1693 lines
55 KiB
HLSL
1693 lines
55 KiB
HLSL
string DefaultParameterScopeBlock = "material"; // 1
|
|
float3 AmbientLightColor : register(vs_2_0, c4) <bool unmanaged = 1;> = { 0.3, 0.3, 0.3 };
|
|
struct
|
|
{
|
|
float3 Color;
|
|
float3 Direction;
|
|
} DirectionalLight[3] : register(vs_2_0, c5) <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 };
|
|
int NumPointLights <string SasBindAddress = "Sas.NumPointLights"; string UIWidget = "None";>;
|
|
struct
|
|
{
|
|
float3 Color;
|
|
float3 Position;
|
|
float2 Range_Inner_Outer;
|
|
} PointLight[3] : register(vs_2_0, c89) <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;>;
|
|
column_major float4x4 ShadowMapWorldToShadow : register(vs_2_0, c113) <bool unmanaged = 1;>;
|
|
float OpacityOverride : register(vs_2_0, c1) : register(ps_2_0, c1) <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] : register(vs_2_0, c128) <bool unmanaged = 1;>;
|
|
bool HasShadow <string UIWidget = "None"; string SasBindAddress = "Sas.HasShadow";>;
|
|
texture ShadowMap <string UIWidget = "None"; string SasBindAddress = "Sas.Shadow[0].ShadowMap";>; // 6
|
|
sampler2D ShadowMapSampler <string Texture = "ShadowMap"; string UIWidget = "None"; string SasBindAddress = "Sas.Shadow[0].ShadowMap";> =
|
|
sampler_state
|
|
{
|
|
Texture = <ShadowMap>; // 9
|
|
MinFilter = 1;
|
|
MagFilter = 1;
|
|
MipFilter = 0;
|
|
AddressU = 3;
|
|
AddressV = 3;
|
|
};
|
|
float4 Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize : register(ps_2_0, c11) <string UIWidget = "None"; string SasBindAddress = "Sas.Shadow[0].Zero_Zero_OneOverMapSize_OneOverMapSize";>;
|
|
int _SasGlobal : SasGlobal <string UIWidget = "None"; int3 SasVersion = int3(1, 0, 0); int MaxLocalLights = 3; int MaxSupportedInstancingMode = 1;>;
|
|
int NumJointsPerVertex <string UIWidget = "None"; string SasBindAddress = "Sas.Skeleton.NumJointsPerVertex";>;
|
|
column_major float4x3 World : World : register(vs_2_0, c124);
|
|
texture DiffuseTexture <string UIName = "Diffuse Texture";>; // 18
|
|
sampler2D DiffuseTextureSampler <string Texture = "DiffuseTexture"; string UIName = "Diffuse Texture";> =
|
|
sampler_state
|
|
{
|
|
Texture = <DiffuseTexture>; // 20
|
|
MinFilter = 3;
|
|
MagFilter = 2;
|
|
MipFilter = 2;
|
|
MaxAnisotropy = 8;
|
|
AddressU = 1;
|
|
AddressV = 1;
|
|
};
|
|
float3 AmbientColor : register(vs_2_0, c15) <string UIName = "Ambient Color"; string UIWidget = "Color";> = { 0.4, 0.4, 0.4 };
|
|
float4 DiffuseColor : register(vs_2_0, c16) <string UIName = "Diffuse Color"; string UIWidget = "Color";> = { 1, 1, 1, 1 };
|
|
bool SwayEnable : register(vs_2_0, c17) <string UIName = "Sway Enable";>;
|
|
float Amp1 : register(vs_2_0, c18) <string UIName = "Sway Amplitude"; string UIWidget = "Slider"; float UIMax = 100; float UIMin = 0; float UIStep = 0.01;> = { 1 };
|
|
float Freq1 : register(vs_2_0, c19) <string UIName = "Sway Frequency"; string UIWidget = "Slider"; float UIMax = 100; float UIMin = 0; float UIStep = 0.01;> = { 10 };
|
|
float Phase1 <string UIName = "Sway Phase"; string UIWidget = "Slider"; float UIMax = 100; float UIMin = 0; float UIStep = 0.01;> = { 1 };
|
|
struct
|
|
{
|
|
float4 ScaleUV_OffsetUV;
|
|
} Shroud : register(vs_2_0, c20) <string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud";> = { 1, 1, 0, 0 };
|
|
texture ShroudTexture <string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud.Texture";>; // 36
|
|
sampler2D ShroudTextureSampler <string Texture = "ShroudTexture"; string UIWidget = "None"; string SasBindAddress = "Terrain.Shroud.Texture";> =
|
|
sampler_state
|
|
{
|
|
Texture = <ShroudTexture>; // 39
|
|
MinFilter = 2;
|
|
MagFilter = 2;
|
|
MipFilter = 2;
|
|
AddressU = 3;
|
|
AddressV = 3;
|
|
};
|
|
float Time : Time;
|
|
// VS_Array_Shader_0 Vertex_2_0 Has PRES True
|
|
struct VS_Array_Shader_0_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_0_Output
|
|
{
|
|
float3 texcoord3 : TEXCOORD3;
|
|
float4 color : COLOR;
|
|
float4 position : POSITION;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord : TEXCOORD;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
float color1 : COLOR1;
|
|
};
|
|
|
|
VS_Array_Shader_0_Output VS_Array_Shader_0(VS_Array_Shader_0_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 4
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 4
|
|
Mappings: 1
|
|
0 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
{
|
|
// Expression_2_1
|
|
// mul c11.x, c1.x, c2.x
|
|
expr11.x = Phase1.x * Time.x;
|
|
// lt c12.x, (0), c0.x
|
|
expr12.x = (0) < NumPointLights.x;
|
|
// lt c13.x, (1), c0.x
|
|
expr13.x = (1) < NumPointLights.x;
|
|
// lt c14.x, (2), c0.x
|
|
expr14.x = (2) < NumPointLights.x;
|
|
}
|
|
|
|
VS_Array_Shader_0_Output o;
|
|
float4 temp0, temp1, temp2, temp3;
|
|
float3 temp4;
|
|
// def c0, 1, 0, 0.1591549, 0.25
|
|
// def c2, 6.283185, -3.141593, -2.523985E-07, 2.47609E-05
|
|
// def c3, -0.00138884, 0.04166664, -0.5, 0.5
|
|
// def c21, 0, -0.0015, 0, 0
|
|
// dcl_position v0
|
|
// dcl_normal v1
|
|
// dcl_texcoord v2
|
|
// dcl_color v3
|
|
// dp3 r0.x, v1, c124
|
|
temp0.x = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz);
|
|
// dp3 r0.y, v1, c125
|
|
temp0.y = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz);
|
|
// dp3 r0.z, v1, c126
|
|
temp0.z = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz);
|
|
// dp3 r0.w, r0, c6
|
|
temp0.w = dot(temp0.xyz, DirectionalLight[0].Direction.xyz);
|
|
// max r0.w, r0.w, c0.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r1.xyz, r0.w, c5
|
|
temp1.xyz = temp0.www * DirectionalLight[0].Color.xyz;
|
|
// mul oT3.xyz, r1, c16
|
|
o.texcoord3 = temp1 * DiffuseColor;
|
|
// dp3 r0.w, r0, c10
|
|
temp0.w = dot(temp0.xyz, DirectionalLight[2].Direction.xyz);
|
|
// max r0.w, r0.w, c0.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r1.xyz, r0.w, c9
|
|
temp1.xyz = temp0.www * DirectionalLight[2].Color.xyz;
|
|
// dp3 r0.w, r0, c8
|
|
temp0.w = dot(temp0.xyz, DirectionalLight[1].Direction.xyz);
|
|
// max r0.w, r0.w, c0.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mad r1.xyz, c7, r0.w, r1
|
|
temp1.xyz = DirectionalLight[1].Color.xyz * temp0.www + temp1.xyz;
|
|
// add r0.w, -c91.x, c91.y
|
|
temp0.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r0.w, r0.w
|
|
temp0.w = 1.0f / temp0.w;
|
|
// mad r2, v0.xyzx, c0.xxxy, c0.yyyx
|
|
temp2 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
|
|
// dp4 r3.x, r2, c124
|
|
temp3.x = dot(temp2, (World._m00_m10_m20_m30));
|
|
// frc r1.w, r3.x
|
|
temp1.w = frac(temp3.x);
|
|
// mov r4.x, c19.x
|
|
temp4.x = Freq1.x;
|
|
// mad r1.w, r1.w, r4.x, c11.x
|
|
temp1.w = temp1.w * temp4.x + expr11.x;
|
|
// mad r1.w, r1.w, c0.z, c0.w
