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

1002 lines
26 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 UIName = "None"; string SasBindAddress = "WW3D.MiscTexture";>; // 2
sampler2D Texture_0Sampler : register(ps_2_0, s0) <string Texture = "Texture_0"; string UIWidget = "None"; string UIName = "None"; string SasBindAddress = "WW3D.MiscTexture";> =
sampler_state
{
Texture = <Texture_0>; // 6
MinFilter = 3;
MagFilter = 2;
MipFilter = 2;
AddressU = 3;
AddressV = 3;
};
float4 TexCoordTransform_0 : register(vs_2_0, c11) <string UIName = "UV0 Scl/Move"; string UIWidget = "Spinner"; float UIMin = -100; float UIMax = 100;> = { 1, 1, 0, 0 };
bool FogEnable <string UIName = "Fog Enable";> = { 1 };
struct
{
float4 ScaleUV_OffsetUV;
} Shroud : register(vs_2_0, c12) <string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud";> = { 1, 1, 0, 0 };
texture ShroudTexture <string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud.Texture"; string ResourceName = "ShaderPreviewShroud.dds";>; // 16
sampler2D ShroudTextureSampler : register(ps_2_0, s1) <string Texture = "ShroudTexture"; string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud.Texture"; string ResourceName = "ShaderPreviewShroud.dds";> =
sampler_state
{
Texture = <ShroudTexture>; // 20
MinFilter = 2;
MagFilter = 2;
MipFilter = 2;
AddressU = 3;
AddressV = 3;
};
float Time : Time;
// PS_Array_Shader_0 Pixel_2_0 Has PRES False
struct PS_Array_Shader_0_Input
{
float4 color : COLOR;
float2 texcoord : TEXCOORD;
float2 texcoord1 : TEXCOORD1;
};
float4 PS_Array_Shader_0(PS_Array_Shader_0_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1;
float4 temp2;
// def c0, 2.2, -0.75, 0, 0
// dcl v0
// dcl t0.xy
// dcl t1.xy
// dcl_2d s0
// dcl_2d s1
// texld r0, t1, s1
temp0 = tex2D(ShroudTextureSampler, i.texcoord1.xy);
// texld r1, t0, s0
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
// add r0.x, r0.x, c0.y
temp0.x = temp0.x + float1(-0.75);
// add r0.x, r0.x, r0.x
temp0.x = temp0.x + temp0.x;
// max r2.w, r0.x, c0.z
temp2.w = max(temp0.x, float1(0));
// add r0.x, r2.w, r2.w
temp0.x = temp2.w + temp2.w;
// log r0.w, r1.x
temp0.w = log2(temp1.x);
// log r0.z, r1.y
temp0.z = log2(temp1.y);
// log r0.y, r1.z
temp0.y = log2(temp1.z);
// mul r0.yzw, r0, c0.x
temp0.yzw = temp0.yzw * float3(2.2, 2.2, 2.2);
// exp r1.x, r0.w
temp1.x = exp2(temp0.w);
// exp r1.y, r0.z
temp1.y = exp2(temp0.z);
// exp r1.z, r0.y
temp1.z = exp2(temp0.y);
// mul r1, r1, v0
temp1 = temp1 * i.color;
// mul r1.xyz, r0.x, r1
temp1.xyz = temp0.xxx * temp1.xyz;
// mov oC0, r1
out_color = temp1;
//
return out_color;
}
// PS_Array_Shader_1 Pixel_2_0 Has PRES False
struct PS_Array_Shader_1_Input
{
float4 color : COLOR;
float color1 : COLOR1;
float2 texcoord : TEXCOORD;
float2 texcoord1 : TEXCOORD1;
};
float4 PS_Array_Shader_1(PS_Array_Shader_1_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1;
float4 temp2;
// def c0, 2.2, -1, 1, -0.75
// def c1, 0, 0, 0, 0
// dcl v0
// dcl v1.x
// dcl t0.xy
// dcl t1.xy
// dcl_2d s0
// dcl_2d s1
// texld r0, t1, s1
temp0 = tex2D(ShroudTextureSampler, i.texcoord1.xy);
// texld r1, t0, s0
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
