1002 lines
26 KiB
HLSL
1002 lines
26 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 UIName = "None"; string SasBindAddress = "WW3D.MiscTexture";>; // 2
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sampler2D Texture_0Sampler : register(ps_2_0, s0) <string Texture = "Texture_0"; string UIWidget = "None"; string UIName = "None"; string SasBindAddress = "WW3D.MiscTexture";> =
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sampler_state
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{
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Texture = <Texture_0>; // 6
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MinFilter = 3;
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MagFilter = 2;
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MipFilter = 2;
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AddressU = 3;
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AddressV = 3;
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};
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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 };
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bool FogEnable <string UIName = "Fog Enable";> = { 1 };
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struct
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{
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float4 ScaleUV_OffsetUV;
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} Shroud : register(vs_2_0, c12) <string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud";> = { 1, 1, 0, 0 };
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texture ShroudTexture <string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud.Texture"; string ResourceName = "ShaderPreviewShroud.dds";>; // 16
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sampler2D ShroudTextureSampler : register(ps_2_0, s1) <string Texture = "ShroudTexture"; string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud.Texture"; string ResourceName = "ShaderPreviewShroud.dds";> =
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sampler_state
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{
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Texture = <ShroudTexture>; // 20
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MinFilter = 2;
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MagFilter = 2;
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MipFilter = 2;
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AddressU = 3;
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AddressV = 3;
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};
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float Time : Time;
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// PS_Array_Shader_0 Pixel_2_0 Has PRES False
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struct PS_Array_Shader_0_Input
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{
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float4 color : COLOR;
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float2 texcoord : TEXCOORD;
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float2 texcoord1 : TEXCOORD1;
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};
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float4 PS_Array_Shader_0(PS_Array_Shader_0_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0, temp1;
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float4 temp2;
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// def c0, 2.2, -0.75, 0, 0
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// dcl v0
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// dcl t0.xy
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// dcl t1.xy
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// dcl_2d s0
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// dcl_2d s1
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// texld r0, t1, s1
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temp0 = tex2D(ShroudTextureSampler, i.texcoord1.xy);
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// texld r1, t0, s0
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temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
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// add r0.x, r0.x, c0.y
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temp0.x = temp0.x + float1(-0.75);
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// add r0.x, r0.x, r0.x
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temp0.x = temp0.x + temp0.x;
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// max r2.w, r0.x, c0.z
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temp2.w = max(temp0.x, float1(0));
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// add r0.x, r2.w, r2.w
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temp0.x = temp2.w + temp2.w;
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// log r0.w, r1.x
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temp0.w = log2(temp1.x);
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// log r0.z, r1.y
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temp0.z = log2(temp1.y);
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// log r0.y, r1.z
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temp0.y = log2(temp1.z);
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// mul r0.yzw, r0, c0.x
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temp0.yzw = temp0.yzw * float3(2.2, 2.2, 2.2);
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// exp r1.x, r0.w
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temp1.x = exp2(temp0.w);
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// exp r1.y, r0.z
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temp1.y = exp2(temp0.z);
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// exp r1.z, r0.y
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temp1.z = exp2(temp0.y);
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// mul r1, r1, v0
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temp1 = temp1 * i.color;
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// mul r1.xyz, r0.x, r1
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temp1.xyz = temp0.xxx * temp1.xyz;
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// mov oC0, r1
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out_color = temp1;
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//
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return out_color;
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}
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// PS_Array_Shader_1 Pixel_2_0 Has PRES False
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struct PS_Array_Shader_1_Input
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{
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float4 color : COLOR;
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float color1 : COLOR1;
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float2 texcoord : TEXCOORD;
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float2 texcoord1 : TEXCOORD1;
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};
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float4 PS_Array_Shader_1(PS_Array_Shader_1_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0, temp1;
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float4 temp2;
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// def c0, 2.2, -1, 1, -0.75
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// def c1, 0, 0, 0, 0
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// dcl v0
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// dcl v1.x
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// dcl t0.xy
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// dcl t1.xy
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// dcl_2d s0
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// dcl_2d s1
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// texld r0, t1, s1
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temp0 = tex2D(ShroudTextureSampler, i.texcoord1.xy);
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// texld r1, t0, s0
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temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
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// add r0.x, r0.x, c0.w
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temp0.x = temp0.x + float1(-0.75);
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// add r0.x, r0.x, r0.x
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temp0.x = temp0.x + temp0.x;
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// max r2.w, r0.x, c1.x
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temp2.w = max(temp0.x, float1(0));
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// add r0.x, r2.w, r2.w
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temp0.x = temp2.w + temp2.w;
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// log r0.w, r1.x
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temp0.w = log2(temp1.x);
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// log r0.z, r1.y
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temp0.z = log2(temp1.y);
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// log r0.y, r1.z
