158 lines
4.5 KiB
HLSL
158 lines
4.5 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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row_major float4x4 ViewProjection <bool unmanaged = 1;>;
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float4 WorldBones[128] <bool unmanaged = 1;>;
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texture FrameY <string SasBindAddress = "Video.FrameY";>; // 2
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sampler2D FrameYSampler : register(ps_2_0, s0) <string Texture = "FrameY"; string SasBindAddress = "Video.FrameY";> =
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sampler_state
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{
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Texture = <FrameY>; // 4
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AddressU = 3;
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AddressV = 3;
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MinFilter = 2;
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MagFilter = 2;
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MipFilter = 2;
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};
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texture FrameU <string SasBindAddress = "Video.FrameU";>; // 7
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sampler2D FrameUSampler : register(ps_2_0, s1) <string Texture = "FrameU"; string SasBindAddress = "Video.FrameU";> =
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sampler_state
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{
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Texture = <FrameU>; // 9
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AddressU = 3;
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AddressV = 3;
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MinFilter = 2;
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MagFilter = 2;
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MipFilter = 2;
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};
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texture FrameV <string SasBindAddress = "Video.FrameV";>; // 12
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sampler2D FrameVSampler : register(ps_2_0, s2) <string Texture = "FrameV"; string SasBindAddress = "Video.FrameV";> =
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sampler_state
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{
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Texture = <FrameV>; // 14
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AddressU = 3;
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AddressV = 3;
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MinFilter = 2;
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MagFilter = 2;
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MipFilter = 2;
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};
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// Default_PixelShader1 Pixel_2_0 Has PRES False
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struct Default_PixelShader1_Input
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{
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float2 texcoord : TEXCOORD;
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float4 color : COLOR;
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};
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float4 Default_PixelShader1(Default_PixelShader1_Input i) : COLOR
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{
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float4 out_color;
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float4 temp0, temp1, temp2;
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// def c0, -0.062745, -0.50196, -0.50196, 1
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// def c1, 1.164144, -0.0017889, 1.595786, 0
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// def c2, 1.164144, -0.3914428, -0.8134821, 0
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// def c3, 1.164144, 2.017826, -0.0012458, 0
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// dcl t0.xy
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// dcl v0
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// dcl_2d s0
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// dcl_2d s1
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// dcl_2d s2
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// texld r0, t0, s0
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temp0 = tex2D(FrameYSampler, i.texcoord.xy);
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// texld r1, t0, s1
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temp1 = tex2D(FrameUSampler, i.texcoord.xy);
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// texld r2, t0, s2
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temp2 = tex2D(FrameVSampler, i.texcoord.xy);
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// mov r0.y, r1.x
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temp0.y = temp1.x;
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// mov r0.z, r2.x
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temp0.z = temp2.x;
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// add r0.xyz, r0, c0
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temp0.xyz = temp0.xyz + float3(-0.062745, -0.50196, -0.50196);
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// dp3 r1.x, r0, c1
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temp1.x = dot(temp0.xyz, float3(1.1641444, -0.0017889, 1.5957862));
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// dp3 r1.y, r0, c2
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temp1.y = dot(temp0.xyz, float3(1.1641444, -0.3914428, -0.8134821));
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// dp3 r1.z, r0, c3
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temp1.z = dot(temp0.xyz, float3(1.1641444, 2.0178256, -0.0012458));
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// mov r1.w, c0.w
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temp1.w = float1(1);
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// mul r0, r1, v0
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temp0 = temp1 * i.color;
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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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// Default_VertexShader2 Vertex_2_0 Has PRES False
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struct Default_VertexShader2_Input
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{
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float4 position : POSITION;
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float4 texcoord : TEXCOORD;
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float4 color : COLOR;
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};
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struct Default_VertexShader2_Output
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD;
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float4 color : COLOR;
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};
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Default_VertexShader2_Output Default_VertexShader2(Default_VertexShader2_Input i)
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{
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Default_VertexShader2_Output o;
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// def c0, 2, -2, -1, 1
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// def c1, 0, 1, 0, 0
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// dcl_position v0
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// dcl_texcoord v1
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// dcl_color v2
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// mad oPos.xy, v0, c0, c0.zwzw
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o.position.xy = i.position.xy * float2(2, -2) + float2(-1, 1);
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// mov oPos.zw, c1.xyxy
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o.position.zw = float2(0, 1);
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// mov oT0.xy, v1
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o.texcoord = i.texcoord;
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// mov oD0, v2
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o.color = i.color;
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//
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return o;
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}
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technique Default
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{
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pass P0
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{
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CullMode = 1;
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ZEnable = 0;
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ZWriteEnable = 0;
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AlphaTestEnable = 0;
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AlphaBlendEnable = 1;
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SrcBlend = 5;
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DestBlend = 6;
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VertexShader = compile vs_2_0 Default_VertexShader2(); // 17
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PixelShader = compile ps_2_0 Default_PixelShader1(); // 18
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}
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}
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