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Iterative Luminance Default

(iterative_luminance:default, 0xefd0458e6004a574)

This template is referenced 1 time by iterative_luminance.

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,
};

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

float3 ref_inv_dest_resolution : register(ps_3_0, c16);
float3 ref_samples[16] : register(ps_3_0, c0);
sampler2D ref_src_texture : register(ps_3_0, s0);
float4 PixelMain(float2 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0, temp1;
// dcl_texcoord v0.xy
// dcl_2d s0
// mov r0.xy, c16
temp0.xy = ref_inv_dest_resolution.xy;
// mad r0.zw, c1.xyxy, r0.xyxy, v0.xyxy
temp0.zw = ref_samples[1].xy * temp0.xy + texcoord.xy;
// texld r1, r0.zwzw, s0
temp1 = tex2D(ref_src_texture, temp0.zw);
// mul r0.z, r1.x, c1.z
temp0.z = temp1.x * ref_samples[1].z;
// mad r1.xy, c0, r0, v0
temp1.xy = ref_samples[0].xy * temp0.xy + texcoord.xy;
// texld r1, r1, s0
temp1 = tex2D(ref_src_texture, temp1.xy);
// mad r0.z, r1.x, c0.z, r0.z
temp0.z = temp1.x * ref_samples[0].z + temp0.z;
// mad r1.xy, c2, r0, v0
temp1.xy = ref_samples[2].xy * temp0.xy + texcoord.xy;
// texld r1, r1, s0
temp1 = tex2D(ref_src_texture, temp1.xy);
// mad r0.z, r1.x, c2.z, r0.z
temp0.z = temp1.x * ref_samples[2].z + temp0.z;
// mad r1.xy, c3, r0, v0
temp1.xy = ref_samples[3].xy * temp0.xy + texcoord.xy;
// texld r1, r1, s0
temp1 = tex2D(ref_src_texture, temp1.xy);
// mad r0.z, r1.x, c3.z, r0.z
temp0.z = temp1.x * ref_samples[3].z + temp0.z;
// mad r1.xy, c4, r0, v0
temp1.xy = ref_samples[4].xy * temp0.xy + texcoord.xy;
// texld r1, r1, s0
temp1 = tex2D(ref_src_texture, temp1.xy);
// mad r0.z, r1.x, c4.z, r0.z
temp0.z = temp1.x * ref_samples[4].z + temp0.z;
// mad r1.xy, c5, r0, v0
temp1.xy = ref_samples[5].xy * temp0.xy + texcoord.xy;
// texld r1, r1, s0
temp1 = tex2D(ref_src_texture, temp1.xy);
// mad r0.z, r1.x, c5.z, r0.z
temp0.z = temp1.x * ref_samples[5].z + temp0.z;
// mad r1.xy, c6, r0, v0
temp1.xy = ref_samples[6].xy * temp0.xy + texcoord.xy;
// texld r1, r1, s0
temp1 = tex2D(ref_src_texture, temp1.xy);
// mad r0.z, r1.x, c6.z, r0.z
temp0.z = temp1.x * ref_samples[6].z + temp0.z;
// mad r1.xy, c7, r0, v0
temp1.xy = ref_samples[7].xy * temp0.xy + texcoord.xy;
// texld r1, r1, s0
temp1 = tex2D(ref_src_texture, temp1.xy);
// mad r0.z, r1.x, c7.z, r0.z
temp0.z = temp1.x * ref_samples[7].z + temp0.z;
// mad r1.xy, c8, r0, v0
temp1.xy = ref_samples[8].xy * temp0.xy + texcoord.xy;
// texld r1, r1, s0
temp1 = tex2D(ref_src_texture, temp1.xy);
// mad r0.z, r1.x, c8.z, r0.z
temp0.z = temp1.x * ref_samples[8].z + temp0.z;
// mad r1.xy, c9, r0, v0
temp1.xy = ref_samples[9].xy * temp0.xy + texcoord.xy;
// texld r1, r1, s0
temp1 = tex2D(ref_src_texture, temp1.xy);
// mad r0.z, r1.x, c9.z, r0.z
temp0.z = temp1.x * ref_samples[9].z + temp0.z;
// mad r1.xy, c10, r0, v0
temp1.xy = ref_samples[10].xy * temp0.xy + texcoord.xy;
// texld r1, r1, s0
temp1 = tex2D(ref_src_texture, temp1.xy);
// mad r0.z, r1.x, c10.z, r0.z
temp0.z = temp1.x * ref_samples[10].z + temp0.z;
// mad r1.xy, c11, r0, v0
temp1.xy = ref_samples[11].xy * temp0.xy + texcoord.xy;
// texld r1, r1, s0
temp1 = tex2D(ref_src_texture, temp1.xy);
// mad r0.z, r1.x, c11.z, r0.z
temp0.z = temp1.x * ref_samples[11].z + temp0.z;
// mad r1.xy, c12, r0, v0
temp1.xy = ref_samples[12].xy * temp0.xy + texcoord.xy;
// texld r1, r1, s0
temp1 = tex2D(ref_src_texture, temp1.xy);
// mad r0.z, r1.x, c12.z, r0.z
temp0.z = temp1.x * ref_samples[12].z + temp0.z;
// mad r1.xy, c13, r0, v0
temp1.xy = ref_samples[13].xy * temp0.xy + texcoord.xy;
// texld r1, r1, s0
temp1 = tex2D(ref_src_texture, temp1.xy);
// mad r0.z, r1.x, c13.z, r0.z
temp0.z = temp1.x * ref_samples[13].z + temp0.z;
// mad r1.xy, c14, r0, v0
temp1.xy = ref_samples[14].xy * temp0.xy + texcoord.xy;
// texld r1, r1, s0
temp1 = tex2D(ref_src_texture, temp1.xy);
// mad r0.z, r1.x, c14.z, r0.z
temp0.z = temp1.x * ref_samples[14].z + temp0.z;
// mad r0.xy, c15, r0, v0
temp0.xy = ref_samples[15].xy * temp0.xy + texcoord.xy;
// texld r1, r0, s0
temp1 = tex2D(ref_src_texture, temp0.xy);
// mad oC0, r1.x, c15.z, r0.z
out_color = temp1.x * ref_samples[15].z + temp0.z;
//

return out_color;
}

Decompiled by DXDecompiler.