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Scene Bright Pass Default

(scene_bright_pass:default, 0x8f111df315e657ed)

This template is referenced 1 time by scene_bright_pass.

Technique ambient

Render States

More info can be found on the Direct3D Docs

enum D3DRENDERSTATETYPE {
D3DRS_ZENABLE = 0,
D3DRS_ZFUNC = 4,
D3DRS_ZWRITEENABLE = 0,
D3DRS_ALPHABLENDENABLE = 0,
D3DRS_CULLMODE = 1,
D3DRS_COLORWRITEENABLE = 15,
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,
};

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,
};

Shaders

Vertex Shader

float ref_threshold : register(vs_3_0, c4);
column_major float4x4 view_proj_matrix : register(vs_3_0, c0);
struct VertexMain_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
};

struct VertexMain_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float2 texcoord1 : TEXCOORD1;
};

VertexMain_Output VertexMain(VertexMain_Input i)
{
VertexMain_Output o;
float temp0;
// def c5, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_position o0
// dcl_texcoord o1.xy
// dcl_texcoord1 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));
// mov r0.x, c4.x
temp0.x = ref_threshold.x;
// add r0.x, -r0.x, c5.x
temp0.x = -temp0.x + float1(1);
// rcp o2.y, r0.x
o.texcoord1.y = 1.0f / temp0.x;
// mov o1.xy, v1
o.texcoord = i.texcoord;
// mov o2.x, c4.x
o.texcoord1.x = ref_threshold.x;
//

return o;
}

Decompiled by DXDecompiler.

Pixel Shader

sampler2D diffuse_texture : register(ps_3_0, s0);
float ref_disable_tone_mapping : register(ps_3_0, c2);
float ref_middle_grey : register(ps_3_0, c1);
float ref_white_luminance : register(ps_3_0, c0);
sampler2D self_illumination_texture : register(ps_3_0, s1);
struct PixelMain_Input
{
float2 texcoord : TEXCOORD;
float texcoord1 : TEXCOORD1;
};

float4 PixelMain(PixelMain_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1;
float3 temp2, temp3;
// def c3, 0, 0.001, 1, 0.45454547
// def c4, 0.27, 0.67, 0.06, 0
// dcl_texcoord v0.xy
// dcl_texcoord1 v1.x
// dcl_2d s0
// dcl_2d s1
// rcp r0.x, c0.x
temp0.x = 1.0f / ref_white_luminance.x;
// texld r1, c3.x, s1
temp1 = tex2D(self_illumination_texture, float4(0, 0, 0, 0).xy);
// add r0.y, r1.x, c3.y
temp0.y = temp1.x + float1(0.001);
// rcp r0.y, r0.y
temp0.y = 1.0f / temp0.y;
// mul r0.y, r0.y, c1.x
temp0.y = temp0.y * ref_middle_grey.x;
// texld r1, v0, s0
temp1 = tex2D(diffuse_texture, i.texcoord.xy);
// mul r2.xyz, r0.y, r1
temp2.xyz = temp0.yyy * temp1.xyz;
// mad r0.yzw, r1.xxyz, r0.y, c3.z
temp0.yzw = temp1.xyz * temp0.yyy + float3(1, 1, 1);
// mad r3.xyz, r2, r0.x, c3.z
temp3.xyz = temp2.xyz * temp0.xxx + float3(1, 1, 1);
// mul r2.xyz, r2, r3
temp2.xyz = temp2.xyz * temp3.xyz;
// rcp r3.x, r0.y
temp3.x = 1.0f / temp0.y;
// rcp r3.y, r0.z
temp3.y = 1.0f / temp0.z;
// rcp r3.z, r0.w
temp3.z = 1.0f / temp0.w;
// mul r0.xyz, r2, r3
temp0.xyz = temp2.xyz * temp3.xyz;
// dp3 r2.x, r0, c4
temp2.x = dot(temp0.xyz, float3(0.27, 0.67, 0.06));
// add r2.x, r2.x, -v1.x
temp2.x = temp2.x + -i.texcoord1.x;
// mov r0.w, c3.z
temp0.w = float1(1);
// mul_sat r0, r0, r2.x
temp0 = saturate(temp0 * temp2.x);
// abs r2.x, c2.x
temp2.x = abs(ref_disable_tone_mapping.x);
// cmp r0, -r2.x, r0, r1
temp0 = (-temp2.x >= 0) ? temp0 : temp1;
// log r1.x, r0.x
temp1.x = log2(temp0.x);
// log r1.y, r0.y
temp1.y = log2(temp0.y);
// log r1.z, r0.z
temp1.z = log2(temp0.z);
// mov oC0.w, r0.w
out_color.w = temp0.w;
// mul r0.xyz, r1, c3.w
temp0.xyz = temp1.xyz * float3(0.45454547, 0.45454547, 0.45454547);
// exp oC0.x, r0.x
out_color.x = exp2(temp0.x);
// exp oC0.y, r0.y
out_color.y = exp2(temp0.y);
// exp oC0.z, r0.z
out_color.z = exp2(temp0.z);
//

return out_color;
}

Decompiled by DXDecompiler.