// add r0.x, r0.x, c0.w
temp0.x = temp0.x + float1(-0.75);
// add r0.x, r0.x, r0.x
temp0.x = temp0.x + temp0.x;
// max r2.w, r0.x, c1.x
temp2.w = max(temp0.x, float1(0));
// add r0.x, r2.w, r2.w
temp0.x = temp2.w + temp2.w;
// log r0.w, r1.x
temp0.w = log2(temp1.x);
// log r0.z, r1.y
temp0.z = log2(temp1.y);
// log r0.y, r1.z
temp0.y = log2(temp1.z);
// mul r0.yzw, r0, c0.x
temp0.yzw = temp0.yzw * float3(2.2, 2.2, 2.2);
// exp r1.x, r0.w
temp1.x = exp2(temp0.w);
// exp r1.y, r0.z
temp1.y = exp2(temp0.z);
// exp r1.z, r0.y
temp1.z = exp2(temp0.y);
// mad r0.yzw, v0.wzyx, r1.wzyx, c0.y
temp0.yzw = i.color.zyx * temp1.zyx + float3(-1, -1, -1);
// mad r0.yzw, v1.x, r0, c0.z
temp0.yzw = i.color1.xxx * temp0.yzw + float3(1, 1, 1);
// mul r0.xyz, r0.x, r0.wzyx
temp0.xyz = temp0.xxx * temp0.wzy;
// mul r0.w, r1.w, v0.w
temp0.w = temp1.w * i.color.w;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// PS_Array_Shader_2 Pixel_2_0 Has PRES False
struct PS_Array_Shader_2_Input
{
float4 color : COLOR;
float color1 : COLOR1;
float2 texcoord : TEXCOORD;
float2 texcoord1 : TEXCOORD1;
};
float4 PS_Array_Shader_2(PS_Array_Shader_2_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1;
float4 temp2;
// def c0, 2.2, -0.75, 0, 0
// dcl v0
// dcl v1.x
// dcl t0.xy
// dcl t1.xy
// dcl_2d s0
// dcl_2d s1
// texld r0, t0, s0
temp0 = tex2D(Texture_0Sampler, i.texcoord.xy);
// texld r1, t1, s1
temp1 = tex2D(ShroudTextureSampler, i.texcoord1.xy);
// log r1.w, r0.x
temp1.w = log2(temp0.x);
// log r1.z, r0.y
temp1.z = log2(temp0.y);
// log r1.y, r0.z
temp1.y = log2(temp0.z);
// mul r1.yzw, r1, c0.x
temp1.yzw = temp1.yzw * float3(2.2, 2.2, 2.2);
// exp r0.x, r1.w
temp0.x = exp2(temp1.w);
// exp r0.y, r1.z
temp0.y = exp2(temp1.z);
// exp r0.z, r1.y
temp0.z = exp2(temp1.y);
// mul r0, r0, v0
temp0 = temp0 * i.color;
// mul r1.yzw, r0.wzyx, v1.x
temp1.yzw = temp0.zyx * i.color1.xxx;
// add r1.x, r1.x, c0.y
temp1.x = temp1.x + float1(-0.75);
// add r1.x, r1.x, r1.x
temp1.x = temp1.x + temp1.x;
// max r2.w, r1.x, c0.z
temp2.w = max(temp1.x, float1(0));
// add r1.x, r2.w, r2.w
temp1.x = temp2.w + temp2.w;
// mul r0.xyz, r1.wzyx, r1.x
temp0.xyz = temp1.wzy * temp1.xxx;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
PixelShader PS_Array[3] = {
compile ps_2_0 PS_Array_Shader_0(), // 25
compile ps_2_0 PS_Array_Shader_1(), // 26
compile ps_2_0 PS_Array_Shader_2(), // 27
};
// PS_M_Array_Shader_0 Pixel_2_0 Has PRES False
struct PS_M_Array_Shader_0_Input
{
float4 color : COLOR;
float2 texcoord : TEXCOORD;
float2 texcoord1 : TEXCOORD1;
};
float4 PS_M_Array_Shader_0(PS_M_Array_Shader_0_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1;
float4 temp2;
// def c0, -0.75, 0, 0, 0
// dcl v0
// dcl t0.xy
// dcl t1.xy
// dcl_2d s0
// dcl_2d s1
// texld r0, t1, s1
temp0 = tex2D(ShroudTextureSampler, i.texcoord1.xy);
// texld r1, t0, s0
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
// add r0.x, r0.x, c0.x
temp0.x = temp0.x + float1(-0.75);
// add r0.x, r0.x, r0.x
temp0.x = temp0.x + temp0.x;
// max r2.w, r0.x, c0.y
temp2.w = max(temp0.x, float1(0));
// add r0.x, r2.w, r2.w
temp0.x = temp2.w + temp2.w;
// mul r1, r1, v0
temp1 = temp1 * i.color;
