652 lines
19 KiB
HLSL
652 lines
19 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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texture NormalTexture <string UIName = "Normal Texture";>; // 7
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sampler2D NormalTextureSampler : register(ps_2_0, s1) <string Texture = "NormalTexture"; string UIName = "Normal Texture";> =
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sampler_state
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{
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Texture = <NormalTexture>; // 9
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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 : register(vs_2_0, c21) <string UIName = "Opacity";> = { 1, 1, 1, 1 };
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texture WaterReflectionTexture <string UIWidget = "None"; string SasBindAddress = "Water.ReflectionTexture";>; // 13
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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>; // 16
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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";>; // 20
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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>; // 24
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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 : register(vs_2_0, c22) <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";>; // 31
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sampler2D ShroudTextureSampler : register(ps_2_0, s3) <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>; // 35
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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;
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float Time : Time;
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// _Default_L_PixelShader1 Pixel_2_0 Has PRES False
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struct _Default_L_PixelShader1_Input
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{
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float4 color : COLOR;
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float2 texcoord : TEXCOORD;
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float2 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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};
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float4 _Default_L_PixelShader1(_Default_L_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 t0.xy
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// dcl t1.xy
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// dcl t2.xy
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// dcl_2d s0
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// dcl_2d s1
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// texld r0, t0, s0
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temp0 = tex2D(RiverTextureSampler, i.texcoord.xy);
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// texld r1, t1, s0
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temp1 = tex2D(RiverTextureSampler, i.texcoord1.xy);
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// texld r2, t2, s1
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temp2 = tex2D(ShroudTextureSampler, i.texcoord2.xy);
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// add r0, r0, r1
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temp0 = temp0 + temp1;
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// mul r0, r0, v0
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temp0 = temp0 * i.color;
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// mul r0.xyz, r2, r0
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temp0.xyz = temp2.xyz * temp0.xyz;
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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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// _Default_L_VertexShader2 Vertex_2_0 Has PRES True
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struct _Default_L_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_L_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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float2 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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};
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_Default_L_VertexShader2_Output _Default_L_VertexShader2(_Default_L_VertexShader2_Input i)
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{
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/*
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PRSI
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OutputRegisterOffset: 17
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Unknown1: 0
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Unknown2: 0
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OutputRegisterCount: 2
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Unknown3: 0
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Unknown4: 0
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Unknown5: 17
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Unknown6: 2
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Mappings: 1
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0 - ConstOutput: 0 ConstInput 0
