Background Textured
(BackgroundTextured, 0x8c7b1ea7735c6889)
This template is referenced 1 time by BackgroundTextured.
Technique overlay
Render States
More info can be found on the Direct3D Docs
enum D3DRENDERSTATETYPE {
    D3DRS_ZENABLE = 1,
    D3DRS_ZFUNC = 4,
    D3DRS_ZWRITEENABLE = 0,
    D3DRS_ALPHABLENDENABLE = 0,
    D3DRS_CULLMODE = 2,
    D3DRS_COLORWRITEENABLE = 15,
    D3DRS_COLORWRITEENABLE1 = 15,
    D3DRS_COLORWRITEENABLE2 = 15,
    D3DRS_STENCILENABLE = 0,
    D3DRS_STENCILFUNC = 1,
    D3DRS_STENCILFAIL = 1,
    D3DRS_STENCILMASK = 0,
    D3DRS_STENCILPASS = 1,
    D3DRS_STENCILREF = 0,
    D3DRS_STENCILWRITEMASK = 0,
    D3DRS_STENCILZFAIL = 1,
    D3DRS_DEPTHBIAS = 0,
    D3DRS_SLOPESCALEDEPTHBIAS = 0,
    D3DRS_FOGENABLE = 0,
    D3DRS_SPECULARENABLE = 0,
    D3DRS_ADAPTIVETESS_X = 0,
    D3DRS_ADAPTIVETESS_Z = 0,
    D3DRS_ADAPTIVETESS_W = 0,
    D3DRS_SRGBWRITEENABLE = 0,
    D3DRS_SEPARATEALPHABLENDENABLE = 0,
    D3DRS_ALPHATESTENABLE = 0,
};
Sampler States
More info can be found on the Direct3D Docs
Sampler 0
enum D3DSAMPLERSTATETYPE {
    D3DSAMP_MIPMAPLODBIAS = 827606343,
    D3DSAMP_SRGBTEXTURE = 0,
    D3DSAMP_ADDRESSU = 1,
    D3DSAMP_ADDRESSV = 1,
    D3DSAMP_MAGFILTER = 3,
    D3DSAMP_MINFILTER = 3,
    D3DSAMP_MIPFILTER = 3,
};
Shaders
Vertex Shader
column_major float4x4 view_proj_matrix : register(vs_3_0, c0);
struct VertexMain_Input
{
    float4 position : POSITION;
    float4 texcoord : TEXCOORD;
};
struct VertexMain_Output
{
    float4 position : POSITION;
    float2 texcoord : TEXCOORD;
};
VertexMain_Output VertexMain(VertexMain_Input i)
{
    VertexMain_Output o;
    float3 temp0;
    // dcl_position v0
    // dcl_texcoord v1
    // dcl_position o0
    // dcl_texcoord o1.xy
    // dp4 r0.x, v0, c0
    temp0.x = dot(i.position, (view_proj_matrix._m00_m10_m20_m30));
    // dp4 r0.y, v0, c1
    temp0.y = dot(i.position, (view_proj_matrix._m01_m11_m21_m31));
    // dp4 r0.z, v0, c3
    temp0.z = dot(i.position, (view_proj_matrix._m03_m13_m23_m33));
    // mov o0, r0.xyzz
    o.position = temp0.xyzz;
    // mov o1.xy, v1
    o.texcoord = i.texcoord;
    // 
    return o;
}
Decompiled by DXDecompiler.
Pixel Shader
sampler2D diffuse_texture : register(ps_3_0, s0);
float4 PixelMain(float2 texcoord : TEXCOORD) : COLOR
{
    float4 out_color;
    // dcl_texcoord v0.xy
    // dcl_2d s0
    // texld oC0, v0, s0
    out_color = tex2D(diffuse_texture, texcoord.xy);
    // 
    return out_color;
}
Decompiled by DXDecompiler.