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temp0.y = log2(temp1.z);
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// mul r0.yzw, r0, c0.x
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temp0.yzw = temp0.yzw * float3(2.2, 2.2, 2.2);
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// exp r1.x, r0.w
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temp1.x = exp2(temp0.w);
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// exp r1.y, r0.z
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temp1.y = exp2(temp0.z);
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// exp r1.z, r0.y
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temp1.z = exp2(temp0.y);
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// mad r0.yzw, v0.wzyx, r1.wzyx, c0.y
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temp0.yzw = i.color.zyx * temp1.zyx + float3(-1, -1, -1);
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// mad r0.yzw, v1.x, r0, c0.z
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temp0.yzw = i.color1.xxx * temp0.yzw + float3(1, 1, 1);
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// mul r0.xyz, r0.x, r0.wzyx
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temp0.xyz = temp0.xxx * temp0.wzy;
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// mul r0.w, r1.w, v0.w
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temp0.w = temp1.w * i.color.w;
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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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// PS_Array_Shader_2 Pixel_2_0 Has PRES False
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struct PS_Array_Shader_2_Input
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{
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float4 color : COLOR;
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float color1 : COLOR1;
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float2 texcoord : TEXCOORD;
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float2 texcoord1 : TEXCOORD1;
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};
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float4 PS_Array_Shader_2(PS_Array_Shader_2_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0, temp1;
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float4 temp2;
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// def c0, 2.2, -0.75, 0, 0
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// dcl v0
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// dcl v1.x
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// dcl t0.xy
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// dcl t1.xy
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// dcl_2d s0
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// dcl_2d s1
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// texld r0, t0, s0
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temp0 = tex2D(Texture_0Sampler, i.texcoord.xy);
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// texld r1, t1, s1
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temp1 = tex2D(ShroudTextureSampler, i.texcoord1.xy);
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// log r1.w, r0.x
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temp1.w = log2(temp0.x);
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// log r1.z, r0.y
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temp1.z = log2(temp0.y);
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// log r1.y, r0.z
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temp1.y = log2(temp0.z);
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// mul r1.yzw, r1, c0.x
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temp1.yzw = temp1.yzw * float3(2.2, 2.2, 2.2);
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// exp r0.x, r1.w
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temp0.x = exp2(temp1.w);
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// exp r0.y, r1.z
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temp0.y = exp2(temp1.z);
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// exp r0.z, r1.y
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temp0.z = exp2(temp1.y);
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// mul r0, r0, v0
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temp0 = temp0 * i.color;
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// mul r1.yzw, r0.wzyx, v1.x
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temp1.yzw = temp0.zyx * i.color1.xxx;
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// add r1.x, r1.x, c0.y
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temp1.x = temp1.x + float1(-0.75);
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// add r1.x, r1.x, r1.x
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temp1.x = temp1.x + temp1.x;
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// max r2.w, r1.x, c0.z
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temp2.w = max(temp1.x, float1(0));
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// add r1.x, r2.w, r2.w
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temp1.x = temp2.w + temp2.w;
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// mul r0.xyz, r1.wzyx, r1.x
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temp0.xyz = temp1.wzy * temp1.xxx;
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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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PixelShader PS_Array[3] = {
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compile ps_2_0 PS_Array_Shader_0(), // 25
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compile ps_2_0 PS_Array_Shader_1(), // 26
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compile ps_2_0 PS_Array_Shader_2(), // 27
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};
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// PS_M_Array_Shader_0 Pixel_2_0 Has PRES False
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struct PS_M_Array_Shader_0_Input
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{
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float4 color : COLOR;
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float2 texcoord : TEXCOORD;
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float2 texcoord1 : TEXCOORD1;
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};
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float4 PS_M_Array_Shader_0(PS_M_Array_Shader_0_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0, temp1;
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float4 temp2;
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// def c0, -0.75, 0, 0, 0
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// dcl v0
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// dcl t0.xy
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// dcl t1.xy
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// dcl_2d s0
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// dcl_2d s1
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// texld r0, t1, s1
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temp0 = tex2D(ShroudTextureSampler, i.texcoord1.xy);
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// texld r1, t0, s0
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temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
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// add r0.x, r0.x, c0.x
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temp0.x = temp0.x + float1(-0.75);
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// add r0.x, r0.x, r0.x
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temp0.x = temp0.x + temp0.x;
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// max r2.w, r0.x, c0.y
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temp2.w = max(temp0.x, float1(0));
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// add r0.x, r2.w, r2.w
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temp0.x = temp2.w + temp2.w;
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// mul r1, r1, v0
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temp1 = temp1 * i.color;
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// mul r1.xyz, r0.x, r1
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temp1.xyz = temp0.xxx * temp1.xyz;
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// mov oC0, r1
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out_color = temp1;
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//
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return out_color;
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}
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// PS_M_Array_Shader_1 Pixel_2_0 Has PRES False
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struct PS_M_Array_Shader_1_Input
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{
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float4 color : COLOR;
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float color1 : COLOR1;
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float2 texcoord : TEXCOORD;
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float2 texcoord1 : TEXCOORD1;