|
|
temp1.w = temp1.w * float1(0.15915494) + float1(0.25);
|
|
// frc r1.w, r1.w
|
|
temp1.w = frac(temp1.w);
|
|
// mad r1.w, r1.w, c2.x, c2.y
|
|
temp1.w = temp1.w * float1(6.2831855) + float1(-3.1415927);
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mad r3.w, r1.w, c2.z, c2.w
|
|
temp3.w = temp1.w * float1(-2.523985E-07) + float1(2.47609E-05);
|
|
// mad r3.w, r1.w, r3.w, c3.x
|
|
temp3.w = temp1.w * temp3.w + float1(-0.0013888397);
|
|
// mad r3.w, r1.w, r3.w, c3.y
|
|
temp3.w = temp1.w * temp3.w + float1(0.04166664);
|
|
// mad r3.w, r1.w, r3.w, c3.z
|
|
temp3.w = temp1.w * temp3.w + float1(-0.5);
|
|
// mad r1.w, r1.w, r3.w, c0.x
|
|
temp1.w = temp1.w * temp3.w + float1(1);
|
|
// mul r1.w, r1.w, c18.x
|
|
temp1.w = temp1.w * Amp1.x;
|
|
// mul r1.w, r1.w, v3.w
|
|
temp1.w = temp1.w * i.color.w;
|
|
// dp4 r3.y, r2, c125
|
|
temp3.y = dot(temp2, (World._m01_m11_m21_m31));
|
|
// dp4 r3.z, r2, c126
|
|
temp3.z = dot(temp2, (World._m02_m12_m22_m32));
|
|
// mad r2.xyz, c17.x, r1.w, r3
|
|
temp2.xyz = SwayEnable.xxx * temp1.www + temp3.xyz;
|
|
// add r3.xyz, -r2, c90
|
|
temp3.xyz = -temp2.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r3.w, r1.w
|
|
temp3.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r3.w, -c91.x
|
|
temp1.w = temp3.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// mad r0.w, r1.w, -r0.w, c0.x
|
|
temp0.w = temp1.w * -temp0.w + float1(1);
|
|
// max r0.w, r0.w, c0.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// min r0.w, r0.w, c0.x
|
|
temp0.w = min(temp0.w, float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r4.xyz, r0.w, c89
|
|
temp4.xyz = temp0.www * PointLight[0].Color.xyz;
|
|
// dp3 r0.w, r0, r3
|
|
temp0.w = dot(temp0.xyz, temp3.xyz);
|
|
// max r0.w, r0.w, c0.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r3.xyz, r4, r0.w
|
|
temp3.xyz = temp4.xyz * temp0.www;
|
|
// mad r1.xyz, c12.x, r3, r1
|
|
temp1.xyz = expr12.xxx * temp3.xyz + temp1.xyz;
|
|
// add r0.w, -c94.x, c94.y
|
|
temp0.w = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r0.w, r0.w
|
|
temp0.w = 1.0f / temp0.w;
|
|
// add r3.xyz, -r2, c93
|
|
temp3.xyz = -temp2.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r1.w, r3, r3
|
|
temp1.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r1.w, r1.w
|
|
temp1.w = 1 / sqrt(temp1.w);
|
|
// rcp r3.w, r1.w
|
|
temp3.w = 1.0f / temp1.w;
|
|
// mul r3.xyz, r3, r1.w
|
|
temp3.xyz = temp3.xyz * temp1.www;
|
|
// add r1.w, r3.w, -c94.x
|
|
temp1.w = temp3.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// mad r0.w, r1.w, -r0.w, c0.x
|
|
temp0.w = temp1.w * -temp0.w + float1(1);
|
|
// max r0.w, r0.w, c0.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// min r0.w, r0.w, c0.x
|
|
temp0.w = min(temp0.w, float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r4.xyz, r0.w, c92
|
|
temp4.xyz = temp0.www * PointLight[1].Color.xyz;
|
|
// dp3 r0.w, r0, r3
|
|
temp0.w = dot(temp0.xyz, temp3.xyz);
|
|
// max r0.w, r0.w, c0.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r3.xyz, r4, r0.w
|
|
temp3.xyz = temp4.xyz * temp0.www;
|
|
// mad r1.xyz, c13.x, r3, r1
|
|
temp1.xyz = expr13.xxx * temp3.xyz + temp1.xyz;
|
|
// add r3.xyz, -r2, c96
|
|
temp3.xyz = -temp2.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r0.w, r3, r3
|
|
temp0.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// mul r3.xyz, r3, r0.w
|
|
temp3.xyz = temp3.xyz * temp0.www;
|
|
// rcp r0.w, r0.w
|
|
temp0.w = 1.0f / temp0.w;
|
|
// dp3 r0.x, r0, r3
|
|
temp0.x = dot(temp0.xyz, temp3.xyz);
|
|
// max r0.x, r0.x, c0.y
|
|
temp0.x = max(temp0.x, float1(0));
|
|
// add r0.y, -c97.x, c97.y
|
|
temp0.y = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r0.y, r0.y
|
|
temp0.y = 1.0f / temp0.y;
|
|
// add r0.z, r0.w, -c97.x
|
|
temp0.z = temp0.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// mad r0.y, r0.z, -r0.y, c0.x
|
|
temp0.y = temp0.z * -temp0.y + float1(1);
|
|
// max r0.y, r0.y, c0.y
|
|
temp0.y = max(temp0.y, float1(0));
|
|
// min r0.y, r0.y, c0.x
|
|
temp0.y = min(temp0.y, float1(1));
|
|
// mul r0.y, r0.y, r0.y
|
|
temp0.y = temp0.y * temp0.y;
|
|
// mul r0.yzw, r0.y, c95.xxyz
|
|
temp0.yzw = temp0.yyy * PointLight[2].Color.xyz;
|
|
// mul r0.xyz, r0.x, r0.yzww
|
|
temp0.xyz = temp0.xxx * temp0.yzw;
|
|
// mad r0.xyz, c14.x, r0, r1
|
|
temp0.xyz = expr14.xxx * temp0.xyz + temp1.xyz;
|
|
// mul r0.xyz, r0, c16
|
|
temp0.xyz = temp0.xyz * DiffuseColor.xyz;
|
|
// mov r1.xyz, c4
|
|
temp1.xyz = AmbientLightColor.xyz;
|
|
// mad r0.xyz, r1, c15, r0
|
|
temp0.xyz = temp1.xyz * AmbientColor.xyz + temp0.xyz;
|
|
// mov r0.w, c1.x
|
|
temp0.w = OpacityOverride.x;
|
|
// mul oD0, r0, c3.w
|
|
o.color = temp0 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r2.w, c0.x
|
|
temp2.w = float1(1);
|
|
// dp4 oPos.x, r2, c119
|
|
o.position.x = dot(temp2, (ViewProjection._m00_m10_m20_m30));
|
|
// dp4 oPos.y, r2, c120
|
|
o.position.y = dot(temp2, (ViewProjection._m01_m11_m21_m31));
|
|
// dp4 oPos.z, r2, c121
|
|
o.position.z = dot(temp2, (ViewProjection._m02_m12_m22_m32));
|
|
// dp4 oPos.w, r2, c122
|
|
o.position.w = dot(temp2, (ViewProjection._m03_m13_m23_m33));
|
|
// add r0.xy, r2, c20.zwzw
|
|
temp0.xy = temp2.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT1.xy, r0, c20
|
|
o.texcoord1 = temp0 * Shroud.ScaleUV_OffsetUV;
|
|
// mov oT0.xy, v2
|
|
o.texcoord = i.texcoord;
|
|
// dp4 r0.x, r2, c113
|
|
temp0.x = dot(temp2, (ShadowMapWorldToShadow._m00_m10_m20_m30));
|
|
// dp4 r0.y, r2, c114
|
|
temp0.y = dot(temp2, (ShadowMapWorldToShadow._m01_m11_m21_m31));
|
|
// dp4 r0.z, r2, c115
|
|
temp0.z = dot(temp2, (ShadowMapWorldToShadow._m02_m12_m22_m32));
|
|
// dp4 r0.w, r2, c116
|
|
temp0.w = dot(temp2, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// rcp r1.x, r0.w
|
|
temp1.x = 1.0f / temp0.w;
|
|
// mov oT2.w, r0.w
|
|
o.texcoord2.w = temp0.w;
|
|
// mad oT2.xyz, r0, r1.x, c21.xxyw
|
|
o.texcoord2.xyz = temp0.xyz * temp1.xxx + float3(0, 0, -0.0015);
|
|
// mov oD1.x, c0.x
|
|
o.color1 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_Array_Shader_1 Vertex_2_0 Has PRES True
|
|
struct VS_Array_Shader_1_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_Array_Shader_1_Output
|
|
{
|
|
float3 texcoord3 : TEXCOORD3;
|
|
float4 color : COLOR;
|
|
float4 position : POSITION;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord : TEXCOORD;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
float color1 : COLOR1;
|
|
};
|
|
|
|
VS_Array_Shader_1_Output VS_Array_Shader_1(VS_Array_Shader_1_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 11
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 4
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 11
