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

185 lines
5.2 KiB
HLSL

string DefaultParameterScopeBlock = "material"; // 1
float3 AmbientLightColor <bool unmanaged = 1;> = { 0.3, 0.3, 0.3 };
struct {
float3 Color;
float3 Direction;
} DirectionalLight[3] <bool unmanaged = 1;> = { 1.625198, 1.512711, 1.097048, 0.62914, -0.34874, 0.69465, 0.5232916, 0.6654605, 0.7815244, -0.32877, 0.90329, 0.27563, 0.4420466, 0.4102767, 0.4420466, -0.80704, -0.58635, 0.06975 };
struct {
float3 Color;
float3 Position;
float2 Range_Inner_Outer;
} PointLight[8] <bool unmanaged = 1;>;
struct {
float4 WorldPositionMultiplier_XYZZ;
float2 CurrentOffsetUV;
} Cloud <bool unmanaged = 1;>;
float3 NoCloudMultiplier <bool unmanaged = 1;> = { 1, 1, 1 };
float3 RecolorColorDummy <bool unmanaged = 1;>;
row_major float4x4 ShadowMapWorldToShadow <bool unmanaged = 1;>;
float OpacityOverride <bool unmanaged = 1;> = { 1 };
float3 TintColor <bool unmanaged = 1;> = { 1, 1, 1 };
float3 EyePosition <bool unmanaged = 1;>;
row_major float4x4 ViewProjection <bool unmanaged = 1;>;
float4 WorldBones[128] <bool unmanaged = 1;>;
row_major float4x4 WorldViewProjection : WorldViewProjection;
texture Sampler_PostProcess <string UIName = "None";>; // 2
sampler2D Sampler_PostProcessSampler : register(ps_2_0, s0) <string Texture = "Sampler_PostProcess"; string UIName = "None";> =
sampler_state
{
Texture = <Sampler_PostProcess>; // 4
MinFilter = 1;
MagFilter = 1;
MipFilter = 1;
AddressU = 3;
AddressV = 3;
};
float4 ColorToWrite;
// _ShadowMapPostProcess_PixelShader1 Pixel_2_0 Has PRES False
float4 _ShadowMapPostProcess_PixelShader1(float2 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3, temp4;
// def c0, 0.0009765625, 0, -0, -0.0009765625
// def c1, 0.5, 0, 0, 0
// def c2, 0, 0.0009765625, -0.0009765625, -0
// dcl t0.xy
// dcl_2d s0
// add r0.xy, t0, c0
temp0.xy = texcoord.xy + float2(0.0009765625, 0);
// add r1.xy, t0, c0.wzyx
temp1.xy = texcoord.xy + float2(-0.0009765625, -0);
// add r2.xy, t0, c2
temp2.xy = texcoord.xy + float2(0, 0.0009765625);
// add r3.xy, t0, c2.wzyx
temp3.xy = texcoord.xy + float2(-0, -0.0009765625);
// texld r0, r0, s0
temp0 = tex2D(Sampler_PostProcessSampler, temp0.xy);
// texld r1, r1, s0
temp1 = tex2D(Sampler_PostProcessSampler, temp1.xy);
// texld r2, r2, s0
temp2 = tex2D(Sampler_PostProcessSampler, temp2.xy);
// texld r3, r3, s0
temp3 = tex2D(Sampler_PostProcessSampler, temp3.xy);
// texld r4, t0, s0
temp4 = tex2D(Sampler_PostProcessSampler, texcoord.xy);
// max r2.y, r0.x, r1.x
temp2.y = max(temp0.x, temp1.x);
// max r0.x, r2.x, r3.x
temp0.x = max(temp2.x, temp3.x);
// max r1.x, r2.y, r0.x
temp1.x = max(temp2.y, temp0.x);
// lrp r0, c1.x, r1.x, r4.x
temp0 = lerp(temp4.x, temp1.x, float4(0.5, 0.5, 0.5, 0.5));
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// _ShadowMapPostProcess_VertexShader2 Vertex_2_0 Has PRES False
struct _ShadowMapPostProcess_VertexShader2_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
};
struct _ShadowMapPostProcess_VertexShader2_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
};
_ShadowMapPostProcess_VertexShader2_Output _ShadowMapPostProcess_VertexShader2(_ShadowMapPostProcess_VertexShader2_Input i)
{
_ShadowMapPostProcess_VertexShader2_Output o;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// mov oPos.xyz, v0
o.position.xyz = i.position.xyz;
// mov oPos.w, c0.x
o.position.w = float1(1);
// mov oT0.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
// _WriteColor_PixelShader3 Pixel_2_0 Has PRES True
float4 _WriteColor_PixelShader3() : COLOR
{
/*
PRSI
OutputRegisterOffset: 11
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 1
Unknown3: 0
Unknown4: 0
Unknown5: 11
Unknown6: 1
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr11;
{
// Expression_2_1
// mov c11, c0
expr11 = ColorToWrite;
}
float4 out_color;
// mov oC0, c11
out_color = expr11;
//
return out_color;
}
// _WriteColor_VertexShader4 Vertex_2_0 Has PRES False
float4 _WriteColor_VertexShader4(float4 position : POSITION) : POSITION
{
float4 out_position;
// def c0, 1, 0, 0, 0
// dcl_position v0
// mov oPos.xyz, v0
out_position.xyz = position.xyz;
// mov oPos.w, c0.x
out_position.w = float1(1);
//
return out_position;
}
technique _WriteColor
{
pass P0
{
VertexShader = compile vs_2_0 _WriteColor_VertexShader4(); // 7
PixelShader = compile ps_2_0 _WriteColor_PixelShader3(); // 8
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 0;
AlphaTestEnable = 0;
}
}
technique _ShadowMapPostProcess
{
pass P0
{
VertexShader = compile vs_2_0 _ShadowMapPostProcess_VertexShader2(); // 9
PixelShader = compile ps_2_0 _ShadowMapPostProcess_PixelShader1(); // 10
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 0;
AlphaTestEnable = 0;
}
}