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

204 lines
6.0 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;>;
float4 FlatColorOverride <string UIWidget = "None"; string SasBindAddress = "WW3D.FlatColor"; int WW3DDynamicSet = 2;>;
texture BaseTexture <string UIName = "Base Texture";>; // 4
sampler2D BaseTextureSampler : register(ps_2_0, s0) <string Texture = "BaseTexture"; string UIName = "Base Texture";> =
sampler_state
{
Texture = <BaseTexture>; // 6
MinFilter = 2;
MagFilter = 2;
MipFilter = 2;
AddressU = 3;
AddressV = 3;
};
column_major float4x4 WorldViewProjection : WorldViewProjection : register(vs_2_0, c11);
// Textured_PixelShader1 Pixel_2_0 Has PRES False
float4 Textured_PixelShader1(float2 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0;
// dcl t0.xy
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(BaseTextureSampler, texcoord.xy);
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// Textured_VertexShader2 Vertex_2_0 Has PRES False
struct Textured_VertexShader2_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
};
struct Textured_VertexShader2_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
};
Textured_VertexShader2_Output Textured_VertexShader2(Textured_VertexShader2_Input i)
{
Textured_VertexShader2_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 oT0.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
// DynamicParameter_PixelShader3 Pixel_2_0 Has PRES False
float4 DynamicParameter_PixelShader3() : COLOR
{
float4 out_color;
// def c0, 1, 0, 0, 1
// mov oC0, c0
out_color = float4(1, 0, 0, 1);
//
return out_color;
}
// DynamicParameter_VertexShader4 Vertex_2_0 Has PRES False
float4 DynamicParameter_VertexShader4(float4 position : POSITION) : POSITION
{
float4 out_position;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
out_position.x = dot(temp0, (WorldViewProjection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
out_position.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
out_position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
out_position.w = dot(temp0, (WorldViewProjection._m03_m13_m23_m33));
//
return out_position;
}
// Simplest_PixelShader5 Pixel_2_0 Has PRES False
float4 Simplest_PixelShader5() : COLOR
{
float4 out_color;
// def c0, 1, 0, 0, 1
// mov oC0, c0
out_color = float4(1, 0, 0, 1);
//
return out_color;
}
// Simplest_VertexShader6 Vertex_2_0 Has PRES False
float4 Simplest_VertexShader6(float4 position : POSITION) : POSITION
{
float4 out_position;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
temp0 = position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
// dp4 oPos.x, r0, c11
out_position.x = dot(temp0, (WorldViewProjection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c12
out_position.y = dot(temp0, (WorldViewProjection._m01_m11_m21_m31));
// dp4 oPos.z, r0, c13
out_position.z = dot(temp0, (WorldViewProjection._m02_m12_m22_m32));
// dp4 oPos.w, r0, c14
out_position.w = dot(temp0, (WorldViewProjection._m03_m13_m23_m33));
//
return out_position;
}
technique Simplest
{
pass P0
{
VertexShader = compile vs_2_0 Simplest_VertexShader6(); // 9
PixelShader = compile ps_2_0 Simplest_PixelShader5(); // 10
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 0;
ColorWriteEnable = 15;
AlphaTestEnable = 0;
}
}
technique DynamicParameter
{
pass P0 <string ExpressionEvaluator = "Simplest";>
{
VertexShader = compile vs_2_0 DynamicParameter_VertexShader4(); // 12
PixelShader = compile ps_2_0 DynamicParameter_PixelShader3(); // 13
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
SrcBlend = 2;
DestBlend = 2;
ColorWriteEnable = 15;
AlphaTestEnable = 0;
}
}
technique Textured
{
pass P0
{
VertexShader = compile vs_2_0 Textured_VertexShader2(); // 14
PixelShader = compile ps_2_0 Textured_PixelShader1(); // 15
ZEnable = 0;
ZWriteEnable = 0;
CullMode = 1;
AlphaBlendEnable = 0;
ColorWriteEnable = 15;
AlphaTestEnable = 0;
}
}