Background Vertex Color Textured Mask Render
(BackgroundVertexColorTexturedMaskRender
, 0xffb3b54bd0d47e6
)
This template is referenced 1 time by BackgroundVertexColorTexturedMaskRender.
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 = 1,
D3DRS_CULLMODE = 1,
D3DRS_COLORWRITEENABLE = 7,
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,
D3DRS_BLENDOP = 1,
D3DRS_DESTBLEND = 6,
D3DRS_SRCBLEND = 5,
};
Sampler States
More info can be found on the Direct3D Docs
Sampler 0
enum D3DSAMPLERSTATETYPE {
D3DSAMP_MIPMAPLODBIAS = 827606343,
D3DSAMP_SRGBTEXTURE = 0,
D3DSAMP_ADDRESSU = 3,
D3DSAMP_ADDRESSV = 3,
D3DSAMP_MAGFILTER = 2,
D3DSAMP_MINFILTER = 2,
D3DSAMP_MIPFILTER = 2,
};
Shaders
Vertex Shader
column_major float4x4 view_proj_matrix : register(vs_3_0, c0);
struct VertexMain_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct VertexMain_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float4 color : COLOR;
};
VertexMain_Output VertexMain(VertexMain_Input i)
{
VertexMain_Output o;
float3 temp0;
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// dcl_position o0
// dcl_texcoord o1.xy
// dcl_color o2
// 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;
// mov o2, v2
o.color = i.color;
//
return o;
}
Decompiled by DXDecompiler.
Pixel Shader
sampler2D mask_target : register(ps_3_0, s0);
struct PixelMain_Input
{
float2 texcoord : TEXCOORD;
float4 color : COLOR;
};
float4 PixelMain(PixelMain_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// dcl_texcoord v0.xy
// dcl_color v1
// dcl_2d s0
// texld r0, v0, s0
temp0 = tex2D(mask_target, i.texcoord.xy);
// mul oC0, r0, v1
out_color = temp0 * i.color;
//
return out_color;
}
Decompiled by DXDecompiler.