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};
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float4 PS_M_Array_Shader_1(PS_M_Array_Shader_1_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0, temp1;
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float4 temp2;
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// def c0, -1, 1, -0.75, 0
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// dcl v0
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// dcl v1.x
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// dcl t0.xy
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// dcl t1.xy
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// dcl_2d s0
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// dcl_2d s1
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// texld r0, t1, s1
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temp0 = tex2D(ShroudTextureSampler, i.texcoord1.xy);
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// texld r1, t0, s0
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temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
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// add r0.x, r0.x, c0.z
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temp0.x = temp0.x + float1(-0.75);
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// add r0.x, r0.x, r0.x
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temp0.x = temp0.x + temp0.x;
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// max r2.w, r0.x, c0.w
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temp2.w = max(temp0.x, float1(0));
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// add r0.x, r2.w, r2.w
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temp0.x = temp2.w + temp2.w;
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// mad r0.yzw, v0.wzyx, r1.wzyx, c0.x
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temp0.yzw = i.color.zyx * temp1.zyx + float3(-1, -1, -1);
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// mul r1.w, r1.w, v0.w
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temp1.w = temp1.w * i.color.w;
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// mad r0.yzw, v1.x, r0, c0.y
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temp0.yzw = i.color1.xxx * temp0.yzw + float3(1, 1, 1);
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// mul r1.xyz, r0.x, r0.wzyx
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temp1.xyz = temp0.xxx * temp0.wzy;
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// mov oC0, r1
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out_color = temp1;
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//
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return out_color;
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}
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// PS_M_Array_Shader_2 Pixel_2_0 Has PRES False
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struct PS_M_Array_Shader_2_Input
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{
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float4 color : COLOR;
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float color1 : COLOR1;
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float2 texcoord : TEXCOORD;
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float2 texcoord1 : TEXCOORD1;
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};
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float4 PS_M_Array_Shader_2(PS_M_Array_Shader_2_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0, temp1;
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float4 temp2;
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// def c0, -0.75, 0, 0, 0
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// dcl v0
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// dcl v1.x
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// dcl t0.xy
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// dcl t1.xy
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// dcl_2d s0
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// dcl_2d s1
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// texld r0, t1, s1
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temp0 = tex2D(ShroudTextureSampler, i.texcoord1.xy);
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// texld r1, t0, s0
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temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
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// add r0.x, r0.x, c0.x
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temp0.x = temp0.x + float1(-0.75);
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// add r0.x, r0.x, r0.x
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temp0.x = temp0.x + temp0.x;
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// max r2.w, r0.x, c0.y
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temp2.w = max(temp0.x, float1(0));
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// add r0.x, r2.w, r2.w
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temp0.x = temp2.w + temp2.w;
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// mul r1, r1, v0
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temp1 = temp1 * i.color;
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// mul r0.yzw, r1.wzyx, v1.x
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temp0.yzw = temp1.zyx * i.color1.xxx;
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// mul r1.xyz, r0.x, r0.wzyx
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temp1.xyz = temp0.xxx * temp0.wzy;
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// mov oC0, r1
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out_color = temp1;
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//
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return out_color;
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}
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PixelShader PS_M_Array[3] = {
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compile ps_2_0 PS_M_Array_Shader_0(), // 32
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compile ps_2_0 PS_M_Array_Shader_1(), // 33
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compile ps_2_0 PS_M_Array_Shader_2(), // 34
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};
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// _Alpha_L_PixelShader7 Pixel_2_0 Has PRES False
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struct _Alpha_L_PixelShader7_Input
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{
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float4 color : COLOR;
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float2 texcoord : TEXCOORD;
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float2 texcoord1 : TEXCOORD1;
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};
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float4 _Alpha_L_PixelShader7(_Alpha_L_PixelShader7_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0, temp1;
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float4 temp2;
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// def c0, -0.75, 0, 0, 0
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// dcl v0
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// dcl t0.xy
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// dcl t1.xy
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// dcl_2d s0
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// dcl_2d s1
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// texld r0, t1, s1
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temp0 = tex2D(ShroudTextureSampler, i.texcoord1.xy);
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// texld r1, t0, s0
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temp1 = tex2D(Texture_0Sampler, i.texcoord.xy);
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// add r0.x, r0.x, c0.x
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temp0.x = temp0.x + float1(-0.75);
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// add r0.x, r0.x, r0.x
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temp0.x = temp0.x + temp0.x;
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// max r2.w, r0.x, c0.y
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temp2.w = max(temp0.x, float1(0));
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// add r0.x, r2.w, r2.w
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temp0.x = temp2.w + temp2.w;
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// mul r1, r1, v0
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temp1 = temp1 * i.color;
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// mul r1.xyz, r0.x, r1
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temp1.xyz = temp0.xxx * temp1.xyz;
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// mov oC0, r1
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out_color = temp1;
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//
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return out_color;
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}
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// _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;
|
|
}
|
|
}
|
|
|