4 Tap Filter R Default
(4_tap_filter_r:default
, 0xb9cc0c6da15355b3
)
This template is referenced 1 time by 4_tap_filter_r.
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 = 2,
D3DSAMP_MINFILTER = 2,
D3DSAMP_MIPFILTER = 2,
};
Shaders
Vertex Shader
float3 ref_inv_dest_resolution : register(vs_3_0, c8);
float3 ref_samples[4] : 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;
float2 texcoord : TEXCOORD;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
float2 texcoord3 : TEXCOORD3;
};
VertexMain_Output VertexMain(VertexMain_Input i)
{
VertexMain_Output o;
float2 temp0;
// dcl_position v0
// dcl_texcoord v1
// dcl_position o0
// dcl_texcoord o1.xy
// dcl_texcoord1 o2.xy
// dcl_texcoord2 o3.xy
// dcl_texcoord3 o4.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 r0.xy, c8
temp0.xy = ref_inv_dest_resolution.xy;
// mad o1.xy, c4, r0, v1
o.texcoord = ref_samples[0] * temp0 + i.texcoord;
// mad o2.xy, c5, r0, v1
o.texcoord1 = ref_samples[1] * temp0 + i.texcoord;
// mad o3.xy, c6, r0, v1
o.texcoord2 = ref_samples[2] * temp0 + i.texcoord;
// mad o4.xy, c7, r0, v1
o.texcoord3 = ref_samples[3] * temp0 + i.texcoord;
//
return o;
}
Decompiled by DXDecompiler.
Pixel Shader
float3 ref_samples[4] : register(ps_3_0, c0);
sampler2D ref_src_texture : register(ps_3_0, s0);
struct PixelMain_Input
{
float2 texcoord : TEXCOORD;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
float2 texcoord3 : TEXCOORD3;
};
float4 PixelMain(PixelMain_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1;
// dcl_texcoord v0.xy
// dcl_texcoord1 v1.xy
// dcl_texcoord2 v2.xy
// dcl_texcoord3 v3.xy
// dcl_2d s0
// texld r0, v1, s0
temp0 = tex2D(ref_src_texture, i.texcoord1.xy);
// mul r0.x, r0.x, c1.z
temp0.x = temp0.x * ref_samples[1].z;
// texld r1, v0, s0
temp1 = tex2D(ref_src_texture, i.texcoord.xy);
// mad r0.x, r1.x, c0.z, r0.x
temp0.x = temp1.x * ref_samples[0].z + temp0.x;
// texld r1, v2, s0
temp1 = tex2D(ref_src_texture, i.texcoord2.xy);
// mad r0.x, r1.x, c2.z, r0.x
temp0.x = temp1.x * ref_samples[2].z + temp0.x;
// texld r1, v3, s0
temp1 = tex2D(ref_src_texture, i.texcoord3.xy);
// mad oC0, r1.x, c3.z, r0.x
out_color = temp1.x * ref_samples[3].z + temp0.x;
//
return out_color;
}
Decompiled by DXDecompiler.