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*/
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float4 expr17;
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float4 expr18;
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{
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// Expression_2_1
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// mul c17.x, c0.x, (-0.004)
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expr17.x = Time.x * (-0.004);
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// mul c18.x, c0.x, (-0.016)
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expr18.x = Time.x * (-0.016);
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}
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_Default_L_VertexShader2_Output o;
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float4 temp0, temp1;
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// def c0, 1, 0, 0.75, 0.95
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// def c1, 1, 0.5, 0, 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.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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// mov r1.x, c19.w
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temp1.x = Opacity.w;
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// mul r1.x, r1.x, v1.w
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temp1.x = temp1.x * i.color.w;
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// mul r1.x, r1.x, c0.z
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temp1.x = temp1.x * float1(0.75);
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// max r1.x, r1.x, c0.y
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temp1.x = max(temp1.x, float1(0));
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// min oD0.w, r1.x, c0.w
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o.color.w = min(temp1.x, float1(0.95));
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// mov r1.xy, c0
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temp1.xy = float2(1, 0);
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// mul r1.zw, r1.xyyx, c17.x
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temp1.zw = temp1.yx * expr17.xx;
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// mad oT0.xy, v2, c1, r1.zwzw
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o.texcoord = i.texcoord1 * float4(1, 0.5, 0, 0) + temp1.zwzw;
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// mad oT1.xy, c18.x, r1.yxzw, v2
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o.texcoord1 = expr18.x * temp1.yxzw + i.texcoord1;
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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 r0.xy, r1, c20.zwzw
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temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
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// mul oT2.xy, r0, c20
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o.texcoord2 = temp0 * Shroud.ScaleUV_OffsetUV;
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// mul oD0.xyz, v1, c0.z
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o.color.xyz = i.color.xyz * float3(0.75, 0.75, 0.75);
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//
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return o;
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}
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// _Default_M_PixelShader3 Pixel_2_0 Has PRES False
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struct _Default_M_PixelShader3_Input
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{
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float4 color : COLOR;
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float color1 : COLOR1;
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float4 texcoord : TEXCOORD;
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float2 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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float3 texcoord3 : TEXCOORD3;
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};
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float4 _Default_M_PixelShader3(_Default_M_PixelShader3_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0, temp1, temp2, temp3;
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// def c0, 2, -1, 0.5, 0
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// def c1, 0.75, 0, 0, 0
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// dcl v0
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// dcl v1.x
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// dcl t0
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// dcl t1.xy
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// dcl t2.xy
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// dcl t3.xyz
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// dcl_2d s0
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// dcl_2d s1
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// dcl_cube s2
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// dcl_2d s3
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// texld r0, t1, s1
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temp0 = tex2D(NormalTextureSampler, i.texcoord1.xy);
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// mad r0.xy, r0, c0.x, c0.y
