Initial Luminance Default
(initial_luminance:default
, 0xa69939fbabd3d824
)
This template is referenced 1 time by initial_luminance.
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 = 1,
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,
};
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
float3 ref_inv_dest_resolution : register(ps_3_0, c9);
float3 ref_samples[9] : register(ps_3_0, c0);
sampler2D ref_src_texture : register(ps_3_0, s0);
float4 PixelMain(float2 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0, temp1;
// def c10, 0.5, 0.0001, 0.6931472, -9.2103405
// def c11, 0.11111111, 0, 0, 0
// dcl_texcoord v0.xy
// dcl_2d s0
// mov r0.xy, c9
temp0.xy = ref_inv_dest_resolution.xy;
// mad r0.zw, c0.xyxy, r0.xyxy, v0.xyxy
temp0.zw = ref_samples[0].xy * temp0.xy + texcoord.xy;
// texld r1, r0.zwzw, s0
temp1 = tex2D(ref_src_texture, temp0.zw);
// dp3 r0.z, r1, c10.x
temp0.z = dot(temp1.xyz, float3(0.5, 0.5, 0.5));
// log r0.w, r0.z
temp0.w = log2(temp0.z);
// add r0.z, -r0.z, c10.y
temp0.z = -temp0.z + float1(0.0001);
// mul r0.w, r0.w, c10.z
temp0.w = temp0.w * float1(0.6931472);
// cmp r0.z, r0.z, c10.w, r0.w
temp0.z = (temp0.z >= 0) ? float1(-9.2103405) : temp0.w;
// mad r1.xy, c1, r0, v0
temp1.xy = ref_samples[1].xy * temp0.xy + texcoord.xy;
// texld r1, r1, s0
temp1 = tex2D(ref_src_texture, temp1.xy);
// dp3 r0.w, r1, c10.x
temp0.w = dot(temp1.xyz, float3(0.5, 0.5, 0.5));
// log r1.x, r0.w
temp1.x = log2(temp0.w);
// add r0.w, -r0.w, c10.y
temp0.w = -temp0.w + float1(0.0001);
// mul r1.x, r1.x, c10.z
temp1.x = temp1.x * float1(0.6931472);
// cmp r0.w, r0.w, c10.w, r1.x
temp0.w = (temp0.w >= 0) ? float1(-9.2103405) : temp1.x;
// add r0.z, r0.w, r0.z
temp0.z = temp0.w + temp0.z;
// mad r1.xy, c2, r0, v0
temp1.xy = ref_samples[2].xy * temp0.xy + texcoord.xy;
// texld r1, r1, s0
temp1 = tex2D(ref_src_texture, temp1.xy);
// dp3 r0.w, r1, c10.x
temp0.w = dot(temp1.xyz, float3(0.5, 0.5, 0.5));
// log r1.x, r0.w
temp1.x = log2(temp0.w);
// add r0.w, -r0.w, c10.y
temp0.w = -temp0.w + float1(0.0001);
// mul r1.x, r1.x, c10.z
temp1.x = temp1.x * float1(0.6931472);
// cmp r0.w, r0.w, c10.w, r1.x
temp0.w = (temp0.w >= 0) ? float1(-9.2103405) : temp1.x;
// add r0.z, r0.w, r0.z
temp0.z = temp0.w + temp0.z;
// mad r1.xy, c3, r0, v0
temp1.xy = ref_samples[3].xy * temp0.xy + texcoord.xy;
// texld r1, r1, s0
temp1 = tex2D(ref_src_texture, temp1.xy);
// dp3 r0.w, r1, c10.x
temp0.w = dot(temp1.xyz, float3(0.5, 0.5, 0.5));
// log r1.x, r0.w
temp1.x = log2(temp0.w);
// add r0.w, -r0.w, c10.y
temp0.w = -temp0.w + float1(0.0001);
// mul r1.x, r1.x, c10.z
temp1.x = temp1.x * float1(0.6931472);
// cmp r0.w, r0.w, c10.w, r1.x
temp0.w = (temp0.w >= 0) ? float1(-9.2103405) : temp1.x;
// add r0.z, r0.w, r0.z
temp0.z = temp0.w + temp0.z;
