Spot Default Hq Invsq Specular
(spot:default:HQ:INVSQ:SPECULAR
, 0x3632bfd98cc0f2f9
)
This template is referenced 1 time by spot:HQ:INVSQ:SPECULAR.
Technique ambient
Render States
More info can be found on the Direct3D Docs
enum D3DRENDERSTATETYPE {
D3DRS_STENCILENABLE = 1,
D3DRS_STENCILFUNC = 6,
D3DRS_STENCILFAIL = 1,
D3DRS_STENCILMASK = -1,
D3DRS_STENCILPASS = 1,
D3DRS_STENCILREF = 5,
D3DRS_STENCILWRITEMASK = 255,
D3DRS_STENCILZFAIL = 1,
D3DRS_ZENABLE = 1,
D3DRS_ZWRITEENABLE = 0,
D3DRS_ALPHABLENDENABLE = 1,
D3DRS_BLENDOP = 1,
D3DRS_SRCBLEND = 2,
D3DRS_DESTBLEND = 2,
D3DRS_COLORWRITEENABLE = 7,
};
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 = 1,
D3DSAMP_MINFILTER = 1,
D3DSAMP_MIPFILTER = 1,
};
Sampler 1
enum D3DSAMPLERSTATETYPE {
D3DSAMP_MIPMAPLODBIAS = 827606343,
D3DSAMP_SRGBTEXTURE = 0,
D3DSAMP_ADDRESSU = 3,
D3DSAMP_ADDRESSV = 3,
D3DSAMP_MAGFILTER = 1,
D3DSAMP_MINFILTER = 1,
D3DSAMP_MIPFILTER = 1,
};
Sampler 2
enum D3DSAMPLERSTATETYPE {
D3DSAMP_MIPMAPLODBIAS = 827606343,
D3DSAMP_SRGBTEXTURE = 0,
D3DSAMP_ADDRESSU = 3,
D3DSAMP_ADDRESSV = 3,
D3DSAMP_MAGFILTER = 1,
D3DSAMP_MINFILTER = 1,
D3DSAMP_MIPFILTER = 1,
};
Shaders
Vertex Shader
column_major float4x4 camera_inv_view_matrix : register(vs_3_0, c4);
float3 camera_unprojection : register(vs_3_0, c12);
float3 ref_light_direction : register(vs_3_0, c11);
float3 ref_light_position : register(vs_3_0, c10);
float ref_spot_angle_falloff_end : register(vs_3_0, c9);
float ref_spot_angle_falloff_start : register(vs_3_0, c8);
float3 ref_spot_scale : register(vs_3_0, c7);
float3 render_target_texel_offset : register(vs_3_0, c13);
column_major float4x4 view_proj_matrix : register(vs_3_0, c0);
float3 vp_offset : register(vs_3_0, c14);
float3 vp_size : register(vs_3_0, c15);
struct VertexMain_Output
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
VertexMain_Output VertexMain(float4 position : POSITION)
{
VertexMain_Output o;
float4 temp0, temp1;
float3 temp2;
// def c16, 1, 2, -1, 0.5
// def c17, -0.001, 0, 0, 0
// dcl_position v0
// dcl_position o0
// dcl_texcoord o1
// dcl_texcoord1 o2
// dcl_texcoord2 o3.xy
// mul r0.xyz, c7, v0
temp0.xyz = ref_spot_scale.xyz * position.xyz;
// mov r0.w, c16.x
temp0.w = float1(1);
// dp4 r1.x, r0, c0
temp1.x = dot(temp0, (view_proj_matrix._m00_m10_m20_m30));
// dp4 r1.y, r0, c1
temp1.y = dot(temp0, (view_proj_matrix._m01_m11_m21_m31));
// mul r2.xy, r1, c12
temp2.xy = temp1.xy * camera_unprojection.xy;
// dp4 r2.z, r0, c3
temp2.z = dot(temp0, (view_proj_matrix._m03_m13_m23_m33));
// dp4 r1.z, r0, c2
temp1.z = dot(temp0, (view_proj_matrix._m02_m12_m22_m32));
// dp3 o2.x, r2, c4
o.texcoord1.x = dot(temp2.xyz, (camera_inv_view_matrix._m00_m10_m20_m30).xyz);
// dp3 o2.y, r2, c5
o.texcoord1.y = dot(temp2.xyz, (camera_inv_view_matrix._m01_m11_m21_m31).xyz);
// dp3 o2.z, r2, c6
o.texcoord1.z = dot(temp2.xyz, (camera_inv_view_matrix._m02_m12_m22_m32).xyz);
// mov r0.yw, c16
temp0.yw = float2(2, 0.5);
// mov r2.xy, c15
temp2.xy = vp_size.xy;
// mad r0.xy, c14, r0.y, r2
