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0x5e74b26b97b203b4

(0x5e74b26b97b203b4, 0x5e74b26b97b203b4)

This template is referenced 0 time by .

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;
float3 temp0;
// def c4, 0.9, 0.05, 0, 0
// dcl_position v0
// dcl_color v1
// dcl_texcoord v2
// dcl_position o0
// dcl_color o1
// dcl_texcoord o2.xy
// mad o2.xy, v2, c4.x, c4.y
o.texcoord = i.texcoord * float4(0.9, 0.9, 0.9, 0.9) + float4(0.05, 0.05, 0.05, 0.05);
// 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, v1
o.color = i.color;
//

return o;
}

Decompiled by DXDecompiler.

Pixel Shader

sampler2D diffuse_texture : register(ps_3_0, s0);
struct PixelMain_Input
{
float3 color : COLOR;
float2 texcoord : TEXCOORD;
};

float4 PixelMain(PixelMain_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1;
// def c0, -0.05, 1.11111, -0.5, 0.3
// def c1, 2, -0.8, 5.5555553, 0.1
// def c2, 5, 1, 0.88, 0.12
// def c3, 0, 1, -0, -1
// dcl_color v0.xyz
// dcl_texcoord v1.xy
// dcl_2d s0
// add r0.xy, c0.x, v1
temp0.xy = float2(-0.05, -0.05) + i.texcoord.xy;
// mad r0.xy, r0, c0.y, c0.z
temp0.xy = temp0.xy * float2(1.11111, 1.11111) + float2(-0.5, -0.5);
// cmp r0.zw, -r0.xyxy, c3.x, c3.y
temp0.zw = (-temp0.xy >= 0) ? float2(0, 0) : float2(1, 1);
// cmp r1.xy, r0, c3.z, c3.w
temp1.xy = (temp0.xy >= 0) ? float2(-0, -0) : float2(-1, -1);
// add r0.zw, r0, r1.xyxy
temp0.zw = temp0.zw + temp1.xy;
// mul r1.xy, r0_abs.yxzw, r0_abs.yxzw
temp1.xy = abs(temp0).yx * abs(temp0).yx;
// mul r0.zw, r0, r1.xyxy
temp0.zw = temp0.zw * temp1.xy;
// mad r0.xy, r0.zwzw, c0.w, r0
temp0.xy = temp0.zw * float2(0.3, 0.3) + temp0.xy;
// mad_sat r0.xy, r0_abs, c1.x, c1.y
temp0.xy = saturate(abs(temp0).xy * float2(2, 2) + float2(-0.8, -0.8));
// mul r0.xy, r0, c1.z
temp0.xy = temp0.xy * float2(5.5555553, 5.5555553);
// max r1.x, r0.x, r0.y
temp1.x = max(temp0.x, temp0.y);
// add r0.x, -r1.x, c3.y
temp0.x = -temp1.x + float1(1);
// mad r0.y, r1.x, -c2.x, c2.y
temp0.y = temp1.x * float1(-5) + float1(1);
// texld r1, v1, s0
temp1 = tex2D(diffuse_texture, i.texcoord.xy);
// max_sat r0.z, r1.x, r1.y
temp0.z = saturate(max(temp1.x, temp1.y));
// add r0.w, -r0.z, c3.y
temp0.w = -temp0.z + float1(1);
// mul r0.y, r0.w, r0.y
temp0.y = temp0.w * temp0.y;
// mul r0.w, r0.y, c1.w
temp0.w = temp0.y * float1(0.1);
// mad_sat r1.xyz, r1.x, v0, r0.y
temp1.xyz = saturate(temp1.xxx * i.color.xyz + temp0.yyy);
// mad oC0.xyz, r1, c2.z, c2.w
out_color.xyz = temp1.xyz * float3(0.88, 0.88, 0.88) + float3(0.12, 0.12, 0.12);
// mad oC0.w, r0.z, r0.x, r0.w
out_color.w = temp0.z * temp0.x + temp0.w;
//

return out_color;
}

Decompiled by DXDecompiler.