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Scene Exposure No Msaa Default

(scene_exposure_no_msaa:default, 0x9fd80835d8db3314)

This template is referenced 1 time by scene_exposure_no_msaa.

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 = 1,
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

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;
};

VertexMain_Output VertexMain(VertexMain_Input i)
{
VertexMain_Output o;
// dcl_position v0
// dcl_texcoord v1
// dcl_position o0
// dcl_texcoord o1.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 o1.xy, v1
o.texcoord = i.texcoord;
//

return o;
}

Decompiled by DXDecompiler.

Pixel Shader

sampler2D diffuse_texture : register(ps_3_0, s0);
float ref_disable_tone_mapping : register(ps_3_0, c0);
float ref_middle_grey : register(ps_3_0, c2);
float ref_white_luminance : register(ps_3_0, c1);
sampler2D self_illumination_texture : register(ps_3_0, s1);
float4 PixelMain(float2 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0, temp1;
float3 temp2, temp3;
// def c3, 0, 0.001, 1, 0
// dcl_texcoord v0.xy
// dcl_2d s0
// dcl_2d s1
// rcp r0.x, c1.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, c2.x
temp0.y = temp0.y * ref_middle_grey.x;
// texld r1, v0, s0
temp1 = tex2D(diffuse_texture, 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_sat_pp r0.xyz, r2, r3
;// error
// abs r2.x, c0.x
temp2.x = abs(ref_disable_tone_mapping.x);
// mov r0.w, c3.z
temp0.w = float1(1);
// cmp_pp oC0, -r2.x, r0, r1
out_color = /* not implemented _pp modifier */ (-temp2.x >= 0) ? temp0 : temp1;
//

return out_color;
}

Decompiled by DXDecompiler.