temp0.xy = vp_offset.xy * temp0.yy + temp2.xy;
// add r0.xy, r0, c16.z
temp0.xy = temp0.xy + float2(-1, -1);
// mul r0.xy, r0, r2.z
temp0.xy = temp0.xy * temp2.zz;
// mad r0.x, r1.x, c15.x, r0.x
temp0.x = temp1.x * vp_size.x + temp0.x;
// mad r0.y, r1.y, -c15.y, r0.y
temp0.y = temp1.y * -vp_size.y + temp0.y;
// add r0.z, r2.z, r2.z
temp0.z = temp2.z + temp2.z;
// mov r1.w, r2.z
temp1.w = temp2.z;
// add r2.xy, r0.w, c13
temp2.xy = temp0.ww + render_target_texel_offset.xy;
// mad o1.x, r0.z, r2.x, r0.x
o.texcoord.x = temp0.z * temp2.x + temp0.x;
// mad o1.y, r0.z, r2.y, r0.y
o.texcoord.y = temp0.z * temp2.y + temp0.y;
// mov o1.w, r0.z
o.texcoord.w = temp0.z;
// mov r0.xyz, c10
temp0.xyz = ref_light_position.xyz;
// dp3 o3.x, r0, c11
o.texcoord2.x = dot(temp0.xyz, ref_light_direction.xyz);
// mov r0.x, c8.x
temp0.x = ref_spot_angle_falloff_start.x;
// add r0.x, r0.x, -c9.x
temp0.x = temp0.x + -ref_spot_angle_falloff_end.x;
// min r0.x, r0.x, c17.x
temp0.x = min(temp0.x, float1(-0.001));
// rcp o3.y, r0.x
o.texcoord2.y = 1.0f / temp0.x;
// mov o0, r1
o.position = temp1;
// mov o2.w, r1.w
o.texcoord1.w = temp1.w;
// mov o1.z, r1.z
o.texcoord.z = temp1.z;
//
return o;
}
Decompiled by DXDecompiler.
Pixel Shader
sampler2D albedo : register(ps_3_0, s2);
column_major float4x4 camera_world_matrix : register(ps_3_0, c0);
sampler2D depth : register(ps_3_0, s1);
sampler2D normal : register(ps_3_0, s0);
float3 ref_light_color : register(ps_3_0, c4);
float3 ref_light_direction : register(ps_3_0, c6);
float ref_light_falloff : register(ps_3_0, c7);
float ref_light_falloff_exponent : register(ps_3_0, c8);
float3 ref_light_position : register(ps_3_0, c5);
float ref_light_start : register(ps_3_0, c9);
float ref_spot_angle_falloff_end : register(ps_3_0, c3);
struct PixelMain_Input
{
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
float4 PixelMain(PixelMain_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3, temp4;
// def c10, 1, 0, 30000, -0.5
// def c11, 590, 10, 0.33, 1
// dcl_texcoord v0.xyw
// dcl_texcoord1 v1
// dcl_texcoord2 v2.xy
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// mul r0.x, c7.x, c7.x
temp0.x = ref_light_falloff.x * ref_light_falloff.x;
// rcp r0.y, v1.w
temp0.y = 1.0f / i.texcoord1.w;
// mul r0.yzw, r0.y, v1.xxyz
temp0.yzw = temp0.yyy * i.texcoord1.xyz;
// rcp r1.x, v0.w
temp1.x = 1.0f / i.texcoord.w;
// mul r1.xy, r1.x, v0
temp1.xy = temp1.xx * i.texcoord.xy;
// texld r2, r1, s1
temp2 = tex2D(depth, temp1.xy);
// mov r3.x, c0.w
temp3.x = (camera_world_matrix._m00_m10_m20_m30).w;
// mov r3.y, c1.w
temp3.y = (camera_world_matrix._m01_m11_m21_m31).w;
// mov r3.z, c2.w
temp3.z = (camera_world_matrix._m02_m12_m22_m32).w;
// mad r0.yzw, r0, r2.x, r3.xxyz
temp0.yzw = temp0.yzw * temp2.xxx + temp3.xyz;
// add r2.xyz, -r0.yzww, r3
temp2.xyz = -temp0.yzw + temp3.xyz;
// add r3.xyz, -r0.yzww, c5
temp3.xyz = -temp0.yzw + ref_light_position.xyz;
// dp3 r0.y, r0.yzww, c6
temp0.y = dot(temp0.yzw, ref_light_direction.xyz);
// add r0.y, r0.y, -v2.x