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temp0.xy = temp0.xy * float2(2, 2) + float2(-1, -1);
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// mul r0.xy, r0, c0.z
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temp0.xy = temp0.xy * float2(0.5, 0.5);
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// mov r0.z, c0.w
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temp0.z = float1(0);
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// add r0.xyz, r0, t3
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temp0.xyz = temp0.xyz + i.texcoord3.xyz;
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// mov r1.xy, t0.wzyx
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temp1.xy = i.texcoord.wz;
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// texld r0, r0, s2
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temp0 = texCUBE(EnvironmentTextureSampler, temp0.xyz);
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// texld r1, r1, s0
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temp1 = tex2D(RiverTextureSampler, temp1.xy);
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// texld r2, t0, s0
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temp2 = tex2D(RiverTextureSampler, i.texcoord.xy);
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// texld r3, t2, s3
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temp3 = tex2D(ShroudTextureSampler, i.texcoord2.xy);
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// add r1, r1, r2
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temp1 = temp1 + temp2;
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// mul r1, r1, v0
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temp1 = temp1 * i.color;
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// mad r0.xyz, r0, c1.x, r1
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temp0.xyz = temp0.xyz * float3(0.75, 0.75, 0.75) + temp1.xyz;
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// lrp r2.xyz, v1.x, r0, -c0.y
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temp2.xyz = lerp(float3(1, 1, 1), temp0.xyz, i.color1.xxx);
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// mul r1.xyz, r3, r2
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temp1.xyz = temp3.xyz * temp2.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_M_VertexShader4 Vertex_2_0 Has PRES True
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struct _Default_M_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_M_VertexShader4_Output
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{
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float4 position : POSITION;
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float4 color : COLOR;
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float4 texcoord : TEXCOORD;
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float2 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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float3 texcoord3 : TEXCOORD3;
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float color1 : COLOR1;
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};
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_Default_M_VertexShader4_Output _Default_M_VertexShader4(_Default_M_VertexShader4_Input i)
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{
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/*
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PRSI
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OutputRegisterOffset: 18
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Unknown1: 0
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Unknown2: 0
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OutputRegisterCount: 3
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Unknown3: 0
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Unknown4: 0
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Unknown5: 18
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Unknown6: 3
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Mappings: 1
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0 - ConstOutput: 0 ConstInput 0
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*/
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float4 expr18;
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float4 expr19;
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float4 expr20;
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{
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// Expression_2_1
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// mul c18.x, c0.x, (-0.004)
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expr18.x = Time.x * (-0.004);
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// mul c19.x, c0.x, (-0.016)
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expr19.x = Time.x * (-0.016);
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// mul c20.x, c0.x, (0.03)
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expr20.x = Time.x * (0.03);
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}
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_Default_M_VertexShader4_Output o;
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float4 temp0, temp1;
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float2 temp2;
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// def c0, 1, 0, 0.75, 0.95
