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Overlay Vertex Color Textured Radial

(OverlayVertexColorTexturedRadial, 0xe7c32a2a0a3ee9c0)

This template is referenced 1 time by OverlayVertexColorTexturedRadial.

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 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;
// def c4, -1, 1, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_color v2
// dcl_position o0
// dcl_texcoord o1.xy
// dcl_color o2
// 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));
// mov o1.xy, v1
o.texcoord = i.texcoord;
// mov o2.xw, v2
o.color.xw = i.color.xw;
// mad o2.yz, v1.xxyw, c4.xxyw, c4
o.color.yz = i.texcoord.xy * float2(-1, 1) + float2(1, 0);
//

return o;
}

Decompiled by DXDecompiler.

Pixel Shader

sampler2D diffuse_texture : 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, temp1;
// def c0, -0.5, 0.0208351, -0.085133, 0.180141
// def c1, -0.3302995, 0.999866, 0, 1
// def c2, -2, 1.5707964, -0, -3.1415927
// def c3, 3.14159, 0.15786885, 360, 0
// dcl_texcoord v0.xy
// dcl_color v1
// dcl_2d s0
// add r0.xy, c0.x, v1.zyzw
temp0.xy = float2(-0.5, -0.5) + i.color.zy;
// add r0.zw, -r0_abs.xyxy, r0_abs.xyyx
temp0.zw = -abs(temp0).xy + abs(temp0).yx;
// cmp r1.xy, r0.z, r0_abs, r0_abs.yxzw
temp1.xy = (temp0.zz >= 0) ? abs(temp0).xy : abs(temp0).yx;
// cmp r0.z, r0.w, c1.z, c1.w
temp0.z = (temp0.w >= 0) ? float1(0) : float1(1);
// rcp r0.w, r1.y
temp0.w = 1.0f / temp1.y;
// mul r0.w, r0.w, r1.x
temp0.w = temp0.w * temp1.x;
// mul r1.x, r0.w, r0.w
temp1.x = temp0.w * temp0.w;
// mad r1.y, r1.x, c0.y, c0.z
temp1.y = temp1.x * float1(0.0208351) + float1(-0.085133);
// mad r1.y, r1.x, r1.y, c0.w
temp1.y = temp1.x * temp1.y + float1(0.180141);
// mad r1.y, r1.x, r1.y, c1.x
temp1.y = temp1.x * temp1.y + float1(-0.3302995);
// mad r1.x, r1.x, r1.y, c1.y
temp1.x = temp1.x * temp1.y + float1(0.999866);
// mul r0.w, r0.w, r1.x
temp0.w = temp0.w * temp1.x;
// mad r1.x, r0.w, c2.x, c2.y
temp1.x = temp0.w * float1(-2) + float1(1.5707964);
// mad r0.z, r1.x, r0.z, r0.w
temp0.z = temp1.x * temp0.z + temp0.w;
// cmp r0.w, r0.x, c2.z, c2.w
temp0.w = (temp0.x >= 0) ? float1(-0) : float1(-3.1415927);
// add r0.z, r0.w, r0.z
temp0.z = temp0.w + temp0.z;
// add r0.w, r0.z, r0.z
temp0.w = temp0.z + temp0.z;
// add r1.x, -r0.x, r0.y
temp1.x = -temp0.x + temp0.y;
// cmp r0.xy, r1.x, r0, r0.yxzw
temp0.xy = (temp1.xx >= 0) ? temp0.xy : temp0.yx;
// cmp r0.y, r0.y, c1.w, c1.z
temp0.y = (temp0.y >= 0) ? float1(1) : float1(0);
// cmp r0.x, r0.x, c1.z, r0.y
temp0.x = (temp0.x >= 0) ? float1(0) : temp0.y;
// mad r0.x, r0.x, -r0.w, r0.z
temp0.x = temp0.x * -temp0.w + temp0.z;
// add r0.x, r0.x, c3.x
temp0.x = temp0.x + float1(3.14159);
// mad r0.x, r0.x, -c3.y, v1.x
temp0.x = temp0.x * float1(-0.15786885) + i.color.x;
// mul_sat r0.x, r0.x, c3.z
temp0.x = saturate(temp0.x * float1(360));
// texld r1, v0, s0
temp1 = tex2D(diffuse_texture, i.texcoord.xy);
// mul r0.y, r1.w, v1.w
temp0.y = temp1.w * i.color.w;
// mov oC0.xyz, r1
out_color.xyz = temp1.xyz;
// mul oC0.w, r0.x, r0.y
out_color.w = temp0.x * temp0.y;
//

return out_color;
}

Decompiled by DXDecompiler.