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

221 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;>;
column_major float4x4 ViewProjection : register(vs_2_0, c119) <bool unmanaged = 1;>;
float4 WorldBones[128] <bool unmanaged = 1;>;
texture Texture_0 <string UIWidget = "None"; string SasBindAddress = "WW3D.MiscTexture"; int WW3DDynamicSet = 2;>; // 2
sampler2D Texture_0Sampler : register(ps_2_0, s0) <string Texture = "Texture_0"; string UIWidget = "None"; string SasBindAddress = "WW3D.MiscTexture"; int WW3DDynamicSet = 2;> =
sampler_state
{
Texture = <Texture_0>; // 5
AddressU = 3;
AddressV = 3;
MinFilter = 2;
MagFilter = 2;
MipFilter = 2;
};
// Default_M_PixelShader1 Pixel_2_0 Has PRES False
struct Default_M_PixelShader1_Input
{
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
float4 Default_M_PixelShader1(Default_M_PixelShader1_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// dcl v0
// dcl t0.xy
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(Texture_0Sampler, i.texcoord.xy);
// mul r0, r0, v0
temp0 = temp0 * i.color;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// Default_M_VertexShader2 Vertex_2_0 Has PRES False
struct Default_M_VertexShader2_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct Default_M_VertexShader2_Output
{
float4 position : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
Default_M_VertexShader2_Output Default_M_VertexShader2(Default_M_VertexShader2_Input i)
{
Default_M_VertexShader2_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color 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, c119
o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c120
o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31));
// dp4 oPos.z, r0, c121
o.position.z = dot(temp0, (ViewProjection._m02_m12_m22_m32));
// dp4 oPos.w, r0, c122
o.position.w = dot(temp0, (ViewProjection._m03_m13_m23_m33));
// mov oD0, v2
o.color = i.color;
// mov oT0.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
// Default_PixelShader3 Pixel_2_0 Has PRES False
struct Default_PixelShader3_Input
{
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
float4 Default_PixelShader3(Default_PixelShader3_Input i) : COLOR
{
float4 out_color;
float4 temp0;
float3 temp1;
// def c0, 2.2, 0, 0, 0
// dcl v0
// dcl t0.xy
// dcl_2d s0
// texld r0, t0, s0
temp0 = tex2D(Texture_0Sampler, i.texcoord.xy);
// log r1.x, r0.x
temp1.x = log2(temp0.x);
// log r1.y, r0.y
temp1.y = log2(temp0.y);
// log r1.z, r0.z
temp1.z = log2(temp0.z);
// mul r1.xyz, r1, c0.x
temp1.xyz = temp1.xyz * float3(2.2, 2.2, 2.2);
// exp r0.x, r1.x
temp0.x = exp2(temp1.x);
// exp r0.y, r1.y
temp0.y = exp2(temp1.y);
// exp r0.z, r1.z
temp0.z = exp2(temp1.z);
// mul r0, r0, v0
temp0 = temp0 * i.color;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// Default_VertexShader4 Vertex_2_0 Has PRES False
struct Default_VertexShader4_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct Default_VertexShader4_Output
{
float4 position : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
Default_VertexShader4_Output Default_VertexShader4(Default_VertexShader4_Input i)
{
Default_VertexShader4_Output o;
float4 temp0;
// def c0, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color 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, c119
o.position.x = dot(temp0, (ViewProjection._m00_m10_m20_m30));
// dp4 oPos.y, r0, c120
o.position.y = dot(temp0, (ViewProjection._m01_m11_m21_m31));
// dp4 oPos.z, r0, c121
o.position.z = dot(temp0, (ViewProjection._m02_m12_m22_m32));
// dp4 oPos.w, r0, c122
o.position.w = dot(temp0, (ViewProjection._m03_m13_m23_m33));
// mov oD0, v2
o.color = i.color;
// mov oT0.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
technique Default
{
pass P0
{
VertexShader = compile vs_2_0 Default_VertexShader4(); // 9
PixelShader = compile ps_2_0 Default_PixelShader3(); // 10
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 0;
CullMode = 2;
ColorWriteEnable = 7;
AlphaBlendEnable = 1;
SrcBlend = 5;
DestBlend = 6;
AlphaTestEnable = 0;
}
}
technique Default_M
{
pass P0
{
VertexShader = compile vs_2_0 Default_M_VertexShader2(); // 11
PixelShader = compile ps_2_0 Default_M_PixelShader1(); // 12
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 0;
CullMode = 2;
ColorWriteEnable = 7;
AlphaBlendEnable = 1;
SrcBlend = 5;
DestBlend = 6;
AlphaTestEnable = 0;
}
}