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Dof Small Blur Default

(dof_small_blur:default, 0x9e8333c63228524c)

This template is referenced 1 time by dof_small_blur.

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 = 2,
D3DSAMP_MINFILTER = 2,
D3DSAMP_MIPFILTER = 2,
};

Shaders

Vertex Shader

float3 render_target_size : 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;
float4 texcoord : TEXCOORD;
};

VertexMain_Output VertexMain(VertexMain_Input i)
{
VertexMain_Output o;
float4 temp0;
// def c5, -0.5, 0.5, 1, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_position o0
// dcl_texcoord o1
// 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.w, v0, c3
o.position.w = dot(i.position, (view_proj_matrix._m03_m13_m23_m33));
// rcp r0.xy, c4.x
temp0.xy = 1.0f / render_target_size.x;
// rcp r0.zw, c4.y
temp0.zw = 1.0f / render_target_size.y;
// mad o1, r0, c5.xyxy, v1.xxyy
o.texcoord = temp0 * float4(-0.5, 0.5, -0.5, 0.5) + i.texcoord.xxyy;
// mov o0.z, c5.z
o.position.z = float1(1);
//

return o;
}

Decompiled by DXDecompiler.

Pixel Shader

sampler2D diffuse_texture : register(ps_3_0, s0);
float4 PixelMain(float4 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0, temp1;
// def c0, 0.25, 0, 0, 0
// dcl_texcoord v0
// dcl_2d s0
// texld r0, v0.xzzw, s0
temp0 = tex2D(diffuse_texture, texcoord.xz);
// texld r1, v0.yzzw, s0
temp1 = tex2D(diffuse_texture, texcoord.yz);
// add r0, r0, r1
temp0 = temp0 + temp1;
// texld r1, v0.xwzw, s0
temp1 = tex2D(diffuse_texture, texcoord.xw);
// add r0, r0, r1
temp0 = temp0 + temp1;
// texld r1, v0.ywzw, s0
temp1 = tex2D(diffuse_texture, texcoord.yw);
// add_pp r0, r0, r1
temp0 = /* not implemented _pp modifier */ temp0 + temp1;
// mul_pp oC0, r0, c0.x
out_color = /* not implemented _pp modifier */ temp0 * float4(0.25, 0.25, 0.25, 0.25);
//

return out_color;
}

Decompiled by DXDecompiler.