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// def c1, 1, 0.5, 0.9, 0
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// def c2, -0, -2, 0, 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.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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// mov r1.x, c21.w
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temp1.x = Opacity.w;
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// mul r1.x, r1.x, v1.w
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temp1.x = temp1.x * i.color.w;
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// mul r1.x, r1.x, c0.z
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temp1.x = temp1.x * float1(0.75);
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// max r1.x, r1.x, c0.y
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temp1.x = max(temp1.x, float1(0));
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// min oD0.w, r1.x, c0.w
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o.color.w = min(temp1.x, float1(0.95));
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// mul r1, v2.xyxy, c1.xyxz
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temp1 = i.texcoord1.xyxy * float4(1, 0.5, 1, 0.9);
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// mov r2.xy, c0
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temp2.xy = float2(1, 0);
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// mad oT0.xy, c18.x, r2.yxzw, r1
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o.texcoord.xy = expr18.xx * temp2.yx + temp1.xy;
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// mad oT1.xy, c20.x, r2.yxzw, r1.zwzw
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o.texcoord1 = expr20.x * temp2.yxzw + temp1.zwzw;
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// mad oT0.zw, c19.x, r2.xyxy, v2.xyyx
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o.texcoord.zw = expr19.xx * temp2.xy + i.texcoord1.yx;
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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, c22.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 oT2.xy, r0, c22
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o.texcoord2 = 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, c2.xxyw, r0
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temp0.xyz = temp0.zzz * float3(-0, -0, -2) + temp0.xyz;
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// mov oT3.xyz, -r0
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o.texcoord3 = -temp0;
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// mul oD0.xyz, v1, c0.z
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o.color.xyz = i.color.xyz * float3(0.75, 0.75, 0.75);
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// mov oD1.x, c0.x
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o.color1 = float4(1, 1, 1, 1);
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//
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return o;
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}
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// Default_PixelShader5 Pixel_2_0 Has PRES False
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struct Default_PixelShader5_Input
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{
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float4 color : COLOR;
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float color1 : COLOR1;
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float4 texcoord : TEXCOORD;
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float4 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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float3 texcoord3 : TEXCOORD3;
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};
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float4 Default_PixelShader5(Default_PixelShader5_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0, temp1, temp2, temp3;
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// def c0, 2.2, 2, -1, 0.25
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// def c1, 0.75, 0, 0, 0
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// dcl v0
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// dcl v1.x
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// dcl t0
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// dcl t1
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// dcl t2.xy
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// dcl t3.xyz
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// dcl_2d s0
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// dcl_2d s1
|
|
// dcl_2d s2
|
|
// dcl_2d s3
|
|
// texld r0, t1, s1
|
|
temp0 = tex2D(NormalTextureSampler, i.texcoord1.xy);
|
|
// mad r0.xy, r0, c0.y, c0.z
|
|
temp0.xy = temp0.xy * float2(2, 2) + float2(-1, -1);
|
|
// mov r1.xy, t1.wzyx
|
|
temp1.xy = i.texcoord1.wz;
|
|
// texld r1, r1, s1
|
|
temp1 = tex2D(NormalTextureSampler, temp1.xy);
|
|
// mad r0.xy, r1, c0.y, r0
|
|
temp0.xy = temp1.xy * float2(2, 2) + temp0.xy;
|
|
// add r0.xy, r0, c0.z
|
|
temp0.xy = temp0.xy + float2(-1, -1);
|
|
// mul r0.xy, r0, c0.w
|
|
temp0.xy = temp0.xy * float2(0.25, 0.25);
|
|
// rcp r0.z, t3.z
|
|
temp0.z = 1.0f / i.texcoord3.z;
|
|
// mad r0.xy, t3, r0.z, r0
|
|
temp0.xy = i.texcoord3.xy * temp0.zz + temp0.xy;
|
|
// mov r1.xy, t0.wzyx
|
|
temp1.xy = i.texcoord.wz;
