Overlay Vertex Color Textured Alpha Sweep
(OverlayVertexColorTexturedAlphaSweep
, 0xbc07e3212287e5d7
)
This template is referenced 1 time by OverlayVertexColorTexturedAlphaSweep.
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 = 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 color : COLOR;
float4 texcoord : TEXCOORD;
};
struct VertexMain_Output
{
float4 position : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
VertexMain_Output VertexMain(VertexMain_Input i)
{
VertexMain_Output o;
// def c4, 1, -1, 0, 0
// dcl_position v0
// dcl_color v1
// dcl_texcoord v2
// dcl_position o0
// dcl_color o1
// dcl_texcoord o2.xy
// dp4 o0.x, v0, c0
o.position.x = dot(i.position, (view_proj_matrix._m00_m10_m20_m30));
// dp4 o0.y, v0, c1
o.position.y = dot(i.position, (view_proj_matrix._m01_m11_m21_m31));
// dp4 o0.z, v0, c2
o.position.z = dot(i.position, (view_proj_matrix._m02_m12_m22_m32));
// dp4 o0.w, v0, c3
o.position.w = dot(i.position, (view_proj_matrix._m03_m13_m23_m33));
// mad o1, v1, c4.xxxy, c4.zzzx
o.color = i.color * float4(1, 1, 1, -1) + float4(0, 0, 0, 1);
// mov o2.xy, v2
o.texcoord = i.texcoord;
//
return o;
}
Decompiled by DXDecompiler.
Pixel Shader
sampler2D diffuse_texture : register(ps_3_0, s0);
struct PixelMain_Input
{
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
float4 PixelMain(PixelMain_Input i) : COLOR
{
float4 out_color;
float4 temp0;
// def c0, 20, 0, 0, 0
// dcl_color v0
// dcl_texcoord v1.xy
// dcl_2d s0
// texld r0, v1, s0
temp0 = tex2D(diffuse_texture, i.texcoord.xy);
// mul oC0.xyz, r0.x, v0
out_color.xyz = temp0.xxx * i.color.xyz;
// add_sat r0.x, r0.y, -v0.w
temp0.x = saturate(temp0.y + -i.color.w);
// mul r0.x, r0.w, r0.x
temp0.x = temp0.w * temp0.x;
// mul oC0.w, r0.x, c0.x
out_color.w = temp0.x * float1(20);
//
return out_color;
}
Decompiled by DXDecompiler.