|
|
Unknown6: 4
|
|
Mappings: 1
|
|
0 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr11;
|
|
float4 expr12;
|
|
float4 expr13;
|
|
float4 expr14;
|
|
{
|
|
// Expression_2_1
|
|
// mul c11.x, c1.x, c2.x
|
|
expr11.x = Phase1.x * Time.x;
|
|
// lt c12.x, (0), c0.x
|
|
expr12.x = (0) < NumPointLights.x;
|
|
// lt c13.x, (1), c0.x
|
|
expr13.x = (1) < NumPointLights.x;
|
|
// lt c14.x, (2), c0.x
|
|
expr14.x = (2) < NumPointLights.x;
|
|
}
|
|
|
|
VS_Array_Shader_1_Output o;
|
|
float4 temp0, temp1, temp2;
|
|
float addr0;
|
|
float3 temp3;
|
|
// def c0, -0.00138884, 0.04166664, -0.5, 0
|
|
// def c2, 1, -1, 0.1591549, 0.25
|
|
// def c3, 6.283185, -3.141593, -2.523985E-07, 2.47609E-05
|
|
// def c21, 0, -0.0015, 0, 0
|
|
// dcl_position v0
|
|
// dcl_normal v1
|
|
// dcl_blendindices v2
|
|
// dcl_texcoord v3
|
|
// dcl_color v4
|
|
// add r0.x, v2.x, v2.x
|
|
temp0.x = i.blendindices.x + i.blendindices.x;
|
|
// frc r0.y, r0.x
|
|
temp0.y = frac(temp0.x);
|
|
// add r0.z, r0.x, -r0.y
|
|
temp0.z = temp0.x + -temp0.y;
|
|
// slt r0.y, -r0.y, r0.y
|
|
temp0.y = (-temp0.y < temp0.y) ? 1 : 0;
|
|
// slt r0.x, r0.x, -r0.x
|
|
temp0.x = (temp0.x < -temp0.x) ? 1 : 0;
|
|
// mad r0.x, r0.x, r0.y, r0.z
|
|
temp0.x = temp0.x * temp0.y + temp0.z;
|
|
// mova a0.x, r0.x
|
|
addr0.x = temp0.x;
|
|
// mul r0, v1.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v1.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp0;
|
|
// mul r1, v1.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c2.xxxy, -r1
|
|
temp0 = temp0 * float4(1, 1, 1, -1) + -temp1;
|
|
// mul r1.xyz, r0.w, c128[a0.x]
|
|
temp1.xyz = temp0.www * WorldBones[0 + addr0.x].xyz;
|
|
// mad r1.xyz, c128[a0.x].w, r0, -r1
|
|
temp1.xyz = WorldBones[0 + addr0.x].www * temp0.xyz + -temp1.xyz;
|
|
// mad r1.xyz, c128[a0.x].yzxw, r0.zxyw, r1
|
|
temp1.xyz = WorldBones[0 + addr0.x].yzx * temp0.zxy + temp1.xyz;
|
|
// mad r0.xyz, c128[a0.x].zxyw, -r0.yzxw, r1
|
|
temp0.xyz = WorldBones[0 + addr0.x].zxy * -temp0.yzx + temp1.xyz;
|
|
// dp3 r0.w, r0, c6
|
|
temp0.w = dot(temp0.xyz, DirectionalLight[0].Direction.xyz);
|
|
// max r0.w, r0.w, c0.w
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r1.xyz, r0.w, c5
|
|
temp1.xyz = temp0.www * DirectionalLight[0].Color.xyz;
|
|
// mul oT3.xyz, r1, c16
|
|
o.texcoord3 = temp1 * DiffuseColor;
|
|
// mul r1, v0.zxyy, c128[a0.x].yzxy
|
|
temp1 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r1, c128[a0.x].wwwx, v0.xyzx, r1
|
|
temp1 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp1;
|
|
// mul r2, v0.yzxz, c128[a0.x].zxyz
|
|
temp2 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r1, r1, c2.xxxy, -r2
|
|
temp1 = temp1 * float4(1, 1, 1, -1) + -temp2;
|
|
// mul r2.xyz, r1.w, c128[a0.x]
|
|
temp2.xyz = temp1.www * WorldBones[0 + addr0.x].xyz;
|
|
// mad r2.xyz, c128[a0.x].w, r1, -r2
|
|
temp2.xyz = WorldBones[0 + addr0.x].www * temp1.xyz + -temp2.xyz;
|
|
// mad r2.xyz, c128[a0.x].yzxw, r1.zxyw, r2
|
|
temp2.xyz = WorldBones[0 + addr0.x].yzx * temp1.zxy + temp2.xyz;
|
|
// mad r1.xyz, c128[a0.x].zxyw, -r1.yzxw, r2
|
|
temp1.xyz = WorldBones[0 + addr0.x].zxy * -temp1.yzx + temp2.xyz;
|
|
// add r1.xyz, r1, c129[a0.x]
|
|
temp1.xyz = temp1.xyz + WorldBones[1 + addr0.x].xyz;
|
|
// frc r0.w, r1.x
|
|
temp0.w = frac(temp1.x);
|
|
// mov r2.x, c19.x
|
|
temp2.x = Freq1.x;
|
|
// mad r0.w, r0.w, r2.x, c11.x
|
|
temp0.w = temp0.w * temp2.x + expr11.x;
|
|
// mad r0.w, r0.w, c2.z, c2.w
|
|
temp0.w = temp0.w * float1(0.15915494) + float1(0.25);
|
|
// frc r0.w, r0.w
|
|
temp0.w = frac(temp0.w);
|
|
// mad r0.w, r0.w, c3.x, c3.y
|
|
temp0.w = temp0.w * float1(6.2831855) + float1(-3.1415927);
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mad r1.w, r0.w, c3.z, c3.w
|
|
temp1.w = temp0.w * float1(-2.523985E-07) + float1(2.47609E-05);
|
|
// mad r1.w, r0.w, r1.w, c0.x
|
|
temp1.w = temp0.w * temp1.w + float1(-0.0013888397);
|
|
// mad r1.w, r0.w, r1.w, c0.y
|
|
temp1.w = temp0.w * temp1.w + float1(0.04166664);
|
|
// mad r1.w, r0.w, r1.w, c0.z
|
|
temp1.w = temp0.w * temp1.w + float1(-0.5);
|
|
// mad r0.w, r0.w, r1.w, c2.x
|
|
temp0.w = temp0.w * temp1.w + float1(1);
|
|
// mul r0.w, r0.w, c18.x
|
|
temp0.w = temp0.w * Amp1.x;
|
|
// mul r0.w, r0.w, v4.w
|
|
temp0.w = temp0.w * i.color.w;
|
|
// mad r1.xyz, c17.x, r0.w, r1
|
|
temp1.xyz = SwayEnable.xxx * temp0.www + temp1.xyz;
|
|
// add r2.xyz, -r1, c90
|
|
temp2.xyz = -temp1.xyz + PointLight[0].Position.xyz;
|
|
// dp3 r0.w, r2, r2
|
|
temp0.w = dot(temp2.xyz, temp2.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// rcp r2.w, r0.w
|
|
temp2.w = 1.0f / temp0.w;
|
|
// mul r2.xyz, r2, r0.w
|
|
temp2.xyz = temp2.xyz * temp0.www;
|
|
// add r0.w, r2.w, -c91.x
|
|
temp0.w = temp2.w + -PointLight[0].Range_Inner_Outer.x;
|
|
// add r2.w, -c91.x, c91.y
|
|
temp2.w = -PointLight[0].Range_Inner_Outer.x + PointLight[0].Range_Inner_Outer.y;
|
|
// rcp r2.w, r2.w
|
|
temp2.w = 1.0f / temp2.w;
|
|
// mad r0.w, r0.w, -r2.w, c2.x
|
|
temp0.w = temp0.w * -temp2.w + float1(1);
|
|
// max r0.w, r0.w, c0.w
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// min r0.w, r0.w, c2.x
|
|
temp0.w = min(temp0.w, float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r3.xyz, r0.w, c89
|
|
temp3.xyz = temp0.www * PointLight[0].Color.xyz;
|
|
// dp3 r0.w, r0, r2
|
|
temp0.w = dot(temp0.xyz, temp2.xyz);
|
|
// max r0.w, r0.w, c0.w
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r2.xyz, r3, r0.w
|
|
temp2.xyz = temp3.xyz * temp0.www;
|
|
// dp3 r0.w, r0, c10
|
|
temp0.w = dot(temp0.xyz, DirectionalLight[2].Direction.xyz);
|
|
// max r0.w, r0.w, c0.w
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r3.xyz, r0.w, c9
|
|
temp3.xyz = temp0.www * DirectionalLight[2].Color.xyz;
|
|
// dp3 r0.w, r0, c8
|
|
temp0.w = dot(temp0.xyz, DirectionalLight[1].Direction.xyz);
|
|
// max r0.w, r0.w, c0.w
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mad r3.xyz, c7, r0.w, r3
|
|
temp3.xyz = DirectionalLight[1].Color.xyz * temp0.www + temp3.xyz;
|
|
// mad r2.xyz, c12.x, r2, r3
|
|
temp2.xyz = expr12.xxx * temp2.xyz + temp3.xyz;
|
|
// add r3.xyz, -r1, c93
|
|
temp3.xyz = -temp1.xyz + PointLight[1].Position.xyz;
|
|
// dp3 r0.w, r3, r3
|
|
temp0.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// mul r3.xyz, r3, r0.w
|
|
temp3.xyz = temp3.xyz * temp0.www;
|
|
// rcp r0.w, r0.w
|
|
temp0.w = 1.0f / temp0.w;
|
|
// dp3 r2.w, r0, r3
|
|
temp2.w = dot(temp0.xyz, temp3.xyz);
|
|
// max r2.w, r2.w, c0.w
|
|
temp2.w = max(temp2.w, float1(0));
|
|
// add r0.w, r0.w, -c94.x
|
|
temp0.w = temp0.w + -PointLight[1].Range_Inner_Outer.x;
|
|
// add r3.x, -c94.x, c94.y
|
|