|
|
// texld r0, r0, s2
|
|
temp0 = tex2D(WaterReflectionTextureSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(RiverTextureSampler, temp1.xy);
|
|
// texld r2, t0, s0
|
|
temp2 = tex2D(RiverTextureSampler, i.texcoord.xy);
|
|
// texld r3, t2, s3
|
|
temp3 = tex2D(ShroudTextureSampler, i.texcoord2.xy);
|
|
// add r1, r1, r2
|
|
temp1 = temp1 + temp2;
|
|
// log r2.x, r1.x
|
|
temp2.x = log2(temp1.x);
|
|
// log r2.y, r1.y
|
|
temp2.y = log2(temp1.y);
|
|
// log r2.z, r1.z
|
|
temp2.z = log2(temp1.z);
|
|
// mul r2.xyz, r2, c0.x
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r1, r1, v0
|
|
temp1 = temp1 * i.color;
|
|
// mad r0.xyz, r0, c1.x, r1
|
|
temp0.xyz = temp0.xyz * float3(0.75, 0.75, 0.75) + temp1.xyz;
|
|
// lrp r2.xyz, v1.x, r0, -c0.z
|
|
temp2.xyz = lerp(float3(1, 1, 1), temp0.xyz, i.color1.xxx);
|
|
// mul r1.xyz, r3, r2
|
|
temp1.xyz = temp3.xyz * temp2.xyz;
|
|
// mov oC0, r1
|
|
out_color = temp1;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// Default_VertexShader6 Vertex_2_0 Has PRES True
|
|
struct Default_VertexShader6_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
struct Default_VertexShader6_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 color : COLOR;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float2 texcoord2 : TEXCOORD2;
|
|
float3 texcoord3 : TEXCOORD3;
|
|
float color1 : COLOR1;
|
|
};
|
|
|
|
Default_VertexShader6_Output Default_VertexShader6(Default_VertexShader6_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 15
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 4
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 15
|
|
Unknown6: 4
|
|
Mappings: 1
|
|
0 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr15;
|
|
float4 expr16;
|
|
float4 expr17;
|
|
float4 expr18;
|
|
{
|
|
// Expression_2_1
|
|
// mul c15.x, c0.x, (-0.004)
|
|
expr15.x = Time.x * (-0.004);
|
|
// mul c16.x, c0.x, (-0.016)
|
|
expr16.x = Time.x * (-0.016);
|
|
// mul c17.x, c0.x, (0.03)
|
|
expr17.x = Time.x * (0.03);
|
|
// mul c18.x, c0.x, (-0.08)
|
|
expr18.x = Time.x * (-0.08);
|
|
}
|
|
|
|
Default_VertexShader6_Output o;
|
|
float4 temp0, temp1;
|
|
float2 temp2;
|
|
// def c0, 1, 0, 0.75, 0.95
|
|
// def c1, 1, 0.5, 0.9, 2
|
|
// dcl_position v0
|
|
// dcl_color v1
|
|
// dcl_texcoord1 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.z, r0, c13
|
|
o.position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32));
|
|
// mov r1.x, c21.w
|
|
temp1.x = Opacity.w;
|
|
// mul r1.x, r1.x, v1.w
|
|
temp1.x = temp1.x * i.color.w;
|
|
// mul r1.x, r1.x, c0.z
|
|
temp1.x = temp1.x * float1(0.75);
|
|
// max r1.x, r1.x, c0.y
|
|
temp1.x = max(temp1.x, float1(0));
|
|
// min oD0.w, r1.x, c0.w
|
|
o.color.w = min(temp1.x, float1(0.95));
|
|
// mul r1, v2.xyxy, c1.xyxz
|
|
temp1 = i.texcoord1.xyxy * float4(1, 0.5, 1, 0.9);
|
|
// mov r2.xy, c0
|
|
temp2.xy = float2(1, 0);
|
|
// mad oT0.xy, c15.x, r2.yxzw, r1
|
|
o.texcoord.xy = expr15.xx * temp2.yx + temp1.xy;
|
|
// mad oT1.xy, c17.x, r2.yxzw, r1.zwzw
|
|
o.texcoord1.xy = expr17.xx * temp2.yx + temp1.zw;
|
|
// mad oT0.zw, c16.x, r2.xyxy, v2.xyyx
|
|
o.texcoord.zw = expr16.xx * temp2.xy + i.texcoord1.yx;
|
|
// mul r1.xy, r2, c18.x
|
|
temp1.xy = temp2.xy * expr18.xx;
|
|
// mad oT1.zw, v2.xyyx, c1.xywx, r1.xyxy
|
|
o.texcoord1.zw = i.texcoord1.yx * float2(2, 1) + temp1.xy;
|
|
// dp4 r1.x, r0, c19
|
|
temp1.x = dot(temp0, (World._m00_m10_m20_m30));
|
|
// dp4 r1.y, r0, c20
|
|
temp1.y = dot(temp0, (World._m01_m11_m21_m31));
|
|
// add r1.xy, r1, c22.zwzw
|
|
temp1.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT2.xy, r1, c22
|
|
o.texcoord2 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// dp4 r1.x, r0, c11
|
|
temp1.x = dot(temp0, (WorldViewProjection._m00_m10_m20_m30));
|
|
// dp4 r1.y, r0, c12
|
|
temp1.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31));
|
|
// dp4 r1.z, r0, c14
|
|
temp1.z = dot(temp0, (WorldViewProjection._m03_m13_m23_m33));
|
|
// add r0.xy, r1, r1.z
|
|
temp0.xy = temp1.xy + temp1.zz;
|
|
// mov oPos.xyw, r1.xyzz
|
|
o.position.xyw = temp1.xyz;
|
|
// mov oT3.z, r1.z
|
|
o.texcoord3.z = temp1.z;
|
|
// mul oT3.xy, r0, c1.y
|
|
o.texcoord3.xy = temp0.xy * float2(0.5, 0.5);
|
|
// mul oD0.xyz, v1, c0.z
|
|
o.color.xyz = i.color.xyz * float3(0.75, 0.75, 0.75);
|
|
// mov oD1.x, c0.x
|
|
o.color1 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
technique Default
|
|
{
|
|
pass P0
|
|
{
|
|
VertexShader = compile vs_2_0 Default_VertexShader6(); // 40
|
|
PixelShader = compile ps_2_0 Default_PixelShader5(); // 41
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaTestEnable = 0;
|
|
AlphaBlendEnable = 1;
|
|
SrcBlend = 5;
|
|
DestBlend = 6;
|
|
}
|
|
}
|
|
|
|
technique _Default_M
|
|
{
|
|
pass P0
|
|
{
|
|
VertexShader = compile vs_2_0 _Default_M_VertexShader4(); // 42
|
|
PixelShader = compile ps_2_0 _Default_M_PixelShader3(); // 43
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaTestEnable = 0;
|
|
AlphaBlendEnable = 1;
|
|
SrcBlend = 5;
|
|
DestBlend = 6;
|
|
}
|
|
}
|
|
|
|
technique _Default_L
|
|
{
|
|
pass P0
|
|
{
|
|
VertexShader = compile vs_2_0 _Default_L_VertexShader2(); // 44
|
|
PixelShader = compile ps_2_0 _Default_L_PixelShader1(); // 45
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
ZWriteEnable = 0;
|
|
CullMode = 1;
|
|
AlphaTestEnable = 0;
|
|
AlphaBlendEnable = 1;
|
|
SrcBlend = 5;
|
|
DestBlend = 6;
|
|
}
|
|
}
|
|
|