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

652 lines
19 KiB
HLSL

string DefaultParameterScopeBlock = "material"; // 1
float3 AmbientLightColor <bool unmanaged = 1;> = { 0.3, 0.3, 0.3 };
struct {
float3 Color;
float3 Direction;
} DirectionalLight[3] <bool unmanaged = 1;> = { 1.625198, 1.512711, 1.097048, 0.62914, -0.34874, 0.69465, 0.5232916, 0.6654605, 0.7815244, -0.32877, 0.90329, 0.27563, 0.4420466, 0.4102767, 0.4420466, -0.80704, -0.58635, 0.06975 };
struct {
float3 Color;
float3 Position;
float2 Range_Inner_Outer;
} PointLight[8] <bool unmanaged = 1;>;
struct {
float4 WorldPositionMultiplier_XYZZ;
float2 CurrentOffsetUV;
} Cloud <bool unmanaged = 1;>;
float3 NoCloudMultiplier <bool unmanaged = 1;> = { 1, 1, 1 };
float3 RecolorColorDummy <bool unmanaged = 1;>;
row_major float4x4 ShadowMapWorldToShadow <bool unmanaged = 1;>;
float OpacityOverride <bool unmanaged = 1;> = { 1 };
float3 TintColor <bool unmanaged = 1;> = { 1, 1, 1 };
float3 EyePosition : register(vs_2_0, c123) <bool unmanaged = 1;>;
row_major float4x4 ViewProjection <bool unmanaged = 1;>;
float4 WorldBones[128] <bool unmanaged = 1;>;
texture RiverTexture <string UIName = "River Texture";>; // 2
sampler2D RiverTextureSampler : register(ps_2_0, s0) <string Texture = "RiverTexture"; string UIName = "River Texture";> =
sampler_state
{
Texture = <RiverTexture>; // 4
MipFilter = 2;
MinFilter = 2;
MagFilter = 2;
AddressU = 1;
AddressV = 1;
};
texture NormalTexture <string UIName = "Normal Texture";>; // 7
sampler2D NormalTextureSampler : register(ps_2_0, s1) <string Texture = "NormalTexture"; string UIName = "Normal Texture";> =
sampler_state
{
Texture = <NormalTexture>; // 9
MipFilter = 2;
MinFilter = 2;
MagFilter = 2;
AddressU = 1;
AddressV = 1;
};
float4 Opacity : register(vs_2_0, c21) <string UIName = "Opacity";> = { 1, 1, 1, 1 };
texture WaterReflectionTexture <string UIWidget = "None"; string SasBindAddress = "Water.ReflectionTexture";>; // 13
sampler2D WaterReflectionTextureSampler <string Texture = "WaterReflectionTexture"; string UIWidget = "None"; string SasBindAddress = "Water.ReflectionTexture";> =
sampler_state
{
Texture = <WaterReflectionTexture>; // 16
MipFilter = 1;
MinFilter = 2;
MagFilter = 2;
AddressU = 3;
AddressV = 3;
};
texture EnvironmentTexture <string UIWidget = "None"; string SasBindAddress = "Terrain.EnvironmentTexture"; string ResourceType = "Cube";>; // 20
samplerCUBE EnvironmentTextureSampler <string Texture = "EnvironmentTexture"; string UIWidget = "None"; string SasBindAddress = "Terrain.EnvironmentTexture"; string ResourceType = "Cube";> =
sampler_state
{
Texture = <EnvironmentTexture>; // 24
MinFilter = 2;
MagFilter = 2;
MipFilter = 2;
AddressU = 3;
AddressV = 3;
AddressW = 3;
};
struct
{
float4 ScaleUV_OffsetUV;
} Shroud : register(vs_2_0, c22) <string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud";> = { 1, 1, 0, 0 };
texture ShroudTexture <string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud.Texture"; string ResourceName = "ShaderPreviewShroud.dds";>; // 31
sampler2D ShroudTextureSampler : register(ps_2_0, s3) <string Texture = "ShroudTexture"; string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud.Texture"; string ResourceName = "ShaderPreviewShroud.dds";> =
sampler_state
{
Texture = <ShroudTexture>; // 35
MinFilter = 2;
MagFilter = 2;
MipFilter = 2;
AddressU = 3;
AddressV = 3;
};
column_major float4x4 WorldViewProjection : WorldViewProjection : register(vs_2_0, c11);