// mad r1.xy, c4, r0, v0
temp1.xy = ref_samples[4].xy * temp0.xy + texcoord.xy;
// texld r1, r1, s0
temp1 = tex2D(ref_src_texture, temp1.xy);
// dp3 r0.w, r1, c10.x
temp0.w = dot(temp1.xyz, float3(0.5, 0.5, 0.5));
// log r1.x, r0.w
temp1.x = log2(temp0.w);
// add r0.w, -r0.w, c10.y
temp0.w = -temp0.w + float1(0.0001);
// mul r1.x, r1.x, c10.z
temp1.x = temp1.x * float1(0.6931472);
// cmp r0.w, r0.w, c10.w, r1.x
temp0.w = (temp0.w >= 0) ? float1(-9.2103405) : temp1.x;
// add r0.z, r0.w, r0.z
temp0.z = temp0.w + temp0.z;
// mad r1.xy, c5, r0, v0
temp1.xy = ref_samples[5].xy * temp0.xy + texcoord.xy;
// texld r1, r1, s0
temp1 = tex2D(ref_src_texture, temp1.xy);
// dp3 r0.w, r1, c10.x
temp0.w = dot(temp1.xyz, float3(0.5, 0.5, 0.5));
// log r1.x, r0.w
temp1.x = log2(temp0.w);
// add r0.w, -r0.w, c10.y
temp0.w = -temp0.w + float1(0.0001);
// mul r1.x, r1.x, c10.z
temp1.x = temp1.x * float1(0.6931472);
// cmp r0.w, r0.w, c10.w, r1.x
temp0.w = (temp0.w >= 0) ? float1(-9.2103405) : temp1.x;
// add r0.z, r0.w, r0.z
temp0.z = temp0.w + temp0.z;
// mad r1.xy, c6, r0, v0
temp1.xy = ref_samples[6].xy * temp0.xy + texcoord.xy;
// texld r1, r1, s0
temp1 = tex2D(ref_src_texture, temp1.xy);
// dp3 r0.w, r1, c10.x
temp0.w = dot(temp1.xyz, float3(0.5, 0.5, 0.5));
// log r1.x, r0.w
temp1.x = log2(temp0.w);
// add r0.w, -r0.w, c10.y
temp0.w = -temp0.w + float1(0.0001);
// mul r1.x, r1.x, c10.z
temp1.x = temp1.x * float1(0.6931472);
// cmp r0.w, r0.w, c10.w, r1.x
temp0.w = (temp0.w >= 0) ? float1(-9.2103405) : temp1.x;
// add r0.z, r0.w, r0.z
temp0.z = temp0.w + temp0.z;
// mad r1.xy, c7, r0, v0
temp1.xy = ref_samples[7].xy * temp0.xy + texcoord.xy;
// texld r1, r1, s0
temp1 = tex2D(ref_src_texture, temp1.xy);
// dp3 r0.w, r1, c10.x
temp0.w = dot(temp1.xyz, float3(0.5, 0.5, 0.5));
// log r1.x, r0.w
temp1.x = log2(temp0.w);
// add r0.w, -r0.w, c10.y
temp0.w = -temp0.w + float1(0.0001);
// mul r1.x, r1.x, c10.z
temp1.x = temp1.x * float1(0.6931472);
// cmp r0.w, r0.w, c10.w, r1.x
temp0.w = (temp0.w >= 0) ? float1(-9.2103405) : temp1.x;
// add r0.z, r0.w, r0.z
temp0.z = temp0.w + temp0.z;
// mad r0.xy, c8, r0, v0
temp0.xy = ref_samples[8].xy * temp0.xy + texcoord.xy;
// texld r1, r0, s0
temp1 = tex2D(ref_src_texture, temp0.xy);
// dp3 r0.x, r1, c10.x
temp0.x = dot(temp1.xyz, float3(0.5, 0.5, 0.5));
// log r0.y, r0.x
temp0.y = log2(temp0.x);
// add r0.x, -r0.x, c10.y
temp0.x = -temp0.x + float1(0.0001);
// mul r0.y, r0.y, c10.z
temp0.y = temp0.y * float1(0.6931472);
// cmp r0.x, r0.x, c10.w, r0.y
temp0.x = (temp0.x >= 0) ? float1(-9.2103405) : temp0.y;
// add r0.x, r0.x, r0.z
temp0.x = temp0.x + temp0.z;
// mul oC0, r0.x, c11.x
out_color = temp0.x * float4(0.11111111, 0.11111111, 0.11111111, 0.11111111);
//
return out_color;
}
Decompiled by DXDecompiler.