// mul r1.xyz, r0.x, r1
temp1.xyz = temp0.xxx * temp1.xyz;
// mov oC0, r1
out_color = temp1;
//
return out_color;
}
// PS_M_Array_Shader_1 Pixel_2_0 Has PRES False
struct PS_M_Array_Shader_1_Input
{
float4 color : COLOR;
float color1 : COLOR1;
float2 texcoord : TEXCOORD;
float2 texcoord1 : TEXCOORD1;
};
float4 PS_M_Array_Shader_1(PS_M_Array_Shader_1_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1;
float4 temp2;
// def c0, -1, 1, -0.75, 0
// dcl v0
// dcl v1.x
// dcl t0.xy
// dcl t1.xy
// dcl_2d s0
// dcl_2d s1
// texld r0, t1, s1
temp0 = tex2D(ShroudTextureSampler, i.texcoord1.xy);
// texld r1, t0, s0
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
// add r0.x, r0.x, c0.z
temp0.x = temp0.x + float1(-0.75);
// add r0.x, r0.x, r0.x
temp0.x = temp0.x + temp0.x;
// max r2.w, r0.x, c0.w
temp2.w = max(temp0.x, float1(0));
// add r0.x, r2.w, r2.w
temp0.x = temp2.w + temp2.w;
// mad r0.yzw, v0.wzyx, r1.wzyx, c0.x
temp0.yzw = i.color.zyx * temp1.zyx + float3(-1, -1, -1);
// mul r1.w, r1.w, v0.w
temp1.w = temp1.w * i.color.w;
// mad r0.yzw, v1.x, r0, c0.y
temp0.yzw = i.color1.xxx * temp0.yzw + float3(1, 1, 1);
// mul r1.xyz, r0.x, r0.wzyx
temp1.xyz = temp0.xxx * temp0.wzy;
// mov oC0, r1
out_color = temp1;
//
return out_color;
}
// PS_M_Array_Shader_2 Pixel_2_0 Has PRES False
struct PS_M_Array_Shader_2_Input
{
float4 color : COLOR;
float color1 : COLOR1;
float2 texcoord : TEXCOORD;
float2 texcoord1 : TEXCOORD1;
};
float4 PS_M_Array_Shader_2(PS_M_Array_Shader_2_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1;
float4 temp2;
// def c0, -0.75, 0, 0, 0
// dcl v0
// dcl v1.x
// dcl t0.xy
// dcl t1.xy
// dcl_2d s0
// dcl_2d s1
// texld r0, t1, s1
temp0 = tex2D(ShroudTextureSampler, i.texcoord1.xy);
// texld r1, t0, s0
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
// add r0.x, r0.x, c0.x
temp0.x = temp0.x + float1(-0.75);
// add r0.x, r0.x, r0.x
temp0.x = temp0.x + temp0.x;
// max r2.w, r0.x, c0.y
temp2.w = max(temp0.x, float1(0));
// add r0.x, r2.w, r2.w
temp0.x = temp2.w + temp2.w;
// mul r1, r1, v0
temp1 = temp1 * i.color;
// mul r0.yzw, r1.wzyx, v1.x
temp0.yzw = temp1.zyx * i.color1.xxx;
// mul r1.xyz, r0.x, r0.wzyx
temp1.xyz = temp0.xxx * temp0.wzy;
// mov oC0, r1
out_color = temp1;
//
return out_color;
}
PixelShader PS_M_Array[3] = {
compile ps_2_0 PS_M_Array_Shader_0(), // 32
compile ps_2_0 PS_M_Array_Shader_1(), // 33
compile ps_2_0 PS_M_Array_Shader_2(), // 34
};
// _Alpha_L_PixelShader7 Pixel_2_0 Has PRES False
struct _Alpha_L_PixelShader7_Input
{
float4 color : COLOR;
float2 texcoord : TEXCOORD;
float2 texcoord1 : TEXCOORD1;
};
float4 _Alpha_L_PixelShader7(_Alpha_L_PixelShader7_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1;
float4 temp2;
// def c0, -0.75, 0, 0, 0
// dcl v0
// dcl t0.xy
// dcl t1.xy
// dcl_2d s0
// dcl_2d s1
// texld r0, t1, s1
temp0 = tex2D(ShroudTextureSampler, i.texcoord1.xy);
// texld r1, t0, s0
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
// add r0.x, r0.x, c0.x
temp0.x = temp0.x + float1(-0.75);
// add r0.x, r0.x, r0.x
temp0.x = temp0.x + temp0.x;
// max r2.w, r0.x, c0.y
temp2.w = max(temp0.x, float1(0));
// add r0.x, r2.w, r2.w
temp0.x = temp2.w + temp2.w;
