Overlay Vertex Color Textured Blur3 D
(OverlayVertexColorTexturedBlur3D
, 0x746126383df1c539
)
This template is referenced 1 time by OverlayVertexColorTexturedBlur3D.
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,
};
Sampler 1
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
float3 render_target_texel_offset : register(vs_3_0, c4);
column_major float4x4 view_proj_matrix : register(vs_3_0, c0);
float3 vp_offset : register(vs_3_0, c6);
float3 vp_size : register(vs_3_0, c5);
struct VertexMain_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 color : COLOR;
};
struct VertexMain_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
float4 color : COLOR;
};
VertexMain_Output VertexMain(VertexMain_Input i)
{
VertexMain_Output o;
float4 temp0, temp1;
float2 temp2;
// def c7, 2, -1, 0.5, 1
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// dcl_position o0
// dcl_texcoord o1.xy
// dcl_texcoord1 o2
// dcl_color o3
// dp4 r0.x, v0, c0
temp0.x = dot(i.position, (view_proj_matrix._m00_m10_m20_m30));
// mov r1.xz, c7
temp1.xz = float2(2, 0.5);
// mov r2.xy, c5
temp2.xy = vp_size.xy;
// mad r1.xy, c6, r1.x, r2
temp1.xy = vp_offset.xy * temp1.xx + temp2.xy;
// add r1.xy, r1, c7.y
temp1.xy = temp1.xy + float2(-1, -1);
// dp4 r0.w, v0, c3
temp0.w = dot(i.position, (view_proj_matrix._m03_m13_m23_m33));
// mul r1.xy, r1, r0.w
temp1.xy = temp1.xy * temp0.ww;
// mad r1.x, r0.x, c5.x, r1.x
temp1.x = temp0.x * vp_size.x + temp1.x;
// add r1.zw, r1.z, c4.xyxy
temp1.zw = temp1.zz + render_target_texel_offset.xy;
// add r2.x, r0.w, r0.w
temp2.x = temp0.w + temp0.w;
// mad o2.x, r2.x, r1.z, r1.x
o.texcoord1.x = temp2.x * temp1.z + temp1.x;
// dp4 r0.y, v0, c1
temp0.y = dot(i.position, (view_proj_matrix._m01_m11_m21_m31));
// mad r1.x, r0.y, -c5.y, r1.y
temp1.x = temp0.y * -vp_size.y + temp1.y;
// mad o2.y, r2.x, r1.w, r1.x
o.texcoord1.y = temp2.x * temp1.w + temp1.x;
// dp4 r0.z, v0, c2
temp0.z = dot(i.position, (view_proj_matrix._m02_m12_m22_m32));
// mov o0, r0
o.position = temp0;
// mul o2.zw, r0, c7.xywx
o.texcoord1.zw = temp0.zw * float2(1, 2);
// mov o1.xy, v1
o.texcoord = i.texcoord;
// mov o3, v2
o.color = i.color;
//
return o;
}
Decompiled by DXDecompiler.
