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

183 lines
5.3 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;>;
float3 ColorEmissive <string UIName = "Emissive Material Color"; string UIWidget = "Color";> = { 1, 1, 1 };
texture Texture_0 <string UIName = "Base Texture";>; // 4
sampler2D Texture_0Sampler : register(ps_2_0, s0) <string Texture = "Texture_0"; string UIName = "Base Texture";> =
sampler_state
{
Texture = <Texture_0>; // 6
MinFilter = 3;
MagFilter = 2;
MipFilter = 2;
AddressU = 1;
AddressV = 1;
};
float4 TexCoordTransform_0 : register(vs_2_0, c17) <string UIName = "UV0 Scl/Move"; string UIWidget = "Spinner"; float UIMin = -100; float UIMax = 100;> = { 1, 1, 0, 0 };
bool DepthWriteEnable <string UIName = "Depth Write Enable";> = { 1 };
bool AlphaBlendingEnable <string UIName = "Alpha Blend Enable";>;
bool FogEnable <string UIName = "Fog Enable";> = { 1 };
column_major float4x4 WorldViewProjection : WorldViewProjection : register(vs_2_0, c11);
row_major float4x3 World : World;
float Time : Time;
// Default_Expression1 Expression_2_0 Has PRES False
float Default_Expression1()
{
float1 expr0;
// mov c0.x, c0.x
expr0.x = AlphaBlendingEnable.x;
return expr0;
}
// Default_Expression2 Expression_2_0 Has PRES False
float Default_Expression2()
{
float1 expr0;
// mov c0.x, c0.x
expr0.x = DepthWriteEnable.x;
return expr0;
}
// Default_PixelShader3 Pixel_2_0 Has PRES False
struct Default_PixelShader3_Input
{
float3 color : COLOR;
float color1 : COLOR1;
float2 texcoord : TEXCOORD;
};
float4 Default_PixelShader3(Default_PixelShader3_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1;
// def c0, 1, -1, 0, 0
// dcl v0.xyz
// dcl v1.x
// dcl t0.xy
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(Texture_0Sampler, i.texcoord.xy);
// mov r1.xyz, v0
temp1.xyz = i.color.xyz;
// mad r0.xyz, r1, r0, c0.y
temp0.xyz = temp1.xyz * temp0.xyz + float3(-1, -1, -1);
// mad r1.xyz, v1.x, r0, c0.x
temp1.xyz = i.color1.xxx * temp0.xyz + float3(1, 1, 1);
// mov r0.x, c0.x
temp0.x = float1(1);
// mul r1.w, r0.w, r0.x
temp1.w = temp0.w * temp0.x;
// mov oC0, r1
out_color = temp1;
//
return out_color;
}
// Default_VertexShader4 Vertex_2_0 Has PRES True
struct Default_VertexShader4_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
};
struct Default_VertexShader4_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float3 color : COLOR;
float color1 : COLOR1;
};
Default_VertexShader4_Output Default_VertexShader4(Default_VertexShader4_Input i)
{
/*
PRSI
OutputRegisterOffset: 15
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 2
Unknown3: 0
Unknown4: 0
Unknown5: 15
Unknown6: 2
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr15;
float4 expr16;
{
// Expression_2_1
// mul c15.xy, c2.x, c1.zw
expr15.xy = Time.x * TexCoordTransform_0.zw;
// mov c16.xyz, c0.xyz
expr16.xyz = ColorEmissive.xyz;
}
Default_VertexShader4_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// 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 r0.xy, c17
temp0.xy = TexCoordTransform_0.xy;
// mad oT0.xy, v1, r0, c15
o.texcoord = i.texcoord * temp0 + expr15;
// mov oD0.xyz, c16
o.color = expr16;
// mov oD1.x, c0.x
o.color1 = float4(1, 1, 1, 1);
//
return o;
}
technique Default
{
pass P0
{
VertexShader = compile vs_2_0 Default_VertexShader4(); // 14
PixelShader = compile ps_2_0 Default_PixelShader3(); // 15
ZEnable = 1;
ZFunc = 4;
CullMode = 2;
AlphaTestEnable = 0;
ZWriteEnable = Default_Expression2(); // 0
AlphaBlendEnable = Default_Expression1(); // 0
SrcBlend = 5;
DestBlend = 6;
}
}