temp3.x = -PointLight[1].Range_Inner_Outer.x + PointLight[1].Range_Inner_Outer.y;
|
|
// rcp r3.x, r3.x
|
|
temp3.x = 1.0f / temp3.x;
|
|
// mad r0.w, r0.w, -r3.x, c2.x
|
|
temp0.w = temp0.w * -temp3.x + float1(1);
|
|
// max r0.w, r0.w, c0.w
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// min r0.w, r0.w, c2.x
|
|
temp0.w = min(temp0.w, float1(1));
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mul r3.xyz, r0.w, c92
|
|
temp3.xyz = temp0.www * PointLight[1].Color.xyz;
|
|
// mul r3.xyz, r2.w, r3
|
|
temp3.xyz = temp2.www * temp3.xyz;
|
|
// mad r2.xyz, c13.x, r3, r2
|
|
temp2.xyz = expr13.xxx * temp3.xyz + temp2.xyz;
|
|
// add r3.xyz, -r1, c96
|
|
temp3.xyz = -temp1.xyz + PointLight[2].Position.xyz;
|
|
// dp3 r0.w, r3, r3
|
|
temp0.w = dot(temp3.xyz, temp3.xyz);
|
|
// rsq r0.w, r0.w
|
|
temp0.w = 1 / sqrt(temp0.w);
|
|
// mul r3.xyz, r3, r0.w
|
|
temp3.xyz = temp3.xyz * temp0.www;
|
|
// rcp r0.w, r0.w
|
|
temp0.w = 1.0f / temp0.w;
|
|
// dp3 r0.x, r0, r3
|
|
temp0.x = dot(temp0.xyz, temp3.xyz);
|
|
// max r0.x, r0.x, c0.w
|
|
temp0.x = max(temp0.x, float1(0));
|
|
// add r0.y, r0.w, -c97.x
|
|
temp0.y = temp0.w + -PointLight[2].Range_Inner_Outer.x;
|
|
// add r0.z, -c97.x, c97.y
|
|
temp0.z = -PointLight[2].Range_Inner_Outer.x + PointLight[2].Range_Inner_Outer.y;
|
|
// rcp r0.z, r0.z
|
|
temp0.z = 1.0f / temp0.z;
|
|
// mad r0.y, r0.y, -r0.z, c2.x
|
|
temp0.y = temp0.y * -temp0.z + float1(1);
|
|
// max r0.y, r0.y, c0.w
|
|
temp0.y = max(temp0.y, float1(0));
|
|
// min r0.y, r0.y, c2.x
|
|
temp0.y = min(temp0.y, float1(1));
|
|
// mul r0.y, r0.y, r0.y
|
|
temp0.y = temp0.y * temp0.y;
|
|
// mul r0.yzw, r0.y, c95.xxyz
|
|
temp0.yzw = temp0.yyy * PointLight[2].Color.xyz;
|
|
// mul r0.xyz, r0.x, r0.yzww
|
|
temp0.xyz = temp0.xxx * temp0.yzw;
|
|
// mad r0.xyz, c14.x, r0, r2
|
|
temp0.xyz = expr14.xxx * temp0.xyz + temp2.xyz;
|
|
// mul r0.xyz, r0, c16
|
|
temp0.xyz = temp0.xyz * DiffuseColor.xyz;
|
|
// mov r2.xyz, c4
|
|
temp2.xyz = AmbientLightColor.xyz;
|
|
// mad r0.xyz, r2, c15, r0
|
|
temp0.xyz = temp2.xyz * AmbientColor.xyz + temp0.xyz;
|
|
// mov r0.w, c1.x
|
|
temp0.w = OpacityOverride.x;
|
|
// mul oD0, r0, -c0.z
|
|
o.color = temp0 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mov r1.w, c2.x
|
|
temp1.w = float1(1);
|
|
// dp4 oPos.x, r1, c119
|
|
o.position.x = dot(temp1, (ViewProjection._m00_m10_m20_m30));
|
|
// dp4 oPos.y, r1, c120
|
|
o.position.y = dot(temp1, (ViewProjection._m01_m11_m21_m31));
|
|
// dp4 oPos.z, r1, c121
|
|
o.position.z = dot(temp1, (ViewProjection._m02_m12_m22_m32));
|
|
// dp4 oPos.w, r1, c122
|
|
o.position.w = dot(temp1, (ViewProjection._m03_m13_m23_m33));
|
|
// add r0.xy, r1, c20.zwzw
|
|
temp0.xy = temp1.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT1.xy, r0, c20
|
|
o.texcoord1 = temp0 * Shroud.ScaleUV_OffsetUV;
|
|
// mov oT0.xy, v3
|
|
o.texcoord = i.texcoord;
|
|
// dp4 r0.x, r1, c113
|
|
temp0.x = dot(temp1, (ShadowMapWorldToShadow._m00_m10_m20_m30));
|
|
// dp4 r0.y, r1, c114
|
|
temp0.y = dot(temp1, (ShadowMapWorldToShadow._m01_m11_m21_m31));
|
|
// dp4 r0.z, r1, c115
|
|
temp0.z = dot(temp1, (ShadowMapWorldToShadow._m02_m12_m22_m32));
|
|
// dp4 r0.w, r1, c116
|
|
temp0.w = dot(temp1, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// rcp r1.x, r0.w
|
|
temp1.x = 1.0f / temp0.w;
|
|
// mov oT2.w, r0.w
|
|
o.texcoord2.w = temp0.w;
|
|
// mad oT2.xyz, r0, r1.x, c21.xxyw
|
|
o.texcoord2.xyz = temp0.xyz * temp1.xxx + float3(0, 0, -0.0015);
|
|
// mov oD1.x, c2.x
|
|
o.color1 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
VertexShader VS_Array[2] = {
|
|
compile vs_2_0 VS_Array_Shader_0(), // 43
|
|
compile vs_2_0 VS_Array_Shader_1(), // 44
|
|
};
|
|
// PS_Array_Shader_0 Pixel_2_0 Has PRES False
|
|
struct PS_Array_Shader_0_Input
|
|
{
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float3 texcoord3 : TEXCOORD3;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
float4 PS_Array_Shader_0(PS_Array_Shader_0_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3;
|
|
float3 temp4;
|
|
// def c0, 2.2, 2, 0, 0
|
|
// dcl t0.xy
|
|
// dcl t1.xy
|
|
// dcl t3.xyz
|
|
// dcl v0
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(DiffuseTextureSampler, i.texcoord.xy);
|
|
// texld r1, t1, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord1.xy);
|
|
// mov r2.xyz, c0.y
|
|
temp2.xyz = float3(2, 2, 2);
|
|
// mov r3.xyz, v0
|
|
temp3.xyz = i.color.xyz;
|
|
// mad r2.xyz, r3, r2, t3
|
|
temp2.xyz = temp3.xyz * temp2.xyz + i.texcoord3.xyz;
|
|
// mov r3.w, c0.y
|
|
temp3.w = float1(2);
|
|
// log r4.x, r0.x
|
|
temp4.x = log2(temp0.x);
|
|
// log r4.y, r0.y
|
|
temp4.y = log2(temp0.y);
|
|
// log r4.z, r0.z
|
|
temp4.z = log2(temp0.z);
|
|
// mul r0.xyz, r4, c0.x
|
|
temp0.xyz = temp4.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r3.x, r0.x
|
|
temp3.x = exp2(temp0.x);
|
|
// exp r3.y, r0.y
|
|
temp3.y = exp2(temp0.y);
|
|
// exp r3.z, r0.z
|
|
temp3.z = exp2(temp0.z);
|
|
// mul r2.w, r0.w, v0.w
|
|
temp2.w = temp0.w * i.color.w;
|
|
// mul r0, r2, r3
|
|
temp0 = temp2 * temp3;
|
|
// mul r0.xyz, r1, r0
|
|
temp0.xyz = temp1.xyz * temp0.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_Array_Shader_1 Pixel_2_0 Has PRES False
|
|
struct PS_Array_Shader_1_Input
|
|
{
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float3 texcoord2 : TEXCOORD2;
|
|
float3 texcoord3 : TEXCOORD3;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
float4 PS_Array_Shader_1(PS_Array_Shader_1_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
// def c0, 2.2, 2, 1, 0
|
|
// def c1, 0.25, 0, 0, 0
|
|
// dcl t0.xy
|
|
// dcl t1.xy
|
|
// dcl t2.xyz
|
|
// dcl t3.xyz
|
|
// dcl v0
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, t2, c11.zxyw
|
|
temp0.xy = i.texcoord2.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t2, c11.yzxw
|
|
temp1.xy = i.texcoord2.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t2, c11.wzyx
|
|
temp2.xy = i.texcoord2.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t2, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord2.xy);
|
|
// texld r4, t0, s1
|
|
temp4 = tex2D(DiffuseTextureSampler, i.texcoord.xy);
|
|
// texld r5, t1, s2
|
|
temp5 = tex2D(ShroudTextureSampler, i.texcoord1.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t2.z
|
|
temp0 = temp3 + -i.texcoord2.z;
|
|
// cmp r0, r0, c0.z, c0.w
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r5.w, c0.z, r0
|
|
temp5.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r5.w, r5.w, c1.x
|
|
temp5.w = temp5.w * float1(0.25);
|
|
// mov r0.xyz, c0.y
|
|
temp0.xyz = float3(2, 2, 2);
|
|
// mov r0.w, r4.w
|
|
temp0.w = temp4.w;
|
|
// mul r0, r0, v0
|
|
temp0 = temp0 * i.color;
|
|
// mad r0.xyz, t3, r5.w, r0