Pixel Shader
sampler2D diffuse_texture : register(ps_3_0, s1);
float3 render_target_size : register(ps_3_0, c0);
sampler2D ui_blur_render : register(ps_3_0, s0);
struct PixelMain_Input
{
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
float4 color : COLOR;
};
float4 PixelMain(PixelMain_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3, temp4;
// def c1, 0.083333336, 50, 0, 0
// def c2, 0.5, -1.5, 1.5, -0.5
// def c3, -3.5, 0.5, -2.5, -1.5
// def c4, -0.5, -3.5, 1.5, -2.5
// dcl_texcoord v0.xy
// dcl_texcoord1 v1.xyw
// dcl_color v2.w
// dcl_2d s0
// dcl_2d s1
// texld r0, v0, s1
temp0 = tex2D(diffuse_texture, i.texcoord.xy);
// rcp r1.xz, c0.x
temp1.xz = 1.0f / render_target_size.x;
// rcp r1.yw, c0.y
temp1.yw = 1.0f / render_target_size.y;
// mul r0, r0.x, r1
temp0 = temp0.x * temp1;
// mul r0, r0, v2.w
temp0 = temp0 * i.color.w;
// rcp r1.x, v1.w
temp1.x = 1.0f / i.texcoord1.w;
// mul r1, r1.x, v1.xyxy
temp1 = temp1.x * i.texcoord1.xyxy;
// mad r2, r0.zwzw, c2.xyzx, r1.zwzw
temp2 = temp0.zwzw * float4(0.5, -1.5, 1.5, 0.5) + temp1.zwzw;
// texld r3, r2, s0
temp3 = tex2D(ui_blur_render, temp2.xy);
// texld r2, r2.zwzw, s0
temp2 = tex2D(ui_blur_render, temp2.zw);
// add r2.xyz, r2, r3
temp2.xyz = temp2.xyz + temp3.xyz;
// mad r3, r0.zwzw, c2.wzyw, r1.zwzw
temp3 = temp0.zwzw * float4(-0.5, 1.5, -1.5, -0.5) + temp1.zwzw;
// texld r4, r3, s0
temp4 = tex2D(ui_blur_render, temp3.xy);
// texld r3, r3.zwzw, s0
temp3 = tex2D(ui_blur_render, temp3.zw);
// add r2.xyz, r2, r4
temp2.xyz = temp2.xyz + temp4.xyz;
// add r2.xyz, r3, r2
temp2.xyz = temp3.xyz + temp2.xyz;
// mad r3, r0.zwzw, c3, r1.zwzw
temp3 = temp0.zwzw * float4(-3.5, 0.5, -2.5, -1.5) + temp1.zwzw;
// texld r4, r3, s0
temp4 = tex2D(ui_blur_render, temp3.xy);
// texld r3, r3.zwzw, s0
temp3 = tex2D(ui_blur_render, temp3.zw);
// add r2.xyz, r2, r4
temp2.xyz = temp2.xyz + temp4.xyz;
// add r2.xyz, r3, r2
temp2.xyz = temp3.xyz + temp2.xyz;
// mad r3, r0.zwzw, c4, r1.zwzw
temp3 = temp0.zwzw * float4(-0.5, -3.5, 1.5, -2.5) + temp1.zwzw;
// texld r4, r3, s0
temp4 = tex2D(ui_blur_render, temp3.xy);
// texld r3, r3.zwzw, s0
temp3 = tex2D(ui_blur_render, temp3.zw);
// add r2.xyz, r2, r4
temp2.xyz = temp2.xyz + temp4.xyz;
// add r2.xyz, r3, r2
temp2.xyz = temp3.xyz + temp2.xyz;
// mad r3, r0.zwzw, -c3, r1.zwzw
temp3 = temp0.zwzw * float4(3.5, -0.5, 2.5, 1.5) + temp1.zwzw;
// mad r0, r0, -c4, r1
temp0 = temp0 * float4(0.5, 3.5, -1.5, 2.5) + temp1;
// texld r1, r3, s0
temp1 = tex2D(ui_blur_render, temp3.xy);
// texld r3, r3.zwzw, s0
temp3 = tex2D(ui_blur_render, temp3.zw);
// add r1.xyz, r1, r2
temp1.xyz = temp1.xyz + temp2.xyz;
// add r1.xyz, r3, r1
temp1.xyz = temp3.xyz + temp1.xyz;
// texld r2, r0, s0
temp2 = tex2D(ui_blur_render, temp0.xy);
// texld r0, r0.zwzw, s0
temp0 = tex2D(ui_blur_render, temp0.zw);
// add r1.xyz, r1, r2
temp1.xyz = temp1.xyz + temp2.xyz;
// add r0.xyz, r0, r1
temp0.xyz = temp0.xyz + temp1.xyz;
// mul oC0.xyz, r0, c1.x
out_color.xyz = temp0.xyz * float3(0.083333336, 0.083333336, 0.083333336);
// mul_sat oC0.w, c1.y, v2.w
out_color.w = saturate(float1(50) * i.color.w);
//
return out_color;
}
Decompiled by DXDecompiler.