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Exposure Default

(exposure:default, 0xa5d17a17d208ddf6)

This template is referenced 1 time by exposure.

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

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);
float3 ref_blue_hi : register(ps_3_0, c5);
float3 ref_blue_low : register(ps_3_0, c4);
float3 ref_green_hi : register(ps_3_0, c3);
float3 ref_green_low : register(ps_3_0, c2);
float3 ref_red_hi : register(ps_3_0, c1);
float3 ref_red_low : register(ps_3_0, c0);
sampler2D self_illumination_texture : register(ps_3_0, s1);
float4 PixelMain(float2 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0, temp1;
float2 temp2;
// def c6, 0, 0, 0, 0
// dcl_texcoord v0.xy
// dcl_2d s0
// dcl_2d s1
// texld r0, v0, s0
temp0 = tex2D(diffuse_texture, texcoord.xy);
// texld r1, c6.x, s1
temp1 = tex2D(self_illumination_texture, float4(0, 0, 0, 0).xy);
// lrp r2.x, r1.x, c0.y, c0.x
temp2.x = lerp(ref_red_low.x, ref_red_low.y, temp1.x);
// max r1.y, r0.x, r2.x
temp1.y = max(temp0.x, temp2.x);
// lrp r0.x, r1.x, c1.y, c1.x
temp0.x = lerp(ref_red_hi.x, ref_red_hi.y, temp1.x);
// min r2.y, r0.x, r1.y
temp2.y = min(temp0.x, temp1.y);
// add r0.x, -r2.x, r0.x
temp0.x = -temp2.x + temp0.x;
// add r1.y, -r2.x, r2.y
temp1.y = -temp2.x + temp2.y;
// rcp r0.x, r0.x
temp0.x = 1.0f / temp0.x;
// mul oC0.x, r0.x, r1.y
out_color.x = temp0.x * temp1.y;
// lrp r0.x, r1.x, c2.y, c2.x
temp0.x = lerp(ref_green_low.x, ref_green_low.y, temp1.x);
// max r1.y, r0.y, r0.x
temp1.y = max(temp0.y, temp0.x);
// lrp r0.y, r1.x, c3.y, c3.x
temp0.y = lerp(ref_green_hi.x, ref_green_hi.y, temp1.x);
// min r2.x, r0.y, r1.y
temp2.x = min(temp0.y, temp1.y);
// add r0.y, -r0.x, r0.y
temp0.y = -temp0.x + temp0.y;
// add r0.x, -r0.x, r2.x
temp0.x = -temp0.x + temp2.x;
// rcp r0.y, r0.y
temp0.y = 1.0f / temp0.y;
// mul oC0.y, r0.y, r0.x
out_color.y = temp0.y * temp0.x;
// lrp r0.x, r1.x, c4.y, c4.x
temp0.x = lerp(ref_blue_low.x, ref_blue_low.y, temp1.x);
// lrp r0.y, r1.x, c5.y, c5.x
temp0.y = lerp(ref_blue_hi.x, ref_blue_hi.y, temp1.x);
// max r1.x, r0.z, r0.x
temp1.x = max(temp0.z, temp0.x);
// mov oC0.w, r0.w
out_color.w = temp0.w;
// min r2.x, r0.y, r1.x
temp2.x = min(temp0.y, temp1.x);
// add r0.y, -r0.x, r0.y
temp0.y = -temp0.x + temp0.y;
// add r0.x, -r0.x, r2.x
temp0.x = -temp0.x + temp2.x;
// rcp r0.y, r0.y
temp0.y = 1.0f / temp0.y;
// mul oC0.z, r0.y, r0.x
out_color.z = temp0.y * temp0.x;
//

return out_color;
}

Decompiled by DXDecompiler.