221 lines
6.0 KiB
HLSL
221 lines
6.0 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 <bool unmanaged = 1;>;
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column_major float4x4 ViewProjection : register(vs_2_0, c119) <bool unmanaged = 1;>;
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float4 WorldBones[128] <bool unmanaged = 1;>;
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texture Texture_0 <string UIWidget = "None"; string SasBindAddress = "WW3D.MiscTexture"; int WW3DDynamicSet = 2;>; // 2
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sampler2D Texture_0Sampler : register(ps_2_0, s0) <string Texture = "Texture_0"; string UIWidget = "None"; string SasBindAddress = "WW3D.MiscTexture"; int WW3DDynamicSet = 2;> =
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sampler_state
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{
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Texture = <Texture_0>; // 5
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AddressU = 3;
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AddressV = 3;
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MinFilter = 2;
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MagFilter = 2;
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MipFilter = 2;
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};
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// Default_M_PixelShader1 Pixel_2_0 Has PRES False
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struct Default_M_PixelShader1_Input
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{
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float4 color : COLOR;
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float2 texcoord : TEXCOORD;
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};
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float4 Default_M_PixelShader1(Default_M_PixelShader1_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0;
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// dcl v0
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// dcl t0.xy
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// dcl_2d s0
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// texld r0, t0, s0
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temp0 = tex2D(Texture_0Sampler, i.texcoord.xy);
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// mul r0, r0, v0
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temp0 = temp0 * i.color;
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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_M_VertexShader2 Vertex_2_0 Has PRES False
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struct Default_M_VertexShader2_Input
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{
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float4 position : POSITION;
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float4 texcoord : TEXCOORD;
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float4 color : COLOR;
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};
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struct Default_M_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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};
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Default_M_VertexShader2_Output Default_M_VertexShader2(Default_M_VertexShader2_Input i)
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{
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Default_M_VertexShader2_Output o;
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float4 temp0;
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// def c0, 1, 0, 0, 0
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// dcl_position v0
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// dcl_texcoord v1
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// dcl_color 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, c119
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o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30));
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// dp4 oPos.y, r0, c120
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o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31));
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// dp4 oPos.z, r0, c121
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o.position.z = dot(temp0, (ViewProjection._m02_m12_m22_m32));
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// dp4 oPos.w, r0, c122
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o.position.w = dot(temp0, (ViewProjection._m03_m13_m23_m33));
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// mov oD0, v2
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o.color = i.color;
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// mov oT0.xy, v1
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o.texcoord = i.texcoord;
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//
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return o;
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}
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// Default_PixelShader3 Pixel_2_0 Has PRES False
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struct Default_PixelShader3_Input
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{
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float4 color : COLOR;
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float2 texcoord : TEXCOORD;
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};
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float4 Default_PixelShader3(Default_PixelShader3_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0;
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float3 temp1;
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// def c0, 2.2, 0, 0, 0
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// dcl v0
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// dcl t0.xy
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// dcl_2d s0
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// texld r0, t0, s0
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temp0 = tex2D(Texture_0Sampler, i.texcoord.xy);
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// log r1.x, r0.x
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temp1.x = log2(temp0.x);
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// log r1.y, r0.y
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temp1.y = log2(temp0.y);
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// log r1.z, r0.z
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temp1.z = log2(temp0.z);
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// mul r1.xyz, r1, c0.x
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temp1.xyz = temp1.xyz * float3(2.2, 2.2, 2.2);
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// exp r0.x, r1.x
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temp0.x = exp2(temp1.x);
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// exp r0.y, r1.y
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temp0.y = exp2(temp1.y);
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// exp r0.z, r1.z
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temp0.z = exp2(temp1.z);
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// mul r0, r0, v0
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temp0 = temp0 * i.color;
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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_VertexShader4 Vertex_2_0 Has PRES False
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struct Default_VertexShader4_Input
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{
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float4 position : POSITION;
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float4 texcoord : TEXCOORD;
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float4 color : COLOR;
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};
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struct Default_VertexShader4_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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};
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Default_VertexShader4_Output Default_VertexShader4(Default_VertexShader4_Input i)
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{
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Default_VertexShader4_Output o;
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float4 temp0;
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// def c0, 1, 0, 0, 0
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// dcl_position v0
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// dcl_texcoord v1
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// dcl_color 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, c119
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o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30));
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// dp4 oPos.y, r0, c120
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o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31));
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// dp4 oPos.z, r0, c121
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o.position.z = dot(temp0, (ViewProjection._m02_m12_m22_m32));
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// dp4 oPos.w, r0, c122
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o.position.w = dot(temp0, (ViewProjection._m03_m13_m23_m33));
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// mov oD0, v2
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o.color = i.color;
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// mov oT0.xy, v1
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o.texcoord = i.texcoord;
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//
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return o;
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}
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technique Default
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{
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pass P0
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{
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VertexShader = compile vs_2_0 Default_VertexShader4(); // 9
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PixelShader = compile ps_2_0 Default_PixelShader3(); // 10
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ZEnable = 1;
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ZFunc = 4;
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ZWriteEnable = 0;
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CullMode = 2;
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ColorWriteEnable = 7;
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AlphaBlendEnable = 1;
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SrcBlend = 5;
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DestBlend = 6;
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AlphaTestEnable = 0;
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}
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}
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technique Default_M
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{
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pass P0
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{
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VertexShader = compile vs_2_0 Default_M_VertexShader2(); // 11
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PixelShader = compile ps_2_0 Default_M_PixelShader1(); // 12
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ZEnable = 1;
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ZFunc = 4;
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ZWriteEnable = 0;
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CullMode = 2;
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ColorWriteEnable = 7;
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AlphaBlendEnable = 1;
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SrcBlend = 5;
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DestBlend = 6;
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AlphaTestEnable = 0;
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}
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}
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