// mul r1, r1, v0
temp1 = temp1 * i.color;
// mul r1.xyz, r0.x, r1
temp1.xyz = temp0.xxx * temp1.xyz;
// mov oC0, r1
out_color = temp1;
//
return out_color;
}
// _Alpha_L_VertexShader8 Vertex_2_0 Has PRES True
struct _Alpha_L_VertexShader8_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct _Alpha_L_VertexShader8_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float2 texcoord1 : TEXCOORD1;
float4 color : COLOR;
float color1 : COLOR1;
};
_Alpha_L_VertexShader8_Output _Alpha_L_VertexShader8(_Alpha_L_VertexShader8_Input i)
{
/*
PRSI
OutputRegisterOffset: 13
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 1
Unknown3: 0
Unknown4: 0
Unknown5: 13
Unknown6: 1
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr13;
{
// Expression_2_1
// mul c13.xy, c1.x, c0.zw
expr13.xy = Time.x * TexCoordTransform_0.zw;
}
_Alpha_L_VertexShader8_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 r0.xy, c11
temp0.xy = TexCoordTransform_0.xy;
// mad oT0.xy, v1, r0, c13
o.texcoord = i.texcoord * temp0 + expr13;
// add r0.xy, v0, c12.zwzw
temp0.xy = i.position.xy + Shroud.ScaleUV_OffsetUV.zw;
// mul oT1.xy, r0, c12
o.texcoord1 = temp0 * Shroud.ScaleUV_OffsetUV;
// mov oD0, v2
o.color = i.color;
// mov oD1.x, c0.x
o.color1 = float4(1, 1, 1, 1);
//
return o;
}
// _Additive_L_PixelShader9 Pixel_2_0 Has PRES False
struct _Additive_L_PixelShader9_Input
{
float4 color : COLOR;
float2 texcoord : TEXCOORD;
float2 texcoord1 : TEXCOORD1;
};
float4 _Additive_L_PixelShader9(_Additive_L_PixelShader9_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1;
float4 temp2;
// def c0, -0.75, 0, 0, 0
// dcl v0
// dcl t0.xy
// dcl t1.xy
// dcl_2d s0
// dcl_2d s1
// texld r0, t1, s1
temp0 = tex2D(ShroudTextureSampler, i.texcoord1.xy);
// texld r1, t0, s0
temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
// add r0.x, r0.x, c0.x
temp0.x = temp0.x + float1(-0.75);
// add r0.x, r0.x, r0.x
temp0.x = temp0.x + temp0.x;
// max r2.w, r0.x, c0.y
temp2.w = max(temp0.x, float1(0));
// add r0.x, r2.w, r2.w
temp0.x = temp2.w + temp2.w;
// mul r1, r1, v0
temp1 = temp1 * i.color;
// mul r1.xyz, r0.x, r1
temp1.xyz = temp0.xxx * temp1.xyz;
// mov oC0, r1
out_color = temp1;
//
return out_color;
}
// _Additive_L_VertexShader10 Vertex_2_0 Has PRES True
struct _Additive_L_VertexShader10_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct _Additive_L_VertexShader10_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float2 texcoord1 : TEXCOORD1;
float4 color : COLOR;
float color1 : COLOR1;
};
_Additive_L_VertexShader10_Output _Additive_L_VertexShader10(_Additive_L_VertexShader10_Input i)
{
/*
PRSI
OutputRegisterOffset: 13
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 1
Unknown3: 0
Unknown4: 0
Unknown5: 13
Unknown6: 1
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr13;
{
// Expression_2_1
// mul c13.xy, c1.x, c0.zw
expr13.xy = Time.x * TexCoordTransform_0.zw;
}
_Additive_L_VertexShader10_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 r0.xy, c11
temp0.xy = TexCoordTransform_0.xy;
// mad oT0.xy, v1, r0, c13
o.texcoord = i.texcoord * temp0 + expr13;
// add r0.xy, v0, c12.zwzw
temp0.xy = i.position.xy + Shroud.ScaleUV_OffsetUV.zw;
