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DestBlend = 2;
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}
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}
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technique _Default
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{
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pass P0
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{
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VertexShader = compile vs_2_0 _Default_VertexShader2(); // 37
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PixelShader = compile ps_2_0 _Default_PixelShader1(); // 38
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ZEnable = 1;
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ZFunc = 4;
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ZWriteEnable = 0;
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CullMode = 1;
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AlphaBlendEnable = 1;
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AlphaTestEnable = 0;
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ColorWriteEnable = 7;
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SrcBlend = 5;
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DestBlend = 2;
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}
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}
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technique _Default_L
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{
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}
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