|
|
temp0.xyz = i.texcoord3.xyz * temp5.www + temp0.xyz;
|
|
// mov r1.w, c0.y
|
|
temp1.w = float1(2);
|
|
// log r2.x, r4.x
|
|
temp2.x = log2(temp4.x);
|
|
// log r2.y, r4.y
|
|
temp2.y = log2(temp4.y);
|
|
// log r2.z, r4.z
|
|
temp2.z = log2(temp4.z);
|
|
// mul r2.xyz, r2, c0.x
|
|
temp2.xyz = temp2.xyz * float3(2.2, 2.2, 2.2);
|
|
// exp r1.x, r2.x
|
|
temp1.x = exp2(temp2.x);
|
|
// exp r1.y, r2.y
|
|
temp1.y = exp2(temp2.y);
|
|
// exp r1.z, r2.z
|
|
temp1.z = exp2(temp2.z);
|
|
// mul r0, r0, r1
|
|
temp0 = temp0 * temp1;
|
|
// mul r0.xyz, r5, r0
|
|
temp0.xyz = temp5.xyz * temp0.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
PixelShader PS_Array[2] = {
|
|
compile ps_2_0 PS_Array_Shader_0(), // 45
|
|
compile ps_2_0 PS_Array_Shader_1(), // 46
|
|
};
|
|
// VS_M_Array_Shader_0 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_0_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_0_Output
|
|
{
|
|
float3 texcoord3 : TEXCOORD3;
|
|
float4 color : COLOR;
|
|
float4 position : POSITION;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord : TEXCOORD;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
float color1 : COLOR1;
|
|
};
|
|
|
|
VS_M_Array_Shader_0_Output VS_M_Array_Shader_0(VS_M_Array_Shader_0_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 17
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 1
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 17
|
|
Unknown6: 1
|
|
Mappings: 1
|
|
0 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr17;
|
|
{
|
|
// Expression_2_1
|
|
// mul c17.x, c0.x, c1.x
|
|
expr17.x = Phase1.x * Time.x;
|
|
}
|
|
|
|
VS_M_Array_Shader_0_Output o;
|
|
float4 temp0, temp1;
|
|
float temp2;
|
|
// def c0, 1, 0, 0.1591549, 0.25
|
|
// def c2, 6.283185, -3.141593, -2.523985E-07, 2.47609E-05
|
|
// def c3, -0.00138884, 0.04166664, -0.5, 0.5
|
|
// def c18, 0, -0.0015, 0, 0
|
|
// dcl_position v0
|
|
// dcl_normal v1
|
|
// dcl_texcoord v2
|
|
// dcl_color v3
|
|
// dp3 r0.x, v1, c124
|
|
temp0.x = dot(i.normal.xyz, (World._m00_m10_m20_m30).xyz);
|
|
// dp3 r0.y, v1, c125
|
|
temp0.y = dot(i.normal.xyz, (World._m01_m11_m21_m31).xyz);
|
|
// dp3 r0.z, v1, c126
|
|
temp0.z = dot(i.normal.xyz, (World._m02_m12_m22_m32).xyz);
|
|
// dp3 r0.w, r0, c6
|
|
temp0.w = dot(temp0.xyz, DirectionalLight[0].Direction.xyz);
|
|
// max r0.w, r0.w, c0.y
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r1.xyz, r0.w, c5
|
|
temp1.xyz = temp0.www * DirectionalLight[0].Color.xyz;
|
|
// mul oT3.xyz, r1, c12
|
|
o.texcoord3 = temp1 * DiffuseColor;
|
|
// dp3 r0.w, r0, c10
|
|
temp0.w = dot(temp0.xyz, DirectionalLight[2].Direction.xyz);
|
|
// dp3 r0.x, r0, c8
|
|
temp0.x = dot(temp0.xyz, DirectionalLight[1].Direction.xyz);
|
|
// max r0.y, r0.w, c0.y
|
|
temp0.y = max(temp0.w, float1(0));
|
|
// mul r0.yzw, r0.y, c9.xxyz
|
|
temp0.yzw = temp0.yyy * DirectionalLight[2].Color.xyz;
|
|
// max r0.x, r0.x, c0.y
|
|
temp0.x = max(temp0.x, float1(0));
|
|
// mad r0.xyz, c7, r0.x, r0.yzww
|
|
temp0.xyz = DirectionalLight[1].Color.xyz * temp0.xxx + temp0.yzw;
|
|
// mul r0.xyz, r0, c12
|
|
temp0.xyz = temp0.xyz * DiffuseColor.xyz;
|
|
// mov r1.xyz, c4
|
|
temp1.xyz = AmbientLightColor.xyz;
|
|
// mad r0.xyz, r1, c11, r0
|
|
temp0.xyz = temp1.xyz * AmbientColor.xyz + temp0.xyz;
|
|
// mov r0.w, c1.x
|
|
temp0.w = OpacityOverride.x;
|
|
// mul oD0, r0, c3.w
|
|
o.color = temp0 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mad r0, v0.xyzx, c0.xxxy, c0.yyyx
|
|
temp0 = i.position.xyzx * float4(1, 1, 1, 0) + float4(0, 0, 0, 1);
|
|
// dp4 r1.x, r0, c124
|
|
temp1.x = dot(temp0, (World._m00_m10_m20_m30));
|
|
// frc r1.w, r1.x
|
|
temp1.w = frac(temp1.x);
|
|
// mov r2.x, c15.x
|
|
temp2.x = Freq1.x;
|
|
// mad r1.w, r1.w, r2.x, c17.x
|
|
temp1.w = temp1.w * temp2.x + expr17.x;
|
|
// mad r1.w, r1.w, c0.z, c0.w
|
|
temp1.w = temp1.w * float1(0.15915494) + float1(0.25);
|
|
// frc r1.w, r1.w
|
|
temp1.w = frac(temp1.w);
|
|
// mad r1.w, r1.w, c2.x, c2.y
|
|
temp1.w = temp1.w * float1(6.2831855) + float1(-3.1415927);
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mad r2.x, r1.w, c2.z, c2.w
|
|
temp2.x = temp1.w * float1(-2.523985E-07) + float1(2.47609E-05);
|
|
// mad r2.x, r1.w, r2.x, c3.x
|
|
temp2.x = temp1.w * temp2.x + float1(-0.0013888397);
|
|
// mad r2.x, r1.w, r2.x, c3.y
|
|
temp2.x = temp1.w * temp2.x + float1(0.04166664);
|
|
// mad r2.x, r1.w, r2.x, c3.z
|
|
temp2.x = temp1.w * temp2.x + float1(-0.5);
|
|
// mad r1.w, r1.w, r2.x, c0.x
|
|
temp1.w = temp1.w * temp2.x + float1(1);
|
|
// mul r1.w, r1.w, c14.x
|
|
temp1.w = temp1.w * Amp1.x;
|
|
// mul r1.w, r1.w, v3.w
|
|
temp1.w = temp1.w * i.color.w;
|
|
// dp4 r1.y, r0, c125
|
|
temp1.y = dot(temp0, (World._m01_m11_m21_m31));
|
|
// dp4 r1.z, r0, c126
|
|
temp1.z = dot(temp0, (World._m02_m12_m22_m32));
|
|
// mad r0.xyz, c13.x, r1.w, r1
|
|
temp0.xyz = SwayEnable.xxx * temp1.www + temp1.xyz;
|
|
// mov r0.w, c0.x
|
|
temp0.w = float1(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));
|
|
// add r1.xy, r0, c16.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT1.xy, r1, c16
|
|
o.texcoord1 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// mov oT0.xy, v2
|
|
o.texcoord = i.texcoord;
|
|
// dp4 r1.x, r0, c113
|
|
temp1.x = dot(temp0, (ShadowMapWorldToShadow._m00_m10_m20_m30));
|
|
// dp4 r1.y, r0, c114
|
|
temp1.y = dot(temp0, (ShadowMapWorldToShadow._m01_m11_m21_m31));
|
|
// dp4 r1.z, r0, c115
|
|
temp1.z = dot(temp0, (ShadowMapWorldToShadow._m02_m12_m22_m32));
|
|
// dp4 r0.x, r0, c116
|
|
temp0.x = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// rcp r0.y, r0.x
|
|
temp0.y = 1.0f / temp0.x;
|
|
// mov oT2.w, r0.x
|
|
o.texcoord2.w = temp0.x;
|
|
// mad oT2.xyz, r1, r0.y, c18.xxyw
|
|
o.texcoord2.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015);
|
|
// mov oD1.x, c0.x
|
|
o.color1 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VS_M_Array_Shader_1 Vertex_2_0 Has PRES True
|
|
struct VS_M_Array_Shader_1_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 normal : NORMAL;
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VS_M_Array_Shader_1_Output
|
|
{
|
|
float3 texcoord3 : TEXCOORD3;
|
|
float4 color : COLOR;
|
|
float4 position : POSITION;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float2 texcoord : TEXCOORD;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
float color1 : COLOR1;
|
|
};
|
|
|
|
VS_M_Array_Shader_1_Output VS_M_Array_Shader_1(VS_M_Array_Shader_1_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 17
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 1
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 17
|
|
Unknown6: 1
|
|
Mappings: 1
|
|
