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Luminance Adaption Default

(luminance_adaption:default, 0xd21deb5c5fd25999)

This template is referenced 1 time by luminance_adaption.

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,
};

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_copy_luminance_target : register(ps_3_0, c1);
float ref_delta_time : register(ps_3_0, c0);
sampler2D self_illumination_texture : register(ps_3_0, s1);
float4 PixelMain(float2 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float3 temp0;
float4 temp1, temp2;
float temp3;
// def c2, -0, -1, 0.5, 0
// dcl_texcoord v0.xy
// dcl_2d s0
// dcl_2d s1
// mov r0.xyz, c2
temp0.xyz = float3(-0, -1, 0.5);
// cmp r0.x, -c1.x, r0.x, r0.y
temp0.x = (-ref_copy_luminance_target.x >= 0) ? temp0.x : temp0.y;
// texld r1, v0, s1
temp1 = tex2D(self_illumination_texture, texcoord.xy);
// rcp r0.y, r1.x
temp0.y = 1.0f / temp1.x;
// cmp r0.x, -r0_abs.y, c2.y, r0.x
temp0.x = (-abs(temp0).y >= 0) ? float1(-1) : temp0.x;
// mul_sat r0.y, r0.z, c0.x
temp0.y = saturate(temp0.z * ref_delta_time.x);
// texld r2, v0, s0
temp2 = tex2D(diffuse_texture, texcoord.xy);
// lrp r3.x, r0.y, r2.x, r1.x
temp3.x = lerp(temp1.x, temp2.x, temp0.y);
// cmp oC0, r0.x, r3.x, r2.x
out_color = (temp0.x >= 0) ? temp3.x : temp2.x;
//

return out_color;
}

Decompiled by DXDecompiler.