// mul oT1.xy, r0, c12
o.texcoord1 = temp0 * Shroud.ScaleUV_OffsetUV;
// mov oD0, v2
o.color = i.color;
// mov oD1.x, c0.x
o.color1 = float4(1, 1, 1, 1);
//
return o;
}
// _Alpha_M_VertexShader11 Vertex_2_0 Has PRES True
struct _Alpha_M_VertexShader11_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct _Alpha_M_VertexShader11_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float2 texcoord1 : TEXCOORD1;
float4 color : COLOR;
float color1 : COLOR1;
};
_Alpha_M_VertexShader11_Output _Alpha_M_VertexShader11(_Alpha_M_VertexShader11_Input i)
{
/*
PRSI
OutputRegisterOffset: 13
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 1
Unknown3: 0
Unknown4: 0
Unknown5: 13
Unknown6: 1
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr13;
{
// Expression_2_1
// mul c13.xy, c1.x, c0.zw
expr13.xy = Time.x * TexCoordTransform_0.zw;
}
_Alpha_M_VertexShader11_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 r0.xy, c11
temp0.xy = TexCoordTransform_0.xy;
// mad oT0.xy, v1, r0, c13
o.texcoord = i.texcoord * temp0 + expr13;
// add r0.xy, v0, c12.zwzw
temp0.xy = i.position.xy + Shroud.ScaleUV_OffsetUV.zw;
// mul oT1.xy, r0, c12
o.texcoord1 = temp0 * Shroud.ScaleUV_OffsetUV;
// mov oD0, v2
o.color = i.color;
// mov oD1.x, c0.x
o.color1 = float4(1, 1, 1, 1);
//
return o;
}
// _Additive_M_VertexShader12 Vertex_2_0 Has PRES True
struct _Additive_M_VertexShader12_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct _Additive_M_VertexShader12_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float2 texcoord1 : TEXCOORD1;
float4 color : COLOR;
float color1 : COLOR1;
};
_Additive_M_VertexShader12_Output _Additive_M_VertexShader12(_Additive_M_VertexShader12_Input i)
{
/*
PRSI
OutputRegisterOffset: 13
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 1
Unknown3: 0
Unknown4: 0
Unknown5: 13
Unknown6: 1
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr13;
{
// Expression_2_1
// mul c13.xy, c1.x, c0.zw
expr13.xy = Time.x * TexCoordTransform_0.zw;
}
_Additive_M_VertexShader12_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 r0.xy, c11
temp0.xy = TexCoordTransform_0.xy;
// mad oT0.xy, v1, r0, c13
o.texcoord = i.texcoord * temp0 + expr13;
// add r0.xy, v0, c12.zwzw
temp0.xy = i.position.xy + Shroud.ScaleUV_OffsetUV.zw;
// mul oT1.xy, r0, c12
o.texcoord1 = temp0 * Shroud.ScaleUV_OffsetUV;
// mov oD0, v2
o.color = i.color;
// mov oD1.x, c0.x
o.color1 = float4(1, 1, 1, 1);
//
return o;
}
// Alpha_VertexShader13 Vertex_2_0 Has PRES True
struct Alpha_VertexShader13_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct Alpha_VertexShader13_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float2 texcoord1 : TEXCOORD1;
float4 color : COLOR;
float color1 : COLOR1;
};
Alpha_VertexShader13_Output Alpha_VertexShader13(Alpha_VertexShader13_Input i)
{
/*
PRSI
OutputRegisterOffset: 13
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 1
Unknown3: 0
Unknown4: 0
Unknown5: 13
Unknown6: 1
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr13;
{
// Expression_2_1
// mul c13.xy, c1.x, c0.zw
expr13.xy = Time.x * TexCoordTransform_0.zw;
}
Alpha_VertexShader13_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 r0.xy, c11
