Gaussian Blur Default
(gaussian_blur:default, 0x2659a69aaa0b128)
This template is referenced 1 time by gaussian_blur.
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;
    float2 texcoord : TEXCOORD;
    float4 texcoord1 : TEXCOORD1;
    float3 texcoord2 : TEXCOORD2;
    float3 texcoord3 : TEXCOORD3;
};
VertexMain_Output VertexMain(VertexMain_Input i)
{
    VertexMain_Output o;
    float2 temp0;
    // def c5, 1, -1, 0, 2
    // dcl_position v0
    // dcl_texcoord v1
    // dcl_position o0
    // dcl_texcoord o1.xy
    // dcl_texcoord1 o2
    // 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.xy, c4
    temp0.xy = ref_inv_source_resolution.xy;
    // mul o2, r0.xyxy, c5.xyyx
    o.texcoord1 = temp0.xyxy * float4(1, -1, -1, 1);
    // mul o3.xyz, r0.xyyw, c5.xzxw
    o.texcoord2 = temp0.xyyw * float4(1, 0, 1, 2);
    // mul o4.xyz, r0.xyyw, c5.wzww
    o.texcoord3 = temp0.xyyw * float4(2, 0, 2, 2);
    // 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;
    float4 texcoord1 : TEXCOORD1;
    float3 texcoord2 : TEXCOORD2;
    float3 texcoord3 : TEXCOORD3;
};
float4 PixelMain(PixelMain_Input i) : COLOR
{
    float4 out_color;
    float4 temp0, temp1, temp2, temp3, temp4;
    // def c0, 0.147, 0.242, 0.054, 0
    // dcl_texcoord v0.xy
    // dcl_texcoord1 v1
    // dcl_texcoord2 v2.xyz
    // dcl_texcoord3 v3.xyz
    // dcl_2d s0
    // mov r0.xy, v0
    temp0.xy = i.texcoord.xy;
    // add r1, r0.xyxy, v1.zwxw
    temp1 = temp0.xyxy + i.texcoord1.zwxw;
    // texld r2, r1.zwzw, s0
    temp2 = tex2D(ref_src_texture, temp1.zw);
    // texld r1, r1, s0
    temp1 = tex2D(ref_src_texture, temp1.xy);
    // mul r2, r2.xyzz, c0.x
    temp2 = temp2.xyzz * float4(0.147, 0.147, 0.147, 0.147);
    // mad_pp r1, r1.xyzz, c0.x, r2
    temp1 = /* not implemented _pp modifier */ temp1.xyzz * float4(0.147, 0.147, 0.147, 0.147) + temp2;
    // add r2, r0.xyxy, v1.zyxy
    temp2 = temp0.xyxy + i.texcoord1.zyxy;
    // texld r3, r2, s0
    temp3 = tex2D(ref_src_texture, temp2.xy);
    // texld r2, r2.zwzw, s0
    temp2 = tex2D(ref_src_texture, temp2.zw);
    // mad_pp r1, r3.xyzz, c0.x, r1
    temp1 = /* not implemented _pp modifier */ temp3.xyzz * float4(0.147, 0.147, 0.147, 0.147) + temp1;
    // mad_pp r1, r2.xyzz, c0.x, r1
    temp1 = /* not implemented _pp modifier */ temp2.xyzz * float4(0.147, 0.147, 0.147, 0.147) + temp1;
    // add r2, r0.xyxy, -v2.xyyz
    temp2 = temp0.xyxy + -i.texcoord2.xyyz;
    // texld r3, r2, s0
    temp3 = tex2D(ref_src_texture, temp2.xy);
    // texld r2, r2.zwzw, s0
    temp2 = tex2D(ref_src_texture, temp2.zw);
    // mad_pp r1, r3.xyzz, c0.y, r1
    temp1 = /* not implemented _pp modifier */ temp3.xyzz * float4(0.242, 0.242, 0.242, 0.242) + temp1;
    // add r3, r0.xyxy, v2.xyyz
    temp3 = temp0.xyxy + i.texcoord2.xyyz;
    // texld r4, r3, s0
    temp4 = tex2D(ref_src_texture, temp3.xy);
    // texld r3, r3.zwzw, s0
    temp3 = tex2D(ref_src_texture, temp3.zw);
    // mad_pp r1, r4.xyzz, c0.y, r1
    temp1 = /* not implemented _pp modifier */ temp4.xyzz * float4(0.242, 0.242, 0.242, 0.242) + temp1;
    // mad_pp r1, r2.xyzz, c0.y, r1
    temp1 = /* not implemented _pp modifier */ temp2.xyzz * float4(0.242, 0.242, 0.242, 0.242) + temp1;
    // mad_pp r1, r3.xyzz, c0.y, r1
    temp1 = /* not implemented _pp modifier */ temp3.xyzz * float4(0.242, 0.242, 0.242, 0.242) + temp1;
    // add r2, r0.xyxy, -v3.xyyz
    temp2 = temp0.xyxy + -i.texcoord3.xyyz;
    // texld r3, r2, s0
    temp3 = tex2D(ref_src_texture, temp2.xy);
    // texld r2, r2.zwzw, s0
    temp2 = tex2D(ref_src_texture, temp2.zw);
    // mad_pp r1, r3.xyzz, c0.z, r1
    temp1 = /* not implemented _pp modifier */ temp3.xyzz * float4(0.054, 0.054, 0.054, 0.054) + temp1;
    // add r0, r0.xyxy, v3.xyyz
    temp0 = temp0.xyxy + i.texcoord3.xyyz;
    // texld r3, r0, s0
    temp3 = tex2D(ref_src_texture, temp0.xy);
    // texld r0, r0.zwzw, s0
    temp0 = tex2D(ref_src_texture, temp0.zw);
    // mad_pp r1, r3.xyzz, c0.z, r1
    temp1 = /* not implemented _pp modifier */ temp3.xyzz * float4(0.054, 0.054, 0.054, 0.054) + temp1;
    // mad_pp r1, r2.xyzz, c0.z, r1
    temp1 = /* not implemented _pp modifier */ temp2.xyzz * float4(0.054, 0.054, 0.054, 0.054) + temp1;
    // mad_pp oC0, r0.xyzz, c0.z, r1
    out_color = /* not implemented _pp modifier */ temp0.xyzz * float4(0.054, 0.054, 0.054, 0.054) + temp1;
    // 
    return out_color;
}
Decompiled by DXDecompiler.