0 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr17;
|
|
{
|
|
// Expression_2_1
|
|
// mul c17.x, c0.x, c1.x
|
|
expr17.x = Phase1.x * Time.x;
|
|
}
|
|
|
|
VS_M_Array_Shader_1_Output o;
|
|
float4 temp0, temp1;
|
|
float addr0;
|
|
// def c0, 1, -1, 0.1591549, 0.25
|
|
// def c2, 6.283185, -3.141593, -2.523985E-07, 2.47609E-05
|
|
// def c3, -0.00138884, 0.04166664, -0.5, 0
|
|
// def c18, 0, -0.0015, 0, 0
|
|
// dcl_position v0
|
|
// dcl_normal v1
|
|
// dcl_blendindices v2
|
|
// dcl_texcoord v3
|
|
// dcl_color v4
|
|
// add r0.x, v2.x, v2.x
|
|
temp0.x = i.blendindices.x + i.blendindices.x;
|
|
// frc r0.y, r0.x
|
|
temp0.y = frac(temp0.x);
|
|
// add r0.z, r0.x, -r0.y
|
|
temp0.z = temp0.x + -temp0.y;
|
|
// slt r0.y, -r0.y, r0.y
|
|
temp0.y = (-temp0.y < temp0.y) ? 1 : 0;
|
|
// slt r0.x, r0.x, -r0.x
|
|
temp0.x = (temp0.x < -temp0.x) ? 1 : 0;
|
|
// mad r0.x, r0.x, r0.y, r0.z
|
|
temp0.x = temp0.x * temp0.y + temp0.z;
|
|
// mova a0.x, r0.x
|
|
addr0.x = temp0.x;
|
|
// mul r0, v1.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.normal.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v1.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.normal.xyzx + temp0;
|
|
// mul r1, v1.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.normal.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c0.xxxy, -r1
|
|
temp0 = temp0 * float4(1, 1, 1, -1) + -temp1;
|
|
// mul r1.xyz, r0.w, c128[a0.x]
|
|
temp1.xyz = temp0.www * WorldBones[0 + addr0.x].xyz;
|
|
// mad r1.xyz, c128[a0.x].w, r0, -r1
|
|
temp1.xyz = WorldBones[0 + addr0.x].www * temp0.xyz + -temp1.xyz;
|
|
// mad r1.xyz, c128[a0.x].yzxw, r0.zxyw, r1
|
|
temp1.xyz = WorldBones[0 + addr0.x].yzx * temp0.zxy + temp1.xyz;
|
|
// mad r0.xyz, c128[a0.x].zxyw, -r0.yzxw, r1
|
|
temp0.xyz = WorldBones[0 + addr0.x].zxy * -temp0.yzx + temp1.xyz;
|
|
// dp3 r0.w, r0, c6
|
|
temp0.w = dot(temp0.xyz, DirectionalLight[0].Direction.xyz);
|
|
// max r0.w, r0.w, c3.w
|
|
temp0.w = max(temp0.w, float1(0));
|
|
// mul r1.xyz, r0.w, c5
|
|
temp1.xyz = temp0.www * DirectionalLight[0].Color.xyz;
|
|
// mul oT3.xyz, r1, c12
|
|
o.texcoord3 = temp1 * DiffuseColor;
|
|
// dp3 r0.w, r0, c10
|
|
temp0.w = dot(temp0.xyz, DirectionalLight[2].Direction.xyz);
|
|
// dp3 r0.x, r0, c8
|
|
temp0.x = dot(temp0.xyz, DirectionalLight[1].Direction.xyz);
|
|
// max r0.y, r0.w, c3.w
|
|
temp0.y = max(temp0.w, float1(0));
|
|
// mul r0.yzw, r0.y, c9.xxyz
|
|
temp0.yzw = temp0.yyy * DirectionalLight[2].Color.xyz;
|
|
// max r0.x, r0.x, c3.w
|
|
temp0.x = max(temp0.x, float1(0));
|
|
// mad r0.xyz, c7, r0.x, r0.yzww
|
|
temp0.xyz = DirectionalLight[1].Color.xyz * temp0.xxx + temp0.yzw;
|
|
// mul r0.xyz, r0, c12
|
|
temp0.xyz = temp0.xyz * DiffuseColor.xyz;
|
|
// mov r1.xyz, c4
|
|
temp1.xyz = AmbientLightColor.xyz;
|
|
// mad r0.xyz, r1, c11, r0
|
|
temp0.xyz = temp1.xyz * AmbientColor.xyz + temp0.xyz;
|
|
// mov r0.w, c1.x
|
|
temp0.w = OpacityOverride.x;
|
|
// mul oD0, r0, -c3.z
|
|
o.color = temp0 * float4(0.5, 0.5, 0.5, 0.5);
|
|
// mul r0, v0.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v0.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v0.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c0.xxxy, -r1
|
|
temp0 = temp0 * float4(1, 1, 1, -1) + -temp1;
|
|
// mul r1.xyz, r0.w, c128[a0.x]
|
|
temp1.xyz = temp0.www * WorldBones[0 + addr0.x].xyz;
|
|
// mad r1.xyz, c128[a0.x].w, r0, -r1
|
|
temp1.xyz = WorldBones[0 + addr0.x].www * temp0.xyz + -temp1.xyz;
|
|
// mad r1.xyz, c128[a0.x].yzxw, r0.zxyw, r1
|
|
temp1.xyz = WorldBones[0 + addr0.x].yzx * temp0.zxy + temp1.xyz;
|
|
// mad r0.xyz, c128[a0.x].zxyw, -r0.yzxw, r1
|
|
temp0.xyz = WorldBones[0 + addr0.x].zxy * -temp0.yzx + temp1.xyz;
|
|
// add r0.xyz, r0, c129[a0.x]
|
|
temp0.xyz = temp0.xyz + WorldBones[1 + addr0.x].xyz;
|
|
// frc r0.w, r0.x
|
|
temp0.w = frac(temp0.x);
|
|
// mov r1.x, c15.x
|
|
temp1.x = Freq1.x;
|
|
// mad r0.w, r0.w, r1.x, c17.x
|
|
temp0.w = temp0.w * temp1.x + expr17.x;
|
|
// mad r0.w, r0.w, c0.z, c0.w
|
|
temp0.w = temp0.w * float1(0.15915494) + float1(0.25);
|
|
// frc r0.w, r0.w
|
|
temp0.w = frac(temp0.w);
|
|
// mad r0.w, r0.w, c2.x, c2.y
|
|
temp0.w = temp0.w * float1(6.2831855) + float1(-3.1415927);
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mad r1.x, r0.w, c2.z, c2.w
|
|
temp1.x = temp0.w * float1(-2.523985E-07) + float1(2.47609E-05);
|
|
// mad r1.x, r0.w, r1.x, c3.x
|
|
temp1.x = temp0.w * temp1.x + float1(-0.0013888397);
|
|
// mad r1.x, r0.w, r1.x, c3.y
|
|
temp1.x = temp0.w * temp1.x + float1(0.04166664);
|
|
// mad r1.x, r0.w, r1.x, c3.z
|
|
temp1.x = temp0.w * temp1.x + float1(-0.5);
|
|
// mad r0.w, r0.w, r1.x, c0.x
|
|
temp0.w = temp0.w * temp1.x + float1(1);
|
|
// mul r0.w, r0.w, c14.x
|
|
temp0.w = temp0.w * Amp1.x;
|
|
// mul r0.w, r0.w, v4.w
|
|
temp0.w = temp0.w * i.color.w;
|
|
// mad r0.xyz, c13.x, r0.w, r0
|
|
temp0.xyz = SwayEnable.xxx * temp0.www + temp0.xyz;
|
|
// mov r0.w, c0.x
|
|
temp0.w = float1(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));
|
|
// add r1.xy, r0, c16.zwzw
|
|
temp1.xy = temp0.xy + Shroud.ScaleUV_OffsetUV.zw;
|
|
// mul oT1.xy, r1, c16
|
|
o.texcoord1 = temp1 * Shroud.ScaleUV_OffsetUV;
|
|
// mov oT0.xy, v3
|
|
o.texcoord = i.texcoord;
|
|
// dp4 r1.x, r0, c113
|
|
temp1.x = dot(temp0, (ShadowMapWorldToShadow._m00_m10_m20_m30));
|
|
// dp4 r1.y, r0, c114
|
|
temp1.y = dot(temp0, (ShadowMapWorldToShadow._m01_m11_m21_m31));
|
|
// dp4 r1.z, r0, c115
|
|
temp1.z = dot(temp0, (ShadowMapWorldToShadow._m02_m12_m22_m32));
|
|
// dp4 r0.x, r0, c116
|
|
temp0.x = dot(temp0, (ShadowMapWorldToShadow._m03_m13_m23_m33));
|
|
// rcp r0.y, r0.x
|
|
temp0.y = 1.0f / temp0.x;
|
|
// mov oT2.w, r0.x
|
|
o.texcoord2.w = temp0.x;
|
|
// mad oT2.xyz, r1, r0.y, c18.xxyw
|
|
o.texcoord2.xyz = temp1.xyz * temp0.yyy + float3(0, 0, -0.0015);
|
|
// mov oD1.x, c0.x
|
|
o.color1 = float4(1, 1, 1, 1);
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
VertexShader VS_M_Array[2] = {
|
|
compile vs_2_0 VS_M_Array_Shader_0(), // 49
|
|
compile vs_2_0 VS_M_Array_Shader_1(), // 50
|
|
};
|
|
// PS_M_Array_Shader_0 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_0_Input
|
|
{
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float3 texcoord3 : TEXCOORD3;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_0(PS_M_Array_Shader_0_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2;
|
|
float3 temp3;
|
|
// def c0, 2, 0, 0, 0
|
|
// dcl t0.xy
|
|
// dcl t1.xy
|
|
// dcl t3.xyz
|
|
// dcl v0
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(DiffuseTextureSampler, i.texcoord.xy);
|
|
// texld r1, t1, s1
|
|
temp1 = tex2D(ShroudTextureSampler, i.texcoord1.xy);
|
|
