4 Tap Filter Default
(4_tap_filter:default
, 0xb063a06b47b383f7
)
This template is referenced 1 time by 4_tap_filter.
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 = 7,
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 ref_inv_source_resolution : 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;
float4 texcoord1 : TEXCOORD1;
};
VertexMain_Output VertexMain(VertexMain_Input i)
{
VertexMain_Output o;
float2 temp0;
// def c5, -0.5, 0.5, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_position o0
// dcl_texcoord o1
// dcl_texcoord1 o2
// 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.xy, c4
temp0.xy = ref_inv_source_resolution.xy;
// mad o1, r0.xyxy, c5.xxyx, v1.xyxy
o.texcoord = temp0.xyxy * float4(-0.5, -0.5, 0.5, -0.5) + i.texcoord.xyxy;
// mad o2, r0.xyxy, c5.xyyy, v1.xyxy
o.texcoord1 = temp0.xyxy * float4(-0.5, 0.5, 0.5, 0.5) + i.texcoord.xyxy;
//
return o;
}
Decompiled by DXDecompiler.
Pixel Shader
sampler2D ref_src_texture : register(ps_3_0, s0);
struct PixelMain_Input
{
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};
float4 PixelMain(PixelMain_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1;
// def c0, 0.25, 0, 0, 0
// dcl_texcoord v0
// dcl_texcoord1 v1
// dcl_2d s0
// texld_pp r0, v0, s0
temp0 = /* not implemented _pp modifier */ tex2D(ref_src_texture, i.texcoord.xy);
// texld r1, v0.zwzw, s0
temp1 = tex2D(ref_src_texture, i.texcoord.zw);
// add_pp r0, r0.xyzz, r1.xyzz
temp0 = /* not implemented _pp modifier */ temp0.xyzz + temp1.xyzz;
// texld r1, v1, s0
temp1 = tex2D(ref_src_texture, i.texcoord1.xy);
// add_pp r0, r0, r1.xyzz
temp0 = /* not implemented _pp modifier */ temp0 + temp1.xyzz;
// texld r1, v1.zwzw, s0
temp1 = tex2D(ref_src_texture, i.texcoord1.zw);
// add_pp r0, r0, r1.xyzz
temp0 = /* not implemented _pp modifier */ temp0 + temp1.xyzz;
// 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.