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.