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Levels Default

(levels:default, 0xe42b0712e7b00383)

This template is referenced 1 time by levels.

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 = 15,
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

float3 ref_levels_b : register(vs_3_0, c6);
float3 ref_levels_g : register(vs_3_0, c5);
float3 ref_levels_r : 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;
float3 texcoord1 : TEXCOORD1;
float3 texcoord2 : TEXCOORD2;
float3 texcoord3 : TEXCOORD3;
};

VertexMain_Output VertexMain(VertexMain_Input i)
{
VertexMain_Output o;
float3 temp0, temp1, temp2;
// dcl_position v0
// dcl_texcoord v1
// dcl_position o0
// dcl_texcoord o1.xy
// dcl_texcoord1 o2.xyz
// dcl_texcoord2 o3.xyz
// dcl_texcoord3 o4.xyz
// 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.x, c4.x
temp0.x = ref_levels_r.x;
// mov r0.y, c5.x
temp0.y = ref_levels_g.x;
// mov r0.z, c6.x
temp0.z = ref_levels_b.x;
// mov r1.x, c4.y
temp1.x = ref_levels_r.y;
// mov r1.y, c5.y
temp1.y = ref_levels_g.y;
// mov r1.z, c6.y
temp1.z = ref_levels_b.y;
// add r2.xyz, -r0, r1
temp2.xyz = -temp0.xyz + temp1.xyz;
// mov o2.xyz, r0
o.texcoord1 = temp0;
// mov o3.xyz, r1
o.texcoord2 = temp1;
// rcp o4.x, r2.x
o.texcoord3.x = 1.0f / temp2.x;
// rcp o4.y, r2.y
o.texcoord3.y = 1.0f / temp2.y;
// rcp o4.z, r2.z
o.texcoord3.z = 1.0f / temp2.z;
// mov o1.xy, v1
o.texcoord = i.texcoord;
//

return o;
}

Decompiled by DXDecompiler.

Pixel Shader

sampler2D ref_src_texture : register(ps_3_0, s0);
struct PixelMain_Input
{
float2 texcoord : TEXCOORD;
float3 texcoord1 : TEXCOORD1;
float3 texcoord2 : TEXCOORD2;
float3 texcoord3 : TEXCOORD3;
};

float4 PixelMain(PixelMain_Input i) : COLOR
{
float4 out_color;
float4 temp0;
float3 temp1;
// dcl_texcoord v0.xy
// dcl_texcoord1 v1.xyz
// dcl_texcoord2 v2.xyz
// dcl_texcoord3 v3.xyz
// dcl_2d s0
// texld r0, v0, s0
temp0 = tex2D(ref_src_texture, i.texcoord.xy);
// max r1.xyz, r0, v1
temp1.xyz = max(temp0.xyz, i.texcoord1.xyz);
// mov oC0.w, r0.w
out_color.w = temp0.w;
// min r0.xyz, v2, r1
temp0.xyz = min(i.texcoord2.xyz, temp1.xyz);
// add r0.xyz, r0, -v1
temp0.xyz = temp0.xyz + -i.texcoord1.xyz;
// mul oC0.xyz, r0, v3
out_color.xyz = temp0.xyz * i.texcoord3.xyz;
//

return out_color;
}

Decompiled by DXDecompiler.