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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.