Edge Blur Default
(edge_blur:default
, 0xfe6f4402e2bfc768
)
This template is referenced 1 time by edge_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 = 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 = 2,
D3DSAMP_MINFILTER = 2,
D3DSAMP_MIPFILTER = 2,
};
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,
};
Sampler 2
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 render_target_texel_offset : 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;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
float2 texcoord3 : TEXCOORD3;
float2 texcoord4 : TEXCOORD4;
float4 texcoord5 : TEXCOORD5;
float4 texcoord6 : TEXCOORD6;
};
VertexMain_Output VertexMain(VertexMain_Input i)
{
VertexMain_Output o;
float3 temp0;
// def c5, -2, 2, 0, 1
// dcl_position v0
// dcl_texcoord v1
// dcl_position o0
// dcl_texcoord o1.xy
// dcl_texcoord1 o2.xy
// dcl_texcoord2 o3.xy
// dcl_texcoord3 o4.xy
// dcl_texcoord4 o5.xy
// dcl_texcoord5 o6
// dcl_texcoord6 o7
// 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.w, v0, c3
o.position.w = dot(i.position, (view_proj_matrix._m03_m13_m23_m33));
// mov r0.xyz, c5
temp0.xyz = float3(-2, 2, 0);
// mad o2.xy, c4, r0, v1
o.texcoord1 = render_target_texel_offset * temp0 + i.texcoord;
// mad o3.xy, c4, r0.yxzw, v1
o.texcoord2 = render_target_texel_offset * temp0.yxzw + i.texcoord;
// mad o4.xy, c4, r0.y, v1
o.texcoord3 = render_target_texel_offset * temp0.y + i.texcoord;
// mad o5.xy, c4, -r0.y, v1
o.texcoord4 = render_target_texel_offset * -temp0.y + i.texcoord;
// mad o6.xy, c4.x, r0.xzzw, v1
o.texcoord5.xy = render_target_texel_offset.xx * temp0.xz + i.texcoord.xy;
// mad o6.zw, c4.x, r0.xyyz, v1.xyxy
o.texcoord5.zw = render_target_texel_offset.xx * temp0.yz + i.texcoord.xy;
// mad o7.xy, c4, r0.zyzw, v1
o.texcoord6.xy = render_target_texel_offset.xy * temp0.zy + i.texcoord.xy;
// mad o7.zw, c4.xyxy, r0.xyzx, v1.xyxy
o.texcoord6.zw = render_target_texel_offset.xy * temp0.zx + i.texcoord.xy;
// mov o0.z, c5.w
o.position.z = float1(1);
// mov o1.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
Decompiled by DXDecompiler.
Pixel Shader
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This shader was not successfully decompiled. Above is the raw bytecode.
System.NotImplementedException: The method or operation is not implemented.
at DXDecompiler.DX9Shader.RegisterState.GetSourceConstantLiterals(InstructionToken instruction, Int32 srcIndex, String& type) in X:\payday2-shader-tool\DXDecompiler\src\DXDecompiler\DX9Shader\Decompiler\RegisterState.cs:line 500
at DXDecompiler.DX9Shader.RegisterState.GetSourceName(InstructionToken instruction, Int32 srcIndex, String& swizzle, String& modifier, String[]& literals) in X:\payday2-shader-tool\DXDecompiler\src\DXDecompiler\DX9Shader\Decompiler\RegisterState.cs:line 250
at DXDecompiler.DX9Shader.HlslWriter.GetSourceName(InstructionToken instruction, Int32 srcIndex, Boolean isLogicalIndex) in X:\payday2-shader-tool\DXDecompiler\src\DXDecompiler\DX9Shader\Decompiler\HlslWriter.cs:line 139
at DXDecompiler.DX9Shader.HlslWriter.WriteInstruction(InstructionToken instruction) in X:\payday2-shader-tool\DXDecompiler\src\DXDecompiler\DX9Shader\Decompiler\HlslWriter.cs:line 369
at DXDecompiler.DX9Shader.HlslWriter.WriteInstructionList() in X:\payday2-shader-tool\DXDecompiler\src\DXDecompiler\DX9Shader\Decompiler\HlslWriter.cs:line 769
at DXDecompiler.DX9Shader.HlslWriter.Write() in X:\payday2-shader-tool\DXDecompiler\src\DXDecompiler\DX9Shader\Decompiler\HlslWriter.cs:line 659
at DXDecompiler.DX9Shader.DecompileWriter.Decompile() in X:\payday2-shader-tool\DXDecompiler\src\DXDecompiler\DX9Shader\DecompileWriter.cs:line 44
at DXDecompiler.DX9Shader.HlslWriter.Decompile(ShaderModel shaderModel, String entryPoint, EffectHLSLWriter effect, Boolean outputDefaultValues) in X:\payday2-shader-tool\DXDecompiler\src\DXDecompiler\DX9Shader\Decompiler\HlslWriter.cs:line 81
at DXDecompiler.DX9Shader.HlslWriter.Decompile(Byte[] bytecode, String entryPoint) in X:\payday2-shader-tool\DXDecompiler\src\DXDecompiler\DX9Shader\Decompiler\HlslWriter.cs:line 69
at DXDecompilerCmd.Program.Main(String[] args) in X:\payday2-shader-tool\DXDecompiler\src\DXDecompilerCmd\Program.cs:line 779
Decompiled by DXDecompiler.