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

158 lines
4.5 KiB
HLSL

string DefaultParameterScopeBlock = "material"; // 1
float3 AmbientLightColor <bool unmanaged = 1;> = { 0.3, 0.3, 0.3 };
struct {
float3 Color;
float3 Direction;
} DirectionalLight[3] <bool unmanaged = 1;> = { 1.625198, 1.512711, 1.097048, 0.62914, -0.34874, 0.69465, 0.5232916, 0.6654605, 0.7815244, -0.32877, 0.90329, 0.27563, 0.4420466, 0.4102767, 0.4420466, -0.80704, -0.58635, 0.06975 };
struct {
float3 Color;
float3 Position;
float2 Range_Inner_Outer;
} PointLight[8] <bool unmanaged = 1;>;
struct {
float4 WorldPositionMultiplier_XYZZ;
float2 CurrentOffsetUV;
} Cloud <bool unmanaged = 1;>;
float3 NoCloudMultiplier <bool unmanaged = 1;> = { 1, 1, 1 };
float3 RecolorColorDummy <bool unmanaged = 1;>;
row_major float4x4 ShadowMapWorldToShadow <bool unmanaged = 1;>;
float OpacityOverride <bool unmanaged = 1;> = { 1 };
float3 TintColor <bool unmanaged = 1;> = { 1, 1, 1 };
float3 EyePosition <bool unmanaged = 1;>;
row_major float4x4 ViewProjection <bool unmanaged = 1;>;
float4 WorldBones[128] <bool unmanaged = 1;>;
texture FrameY <string SasBindAddress = "Video.FrameY";>; // 2
sampler2D FrameYSampler : register(ps_2_0, s0) <string Texture = "FrameY"; string SasBindAddress = "Video.FrameY";> =
sampler_state
{
Texture = <FrameY>; // 4
AddressU = 3;
AddressV = 3;
MinFilter = 2;
MagFilter = 2;
MipFilter = 2;
};
texture FrameU <string SasBindAddress = "Video.FrameU";>; // 7
sampler2D FrameUSampler : register(ps_2_0, s1) <string Texture = "FrameU"; string SasBindAddress = "Video.FrameU";> =
sampler_state
{
Texture = <FrameU>; // 9
AddressU = 3;
AddressV = 3;
MinFilter = 2;
MagFilter = 2;
MipFilter = 2;
};
texture FrameV <string SasBindAddress = "Video.FrameV";>; // 12
sampler2D FrameVSampler : register(ps_2_0, s2) <string Texture = "FrameV"; string SasBindAddress = "Video.FrameV";> =
sampler_state
{
Texture = <FrameV>; // 14
AddressU = 3;
AddressV = 3;
MinFilter = 2;
MagFilter = 2;
MipFilter = 2;
};
// Default_PixelShader1 Pixel_2_0 Has PRES False
struct Default_PixelShader1_Input
{
float2 texcoord : TEXCOORD;
float4 color : COLOR;
};
float4 Default_PixelShader1(Default_PixelShader1_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2;
// def c0, -0.062745, -0.50196, -0.50196, 1
// def c1, 1.164144, -0.0017889, 1.595786, 0
// def c2, 1.164144, -0.3914428, -0.8134821, 0
// def c3, 1.164144, 2.017826, -0.0012458, 0
// dcl t0.xy
// dcl v0
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// texld r0, t0, s0
temp0 = tex2D(FrameYSampler, i.texcoord.xy);
// texld r1, t0, s1
temp1 = tex2D(FrameUSampler, i.texcoord.xy);
// texld r2, t0, s2
temp2 = tex2D(FrameVSampler, i.texcoord.xy);
// mov r0.y, r1.x
temp0.y = temp1.x;
// mov r0.z, r2.x
temp0.z = temp2.x;
// add r0.xyz, r0, c0
temp0.xyz = temp0.xyz + float3(-0.062745, -0.50196, -0.50196);
// dp3 r1.x, r0, c1
temp1.x = dot(temp0.xyz, float3(1.1641444, -0.0017889, 1.5957862));
// dp3 r1.y, r0, c2
temp1.y = dot(temp0.xyz, float3(1.1641444, -0.3914428, -0.8134821));
// dp3 r1.z, r0, c3
temp1.z = dot(temp0.xyz, float3(1.1641444, 2.0178256, -0.0012458));
// mov r1.w, c0.w
temp1.w = float1(1);
// mul r0, r1, v0
temp0 = temp1 * i.color;
// mov oC0, r0
out_color = temp0;
//
return out_color;
}
// Default_VertexShader2 Vertex_2_0 Has PRES False
struct Default_VertexShader2_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct Default_VertexShader2_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float4 color : COLOR;
};
Default_VertexShader2_Output Default_VertexShader2(Default_VertexShader2_Input i)
{
Default_VertexShader2_Output o;
// def c0, 2, -2, -1, 1
// def c1, 0, 1, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// mad oPos.xy, v0, c0, c0.zwzw
o.position.xy = i.position.xy * float2(2, -2) + float2(-1, 1);
// mov oPos.zw, c1.xyxy
o.position.zw = float2(0, 1);
// mov oT0.xy, v1
o.texcoord = i.texcoord;
// mov oD0, v2
o.color = i.color;
//
return o;
}
technique Default
{
pass P0
{
CullMode = 1;
ZEnable = 0;
ZWriteEnable = 0;
AlphaTestEnable = 0;
AlphaBlendEnable = 1;
SrcBlend = 5;
DestBlend = 6;
VertexShader = compile vs_2_0 Default_VertexShader2(); // 17
PixelShader = compile ps_2_0 Default_PixelShader1(); // 18
}
}