temp0.xy = TexCoordTransform_0.xy;
// mad oT0.xy, v1, r0, c13
o.texcoord = i.texcoord * temp0 + expr13;
// add r0.xy, v0, c12.zwzw
temp0.xy = i.position.xy + Shroud.ScaleUV_OffsetUV.zw;
// mul oT1.xy, r0, c12
o.texcoord1 = temp0 * Shroud.ScaleUV_OffsetUV;
// mov oD0, v2
o.color = i.color;
// mov oD1.x, c0.x
o.color1 = float4(1, 1, 1, 1);
//
return o;
}
// Additive_VertexShader14 Vertex_2_0 Has PRES True
struct Additive_VertexShader14_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct Additive_VertexShader14_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float2 texcoord1 : TEXCOORD1;
float4 color : COLOR;
float color1 : COLOR1;
};
Additive_VertexShader14_Output Additive_VertexShader14(Additive_VertexShader14_Input i)
{
/*
PRSI
OutputRegisterOffset: 13
Unknown1: 0
Unknown2: 0
OutputRegisterCount: 1
Unknown3: 0
Unknown4: 0
Unknown5: 13
Unknown6: 1
Mappings: 1
0 - ConstOutput: 0 ConstInput 0
*/
float4 expr13;
{
// Expression_2_1
// mul c13.xy, c1.x, c0.zw
expr13.xy = Time.x * TexCoordTransform_0.zw;
}
Additive_VertexShader14_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 r0.xy, c11
temp0.xy = TexCoordTransform_0.xy;
// mad oT0.xy, v1, r0, c13
o.texcoord = i.texcoord * temp0 + expr13;
// add r0.xy, v0, c12.zwzw
temp0.xy = i.position.xy + Shroud.ScaleUV_OffsetUV.zw;
// mul oT1.xy, r0, c12
o.texcoord1 = temp0 * Shroud.ScaleUV_OffsetUV;
// mov oD0, v2
o.color = i.color;
// mov oD1.x, c0.x
o.color1 = float4(1, 1, 1, 1);
//
return o;
}
technique Additive
{
pass P0
{
VertexShader = compile vs_2_0 Additive_VertexShader14(); // 28
PixelShader = <PS_Array[0]>; // 29
AlphaBlendEnable = 1;
AlphaTestEnable = 0;
CullMode = 1;
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 0;
SrcBlend = 2;
DestBlend = 2;
}
}
technique Alpha
{
pass P0
{
VertexShader = compile vs_2_0 Alpha_VertexShader13(); // 30
PixelShader = <PS_Array[0]>; // 31
AlphaBlendEnable = 1;
AlphaTestEnable = 0;
CullMode = 1;
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 0;
SrcBlend = 5;
DestBlend = 6;
}
}
technique _Additive_M
{
pass P0
{
VertexShader = compile vs_2_0 _Additive_M_VertexShader12(); // 35
PixelShader = <PS_M_Array[0]>; // 36
AlphaBlendEnable = 1;
AlphaTestEnable = 0;
CullMode = 1;
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 0;
SrcBlend = 2;
DestBlend = 2;
}
}
technique _Alpha_M
{
pass P0
{
VertexShader = compile vs_2_0 _Alpha_M_VertexShader11(); // 37
PixelShader = <PS_M_Array[0]>; // 38
AlphaBlendEnable = 1;
AlphaTestEnable = 0;
CullMode = 1;
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 0;
SrcBlend = 5;
DestBlend = 6;
}
}
technique _Additive_L
{
pass P0
{
VertexShader = compile vs_2_0 _Additive_L_VertexShader10(); // 39
PixelShader = compile ps_2_0 _Additive_L_PixelShader9(); // 40
AlphaBlendEnable = 1;
AlphaTestEnable = 0;
CullMode = 1;
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 0;
SrcBlend = 2;
DestBlend = 2;
}
}
technique _Alpha_L
{
pass P0
{
VertexShader = compile vs_2_0 _Alpha_L_VertexShader8(); // 41
PixelShader = compile ps_2_0 _Alpha_L_PixelShader7(); // 42
AlphaBlendEnable = 1;
AlphaTestEnable = 0;
CullMode = 1;
ZEnable = 1;
ZFunc = 4;
ZWriteEnable = 0;
SrcBlend = 5;
DestBlend = 6;
}
}