// mov r2.xyz, c0.x
|
|
temp2.xyz = float3(2, 2, 2);
|
|
// mov r3.xyz, v0
|
|
temp3.xyz = i.color.xyz;
|
|
// mad r2.xyz, r3, r2, t3
|
|
temp2.xyz = temp3.xyz * temp2.xyz + i.texcoord3.xyz;
|
|
// mul r2.w, r0.w, v0.w
|
|
temp2.w = temp0.w * i.color.w;
|
|
// mov r0.w, c0.x
|
|
temp0.w = float1(2);
|
|
// mul r0, r2, r0
|
|
temp0 = temp2 * temp0;
|
|
// mul r0.xyz, r1, r0
|
|
temp0.xyz = temp1.xyz * temp0.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// PS_M_Array_Shader_1 Pixel_2_0 Has PRES False
|
|
struct PS_M_Array_Shader_1_Input
|
|
{
|
|
float2 texcoord : TEXCOORD;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
float3 texcoord2 : TEXCOORD2;
|
|
float3 texcoord3 : TEXCOORD3;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
float4 PS_M_Array_Shader_1(PS_M_Array_Shader_1_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0, temp1, temp2, temp3, temp4, temp5;
|
|
// def c0, 2, 1, 0, 0.25
|
|
// dcl t0.xy
|
|
// dcl t1.xy
|
|
// dcl t2.xyz
|
|
// dcl t3.xyz
|
|
// dcl v0
|
|
// dcl_2d s0
|
|
// dcl_2d s1
|
|
// dcl_2d s2
|
|
// add r0.xy, t2, c11.zxyw
|
|
temp0.xy = i.texcoord2.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.zx;
|
|
// add r1.xy, t2, c11.yzxw
|
|
temp1.xy = i.texcoord2.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.yz;
|
|
// add r2.xy, t2, c11.wzyx
|
|
temp2.xy = i.texcoord2.xy + Shadowmap_Zero_Zero_OneOverMapSize_OneOverMapSize.wz;
|
|
// texld r0, r0, s0
|
|
temp0 = tex2D(ShadowMapSampler, temp0.xy);
|
|
// texld r1, r1, s0
|
|
temp1 = tex2D(ShadowMapSampler, temp1.xy);
|
|
// texld r2, r2, s0
|
|
temp2 = tex2D(ShadowMapSampler, temp2.xy);
|
|
// texld r3, t2, s0
|
|
temp3 = tex2D(ShadowMapSampler, i.texcoord2.xy);
|
|
// texld r4, t0, s1
|
|
temp4 = tex2D(DiffuseTextureSampler, i.texcoord.xy);
|
|
// texld r5, t1, s2
|
|
temp5 = tex2D(ShroudTextureSampler, i.texcoord1.xy);
|
|
// mov r3.y, r0.x
|
|
temp3.y = temp0.x;
|
|
// mov r3.z, r1.x
|
|
temp3.z = temp1.x;
|
|
// mov r3.w, r2.x
|
|
temp3.w = temp2.x;
|
|
// add r0, r3, -t2.z
|
|
temp0 = temp3 + -i.texcoord2.z;
|
|
// cmp r0, r0, c0.y, c0.z
|
|
temp0 = (temp0 >= 0) ? float4(1, 1, 1, 1) : float4(0, 0, 0, 0);
|
|
// dp4 r5.w, c0.y, r0
|
|
temp5.w = dot(float4(1, 1, 1, 1), temp0);
|
|
// mul r5.w, r5.w, c0.w
|
|
temp5.w = temp5.w * float1(0.25);
|
|
// mov r0.xyz, c0.x
|
|
temp0.xyz = float3(2, 2, 2);
|
|
// mov r0.w, r4.w
|
|
temp0.w = temp4.w;
|
|
// mul r0, r0, v0
|
|
temp0 = temp0 * i.color;
|
|
// mad r0.xyz, t3, r5.w, r0
|
|
temp0.xyz = i.texcoord3.xyz * temp5.www + temp0.xyz;
|
|
// mov r4.w, c0.x
|
|
temp4.w = float1(2);
|
|
// mul r0, r4, r0
|
|
temp0 = temp4 * temp0;
|
|
// mul r0.xyz, r5, r0
|
|
temp0.xyz = temp5.xyz * temp0.xyz;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
PixelShader PS_M_Array[2] = {
|
|
compile ps_2_0 PS_M_Array_Shader_0(), // 51
|
|
compile ps_2_0 PS_M_Array_Shader_1(), // 52
|
|
};
|
|
// VSCreateShadowMap_Array_Shader_0 Vertex_2_0 Has PRES True
|
|
struct VSCreateShadowMap_Array_Shader_0_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VSCreateShadowMap_Array_Shader_0_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float texcoord1 : TEXCOORD1;
|
|
float2 texcoord : TEXCOORD;
|
|
};
|
|
|
|
VSCreateShadowMap_Array_Shader_0_Output VSCreateShadowMap_Array_Shader_0(VSCreateShadowMap_Array_Shader_0_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 14
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 1
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 14
|
|
Unknown6: 1
|
|
Mappings: 1
|
|
0 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr14;
|
|
{
|
|
// Expression_2_1
|
|
// mul c14.x, c0.x, c1.x
|
|
expr14.x = Phase1.x * Time.x;
|
|
}
|
|
|
|
VSCreateShadowMap_Array_Shader_0_Output o;
|
|
float4 temp0, temp1;
|
|
float temp2;
|
|
// def c0, 1, 0, 0.1591549, 0.25
|
|
// def c1, 6.283185, -3.141593, -2.523985E-07, 2.47609E-05
|
|
// def c2, -0.00138884, 0.04166664, -0.5, 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 r1.x, r0, c124
|
|
temp1.x = dot(temp0, (World._m00_m10_m20_m30));
|
|
// frc r1.w, r1.x
|
|
temp1.w = frac(temp1.x);
|
|
// mov r2.x, c13.x
|
|
temp2.x = Freq1.x;
|
|
// mad r1.w, r1.w, r2.x, c14.x
|
|
temp1.w = temp1.w * temp2.x + expr14.x;
|
|
// mad r1.w, r1.w, c0.z, c0.w
|
|
temp1.w = temp1.w * float1(0.15915494) + float1(0.25);
|
|
// frc r1.w, r1.w
|
|
temp1.w = frac(temp1.w);
|
|
// mad r1.w, r1.w, c1.x, c1.y
|
|
temp1.w = temp1.w * float1(6.2831855) + float1(-3.1415927);
|
|
// mul r1.w, r1.w, r1.w
|
|
temp1.w = temp1.w * temp1.w;
|
|
// mad r2.x, r1.w, c1.z, c1.w
|
|
temp2.x = temp1.w * float1(-2.523985E-07) + float1(2.47609E-05);
|
|
// mad r2.x, r1.w, r2.x, c2.x
|
|
temp2.x = temp1.w * temp2.x + float1(-0.0013888397);
|
|
// mad r2.x, r1.w, r2.x, c2.y
|
|
temp2.x = temp1.w * temp2.x + float1(0.04166664);
|
|
// mad r2.x, r1.w, r2.x, c2.z
|
|
temp2.x = temp1.w * temp2.x + float1(-0.5);
|
|
// mad r1.w, r1.w, r2.x, c0.x
|
|
temp1.w = temp1.w * temp2.x + float1(1);
|
|
// mul r1.w, r1.w, c12.x
|
|
temp1.w = temp1.w * Amp1.x;
|
|
// mul r1.w, r1.w, v2.w
|
|
temp1.w = temp1.w * i.color.w;
|
|
// dp4 r1.y, r0, c125
|
|
temp1.y = dot(temp0, (World._m01_m11_m21_m31));
|
|
// dp4 r1.z, r0, c126
|
|
temp1.z = dot(temp0, (World._m02_m12_m22_m32));
|
|
// mad r0.xyz, c11.x, r1.w, r1
|
|
temp0.xyz = SwayEnable.xxx * temp1.www + temp1.xyz;
|
|
// mov r0.w, c0.x
|
|
temp0.w = float1(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 r1.y, r0, c122
|
|
temp1.y = dot(temp0, (ViewProjection._m03_m13_m23_m33));
|
|
// dp4 r1.x, r0, c121
|
|
temp1.x = dot(temp0, (ViewProjection._m02_m12_m22_m32));
|
|
// rcp r0.x, r1.y
|
|
temp0.x = 1.0f / temp1.y;
|
|
// mov oPos.zw, r1.xyxy
|
|
o.position.zw = temp1.xy;
|
|
// mul oT1.x, r1.x, r0.x
|
|
o.texcoord1 = temp1.x * temp0.x;
|
|
// mov oT0.xy, v1
|
|
o.texcoord = i.texcoord;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
// VSCreateShadowMap_Array_Shader_1 Vertex_2_0 Has PRES True
|
|
struct VSCreateShadowMap_Array_Shader_1_Input
|
|
{
|
|
float4 position : POSITION;
|
|
float4 blendindices : BLENDINDICES;
|
|
float4 texcoord : TEXCOORD;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct VSCreateShadowMap_Array_Shader_1_Output
|
|
{
|
|
float4 position : POSITION;
|
|
float texcoord1 : TEXCOORD1;
|
|
float2 texcoord : TEXCOORD;
|
|
};
|
|
|
|
VSCreateShadowMap_Array_Shader_1_Output VSCreateShadowMap_Array_Shader_1(VSCreateShadowMap_Array_Shader_1_Input i)
|
|
{
|
|
/*
|
|
PRSI
|
|
OutputRegisterOffset: 14
|
|
Unknown1: 0
|
|
Unknown2: 0
|
|
OutputRegisterCount: 1
|
|
Unknown3: 0
|
|
Unknown4: 0
|
|
Unknown5: 14
|
|
Unknown6: 1
|
|
Mappings: 1
|
|
0 - ConstOutput: 0 ConstInput 0
|
|
|
|
*/
|
|
float4 expr14;
|