column_major float4x4 World : World;
float Time : Time;
// _Default_L_PixelShader1 Pixel_2_0 Has PRES False
struct _Default_L_PixelShader1_Input
{
float4 color : COLOR;
float2 texcoord : TEXCOORD;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
float4 _Default_L_PixelShader1(_Default_L_PixelShader1_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2;
// dcl v0
// dcl t0.xy
// dcl t1.xy
// dcl t2.xy
// dcl_2d s0
// dcl_2d s1
// texld r0, t0, s0
temp0 = tex2D(RiverTextureSampler, i.texcoord.xy);
// texld r1, t1, s0
temp1 = tex2D(RiverTextureSampler, i.texcoord1.xy);
// texld r2, t2, s1
temp2 = tex2D(ShroudTextureSampler, i.texcoord2.xy);
// add r0, r0, r1
temp0 = temp0 + temp1;
// mul r0, r0, v0
temp0 = temp0 * i.color;
// mul r0.xyz, r2, r0
temp0.xyz = temp2.xyz * temp0.xyz;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// _Default_L_VertexShader2 Vertex_2_0 Has PRES True
struct _Default_L_VertexShader2_Input
{
float4 position : POSITION;
float4 color : COLOR;
float4 texcoord1 : TEXCOORD1;
};
struct _Default_L_VertexShader2_Output
{
float4 position : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
_Default_L_VertexShader2_Output _Default_L_VertexShader2(_Default_L_VertexShader2_Input i)
{
/*
PRSI
OutputRegisterOffset: 17
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 2
Unknown3: 0
Unknown4: 0
Unknown5: 17
Unknown6: 2
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr17;
float4 expr18;
{
// Expression_2_1
// mul c17.x, c0.x, (-0.004)
expr17.x = Time.x * (-0.004);
// mul c18.x, c0.x, (-0.016)
expr18.x = Time.x * (-0.016);
}
_Default_L_VertexShader2_Output o;
float4 temp0, temp1;
// def c0, 1, 0, 0.75, 0.95
// def c1, 1, 0.5, 0, 0
// 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.x, r0, c11
o.position.x = dot(temp0, (WorldViewProjection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
o.position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
o.position.w = dot(temp0, (WorldViewProjection._m03_m13_m23_m33));
// mov r1.x, c19.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));
// mov r1.xy, c0
temp1.xy = float2(1, 0);
// mul r1.zw, r1.xyyx, c17.x
temp1.zw = temp1.yx * expr17.xx;
// mad oT0.xy, v2, c1, r1.zwzw
o.texcoord = i.texcoord1 * float4(1, 0.5, 0, 0) + temp1.zwzw;
// mad oT1.xy, c18.x, r1.yxzw, v2
o.texcoord1 = expr18.x * temp1.yxzw + i.texcoord1;
// dp4 r1.x, r0, c15
temp1.x = dot(temp0, (World._m00_m10_m20_m30));
// dp4 r1.y, r0, c16
temp1.y = dot(temp0, (World._m01_m11_m21_m31));
// add r0.xy, r1, c20.zwzw
temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
// mul oT2.xy, r0, c20
o.texcoord2 = temp0 * Shroud.ScaleUV_OffsetUV;
// mul oD0.xyz, v1, c0.z
o.color.xyz = i.color.xyz * float3(0.75, 0.75, 0.75);
//
return o;
}
// _Default_M_PixelShader3 Pixel_2_0 Has PRES False
struct _Default_M_PixelShader3_Input
{
float4 color : COLOR;
float color1 : COLOR1;
float4 texcoord : TEXCOORD;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
float3 texcoord3 : TEXCOORD3;
};
float4 _Default_M_PixelShader3(_Default_M_PixelShader3_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3;
// def c0, 2, -1, 0.5, 0
// def c1, 0.75, 0, 0, 0
// dcl v0
// dcl v1.x
// dcl t0
// dcl t1.xy
// dcl t2.xy
// dcl t3.xyz
// dcl_2d s0
// dcl_2d s1
// dcl_cube s2
// dcl_2d s3
// texld r0, t1, s1
temp0 = tex2D(NormalTextureSampler, i.texcoord1.xy);
// mad r0.xy, r0, c0.x, c0.y