temp0.y = temp0.y + -i.texcoord2.x;
// add r0.y, r0.y, -c9.x
temp0.y = temp0.y + -ref_light_start.x;
// dp3 r0.z, r3, r3
temp0.z = dot(temp3.xyz, temp3.xyz);
// mul r0.x, r0.z, r0.x
temp0.x = temp0.z * temp0.x;
// mad r0.x, r0.x, -r0.x, c10.x
temp0.x = temp0.x * -temp0.x + float1(1);
// max r1.z, r0.x, c10.y
temp1.z = max(temp0.x, float1(0));
// mul r0.x, r1.z, r1.z
temp0.x = temp1.z * temp1.z;
// add r0.w, r0.z, c10.x
temp0.w = temp0.z + float1(1);
// rsq r0.z, r0.z
temp0.z = 1 / sqrt(temp0.z);
// mul r3.xyz, r0.z, r3
temp3.xyz = temp0.zzz * temp3.xyz;
// rcp r0.z, r0.w
temp0.z = 1.0f / temp0.w;
// mul r0.x, r0.x, r0.z
temp0.x = temp0.x * temp0.z;
// mul r0.x, r0.x, c10.z
temp0.x = temp0.x * float1(30000);
// cmp r0.z, -r0.y, c10.y, c10.x
temp0.z = (-temp0.y >= 0) ? float1(0) : float1(1);
// cmp r0.y, r0.y, -c10.y, -c10.x
temp0.y = (temp0.y >= 0) ? float1(-0) : float1(-1);
// add r0.y, r0.y, r0.z
temp0.y = temp0.y + temp0.z;
// mul r0.x, r0.y, r0.x
temp0.x = temp0.y * temp0.x;
// dp3 r0.y, r3, -c6
temp0.y = dot(temp3.xyz, -ref_light_direction.xyz);
// add r0.y, -r0.y, c10.x
temp0.y = -temp0.y + float1(1);
// add r0.y, r0.y, -c3.x
temp0.y = temp0.y + -ref_spot_angle_falloff_end.x;
// mul_sat r0.y, r0.y, v2.y
temp0.y = saturate(temp0.y * i.texcoord2.y);
// mul r0.y, r0.y, r0.y
temp0.y = temp0.y * temp0.y;
// mul r0.x, r0.y, r0.x
temp0.x = temp0.y * temp0.x;
// texld r4, r1, s0
temp4 = tex2D(normal, temp1.xy);
// texld r1, r1, s2
temp1 = tex2D(albedo, temp1.xy);
// add r0.yzw, r4.xxyz, c10.w
temp0.yzw = temp4.xyz + float3(-0.5, -0.5, -0.5);
// mul r2.w, r4.w, r4.w
temp2.w = temp4.w * temp4.w;
// add r0.yzw, r0, r0
temp0.yzw = temp0.yzw + temp0.yzw;
// dp3_sat r3.w, r3, r0.yzww
temp3.w = saturate(dot(temp3.xyz, temp0.yzw));
// mul r0.x, r0.x, r3.w
temp0.x = temp0.x * temp3.w;
// dp2add r2.w, r2.w, r0.x, c10.y
temp2.w = dot(temp2.ww, temp0.xx) + float1(0);
// mul r4, r0.x, c4.xyzz
temp4 = temp0.x * ref_light_color.xyzz;
// dp3 r0.x, r2, r2
temp0.x = dot(temp2.xyz, temp2.xyz);
// rsq r0.x, r0.x
temp0.x = 1 / sqrt(temp0.x);
// mad_pp r2.xyz, r2, r0.x, r3
temp2.xyz = /* not implemented _pp modifier */ temp2.xyz * temp0.xxx + temp3.xyz;
// nrm_pp r3.xyz, r2
temp3.xyz = /* not implemented _pp modifier */ normalize(temp2.xyz).xyz;
// dp3_sat r0.x, r3, r0.yzww
temp0.x = saturate(dot(temp3.xyz, temp0.yzw));
// mad r0.y, r1.w, c11.x, c11.y
temp0.y = temp1.w * float1(590) + float1(10);
// pow r1.w, r0.x, r0.y
temp1.w = pow(temp0.x, temp0.y);
// mov r0.x, c10.x
temp0.x = float1(1);
// add_sat r0.x, -r0.x, c8.x
temp0.x = saturate(-temp0.x + ref_light_falloff_exponent.x);
// mad r0.x, r0.x, c11.z, c11.w
temp0.x = temp0.x * float1(0.33) + float1(1);
// mul r0.x, r0.x, r1.w
temp0.x = temp0.x * temp1.w;
// mul r0.x, r2.w, r0.x
temp0.x = temp2.w * temp0.x;
// mul r0, r0.x, c4.xyzz
temp0 = temp0.x * ref_light_color.xyzz;
// mad r0, r1.xyzz, r4, r0
temp0 = temp1.xyzz * temp4 + temp0;
// max oC0, r0, c10.y
out_color = max(temp0, float4(0, 0, 0, 0));
//
return out_color;
}
Decompiled by DXDecompiler.