|
{
|
|
// Expression_2_1
|
|
// mul c14.x, c0.x, c1.x
|
|
expr14.x = Phase1.x * Time.x;
|
|
}
|
|
|
|
VSCreateShadowMap_Array_Shader_1_Output o;
|
|
float4 temp0, temp1;
|
|
float addr0;
|
|
// def c0, 1, -1, 0.1591549, 0.25
|
|
// def c1, 6.283185, -3.141593, -2.523985E-07, 2.47609E-05
|
|
// def c2, -0.00138884, 0.04166664, -0.5, 0
|
|
// dcl_position v0
|
|
// dcl_blendindices v1
|
|
// dcl_texcoord v2
|
|
// dcl_color v3
|
|
// add r0.x, v1.x, v1.x
|
|
temp0.x = i.blendindices.x + i.blendindices.x;
|
|
// frc r0.y, r0.x
|
|
temp0.y = frac(temp0.x);
|
|
// add r0.z, r0.x, -r0.y
|
|
temp0.z = temp0.x + -temp0.y;
|
|
// slt r0.y, -r0.y, r0.y
|
|
temp0.y = (-temp0.y < temp0.y) ? 1 : 0;
|
|
// slt r0.x, r0.x, -r0.x
|
|
temp0.x = (temp0.x < -temp0.x) ? 1 : 0;
|
|
// mad r0.x, r0.x, r0.y, r0.z
|
|
temp0.x = temp0.x * temp0.y + temp0.z;
|
|
// mova a0.x, r0.x
|
|
addr0.x = temp0.x;
|
|
// mul r0, v0.zxyy, c128[a0.x].yzxy
|
|
temp0 = i.position.zxyy * WorldBones[0 + addr0.x].yzxy;
|
|
// mad r0, c128[a0.x].wwwx, v0.xyzx, r0
|
|
temp0 = WorldBones[0 + addr0.x].wwwx * i.position.xyzx + temp0;
|
|
// mul r1, v0.yzxz, c128[a0.x].zxyz
|
|
temp1 = i.position.yzxz * WorldBones[0 + addr0.x].zxyz;
|
|
// mad r0, r0, c0.xxxy, -r1
|
|
temp0 = temp0 * float4(1, 1, 1, -1) + -temp1;
|
|
// mul r1.xyz, r0.w, c128[a0.x]
|
|
temp1.xyz = temp0.www * WorldBones[0 + addr0.x].xyz;
|
|
// mad r1.xyz, c128[a0.x].w, r0, -r1
|
|
temp1.xyz = WorldBones[0 + addr0.x].www * temp0.xyz + -temp1.xyz;
|
|
// mad r1.xyz, c128[a0.x].yzxw, r0.zxyw, r1
|
|
temp1.xyz = WorldBones[0 + addr0.x].yzx * temp0.zxy + temp1.xyz;
|
|
// mad r0.xyz, c128[a0.x].zxyw, -r0.yzxw, r1
|
|
temp0.xyz = WorldBones[0 + addr0.x].zxy * -temp0.yzx + temp1.xyz;
|
|
// add r0.xyz, r0, c129[a0.x]
|
|
temp0.xyz = temp0.xyz + WorldBones[1 + addr0.x].xyz;
|
|
// frc r0.w, r0.x
|
|
temp0.w = frac(temp0.x);
|
|
// mov r1.x, c13.x
|
|
temp1.x = Freq1.x;
|
|
// mad r0.w, r0.w, r1.x, c14.x
|
|
temp0.w = temp0.w * temp1.x + expr14.x;
|
|
// mad r0.w, r0.w, c0.z, c0.w
|
|
temp0.w = temp0.w * float1(0.15915494) + float1(0.25);
|
|
// frc r0.w, r0.w
|
|
temp0.w = frac(temp0.w);
|
|
// mad r0.w, r0.w, c1.x, c1.y
|
|
temp0.w = temp0.w * float1(6.2831855) + float1(-3.1415927);
|
|
// mul r0.w, r0.w, r0.w
|
|
temp0.w = temp0.w * temp0.w;
|
|
// mad r1.x, r0.w, c1.z, c1.w
|
|
temp1.x = temp0.w * float1(-2.523985E-07) + float1(2.47609E-05);
|
|
// mad r1.x, r0.w, r1.x, c2.x
|
|
temp1.x = temp0.w * temp1.x + float1(-0.0013888397);
|
|
// mad r1.x, r0.w, r1.x, c2.y
|
|
temp1.x = temp0.w * temp1.x + float1(0.04166664);
|
|
// mad r1.x, r0.w, r1.x, c2.z
|
|
temp1.x = temp0.w * temp1.x + float1(-0.5);
|
|
// mad r0.w, r0.w, r1.x, c0.x
|
|
temp0.w = temp0.w * temp1.x + float1(1);
|
|
// mul r0.w, r0.w, c12.x
|
|
temp0.w = temp0.w * Amp1.x;
|
|
// mul r0.w, r0.w, v3.w
|
|
temp0.w = temp0.w * i.color.w;
|
|
// mad r0.xyz, c11.x, r0.w, r0
|
|
temp0.xyz = SwayEnable.xxx * temp0.www + temp0.xyz;
|
|
// mov r0.w, c0.x
|
|
temp0.w = float1(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 r1.y, r0, c122
|
|
temp1.y = dot(temp0, (ViewProjection._m03_m13_m23_m33));
|
|
// dp4 r1.x, r0, c121
|
|
temp1.x = dot(temp0, (ViewProjection._m02_m12_m22_m32));
|
|
// rcp r0.x, r1.y
|
|
temp0.x = 1.0f / temp1.y;
|
|
// mov oPos.zw, r1.xyxy
|
|
o.position.zw = temp1.xy;
|
|
// mul oT1.x, r1.x, r0.x
|
|
o.texcoord1 = temp1.x * temp0.x;
|
|
// mov oT0.xy, v2
|
|
o.texcoord = i.texcoord;
|
|
//
|
|
|
|
return o;
|
|
}
|
|
|
|
VertexShader VSCreateShadowMap_Array[2] = {
|
|
compile vs_2_0 VSCreateShadowMap_Array_Shader_0(), // 55
|
|
compile vs_2_0 VSCreateShadowMap_Array_Shader_1(), // 56
|
|
};
|
|
// _CreateShadowMap_PixelShader11 Pixel_2_0 Has PRES False
|
|
struct _CreateShadowMap_PixelShader11_Input
|
|
{
|
|
float2 texcoord : TEXCOORD;
|
|
float texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
float4 _CreateShadowMap_PixelShader11(_CreateShadowMap_PixelShader11_Input i) : COLOR
|
|
{
|
|
float4 out_color;
|
|
float4 temp0;
|
|
// def c0, -0.3764706, 0, 0, 0
|
|
// dcl t0.xy
|
|
// dcl t1.x
|
|
// dcl_2d s0
|
|
// texld r0, t0, s0
|
|
temp0 = tex2D(DiffuseTextureSampler, i.texcoord.xy);
|
|
// mov r0.x, c1.x
|
|
temp0.x = OpacityOverride.x;
|
|
// mad r0, r0.x, r0.w, c0.x
|
|
temp0 = temp0.x * temp0.w + float4(-0.3764706, -0.3764706, -0.3764706, -0.3764706);
|
|
// texkill r0
|
|
clip(temp0);
|
|
// mov r0, t1.x
|
|
temp0 = i.texcoord1.x;
|
|
// mov oC0, r0
|
|
out_color = temp0;
|
|
//
|
|
|
|
return out_color;
|
|
}
|
|
|
|
// _CreateShadowMap_Expression12 Expression_2_0 Has PRES False
|
|
float _CreateShadowMap_Expression12()
|
|
{
|
|
float1 expr0;
|
|
// min c0.x, c0.x, (1)
|
|
expr0.x = min(NumJointsPerVertex.x, (1));
|
|
return expr0;
|
|
}
|
|
|
|
// Default_M_Expression13 Expression_2_0 Has PRES False
|
|
float Default_M_Expression13()
|
|
{
|
|
float1 expr0;
|
|
// mov c0.x, c0.x
|
|
expr0.x = HasShadow.x;
|
|
return expr0;
|
|
}
|
|
|
|
// Default_M_Expression14 Expression_2_0 Has PRES False
|
|
float Default_M_Expression14()
|
|
{
|
|
float1 expr0;
|
|
// min c0.x, c0.x, (1)
|
|
expr0.x = min(NumJointsPerVertex.x, (1));
|
|
return expr0;
|
|
}
|
|
|
|
// Default_Expression15 Expression_2_0 Has PRES False
|
|
float Default_Expression15()
|
|
{
|
|
float1 expr0;
|
|
// mov c0.x, c0.x
|
|
expr0.x = HasShadow.x;
|
|
return expr0;
|
|
}
|
|
|
|
// Default_Expression16 Expression_2_0 Has PRES False
|
|
float Default_Expression16()
|
|
{
|
|
float1 expr0;
|
|
// min c0.x, c0.x, (1)
|
|
expr0.x = min(NumJointsPerVertex.x, (1));
|
|
return expr0;
|
|
}
|
|
|
|
technique Default
|
|
{
|
|
pass p0
|
|
{
|
|
VertexShader = VS_Array[Default_Expression16()]; // 47
|
|
PixelShader = PS_Array[Default_Expression15()]; // 48
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
ZWriteEnable = 1;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 0;
|
|
AlphaTestEnable = 1;
|
|
AlphaFunc = 7;
|
|
AlphaRef = 96;
|
|
}
|
|
}
|
|
|
|
technique Default_M
|
|
{
|
|
pass p0
|
|
{
|
|
VertexShader = VS_M_Array[Default_M_Expression14()]; // 53
|
|
PixelShader = PS_M_Array[Default_M_Expression13()]; // 54
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
ZWriteEnable = 1;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 0;
|
|
AlphaTestEnable = 1;
|
|
AlphaFunc = 7;
|
|
AlphaRef = 96;
|
|
}
|
|
}
|
|
|
|
technique _CreateShadowMap
|
|
{
|
|
pass p0
|
|
{
|
|
VertexShader = VSCreateShadowMap_Array[_CreateShadowMap_Expression12()]; // 57
|
|
PixelShader = compile ps_2_0 _CreateShadowMap_PixelShader11(); // 58
|
|
ZEnable = 1;
|
|
ZFunc = 4;
|
|
ZWriteEnable = 1;
|
|
CullMode = 1;
|
|
AlphaBlendEnable = 0;
|
|
AlphaTestEnable = 0;
|
|
}
|
|
}
|
|
|