temp0.xy = temp0.xy * float2(2, 2) + float2(-1, -1);
// mul r0.xy, r0, c0.z
temp0.xy = temp0.xy * float2(0.5, 0.5);
// mov r0.z, c0.w
temp0.z = float1(0);
// add r0.xyz, r0, t3
temp0.xyz = temp0.xyz + i.texcoord3.xyz;
// mov r1.xy, t0.wzyx
temp1.xy = i.texcoord.wz;
// texld r0, r0, s2
temp0 = texCUBE(EnvironmentTextureSampler, temp0.xyz);
// 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;
// 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.y
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_M_VertexShader4 Vertex_2_0 Has PRES True
struct _Default_M_VertexShader4_Input
{
float4 position : POSITION;
float4 color : COLOR;
float4 texcoord1 : TEXCOORD1;
};
struct _Default_M_VertexShader4_Output
{
float4 position : POSITION;
float4 color : COLOR;
float4 texcoord : TEXCOORD;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
float3 texcoord3 : TEXCOORD3;
float color1 : COLOR1;
};
_Default_M_VertexShader4_Output _Default_M_VertexShader4(_Default_M_VertexShader4_Input i)
{
/*
PRSI
OutputRegisterOffset: 18
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 3
Unknown3: 0
Unknown4: 0
Unknown5: 18
Unknown6: 3
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr18;
float4 expr19;
float4 expr20;
{
// Expression_2_1
// mul c18.x, c0.x, (-0.004)
expr18.x = Time.x * (-0.004);
// mul c19.x, c0.x, (-0.016)
expr19.x = Time.x * (-0.016);
// mul c20.x, c0.x, (0.03)
expr20.x = Time.x * (0.03);
}
_Default_M_VertexShader4_Output o;
float4 temp0, temp1;
float2 temp2;
// def c0, 1, 0, 0.75, 0.95
// def c1, 1, 0.5, 0.9, 0
// def c2, -0, -2, 0, 0
// 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.x, r0, c11
o.position.x = dot(temp0, (WorldViewProjection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
o.position.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
o.position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
o.position.w = dot(temp0, (WorldViewProjection._m03_m13_m23_m33));
// 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, c18.x, r2.yxzw, r1
o.texcoord.xy = expr18.xx * temp2.yx + temp1.xy;
// mad oT1.xy, c20.x, r2.yxzw, r1.zwzw
o.texcoord1 = expr20.x * temp2.yxzw + temp1.zwzw;
// mad oT0.zw, c19.x, r2.xyxy, v2.xyyx
o.texcoord.zw = expr19.xx * temp2.xy + i.texcoord1.yx;
// dp4 r1.x, r0, c15
temp1.x = dot(temp0, (World._m00_m10_m20_m30));
// dp4 r1.y, r0, c16
temp1.y = dot(temp0, (World._m01_m11_m21_m31));
// dp4 r1.z, r0, c17
temp1.z = dot(temp0, (World._m02_m12_m22_m32));
// add r0.xy, r1, c22.zwzw
temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
// add r1.xyz, -r1, c123
temp1.xyz = -temp1.xyz + EyePosition.xyz;
// mul oT2.xy, r0, c22
o.texcoord2 = temp0 * Shroud.ScaleUV_OffsetUV;
// nrm r0.xyz, r1
temp0.xyz = normalize(temp1.xyz).xyz;
// mad r0.xyz, r0.z, c2.xxyw, r0
temp0.xyz = temp0.zzz * float3(-0, -0, -2) + temp0.xyz;
// mov oT3.xyz, -r0
o.texcoord3 = -temp0;
// 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;
}
// Default_PixelShader5 Pixel_2_0 Has PRES False
struct Default_PixelShader5_Input
{
float4 color : COLOR;
float color1 : COLOR1;
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
float3 texcoord3 : TEXCOORD3;
};
float4 Default_PixelShader5(Default_PixelShader5_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3;
// def c0, 2.2, 2, -1, 0.25
// def c1, 0.75, 0, 0, 0
// dcl v0
// dcl v1.x
// dcl t0
// dcl t1
// dcl t2.xy
// dcl t3.xyz
// dcl_2d s0
// 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;
}
}