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Bloom Color Correction Default Bloom Opacity

(bloom_color_correction:default:BLOOM_OPACITY, 0x2491e60f2902b70c)

This template is referenced 1 time by bloom_color_correction:BLOOM_OPACITY.

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 = 1,
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 = 1,
D3DSAMP_ADDRESSU = 3,
D3DSAMP_ADDRESSV = 3,
D3DSAMP_MAGFILTER = 1,
D3DSAMP_MINFILTER = 1,
D3DSAMP_MIPFILTER = 1,
};

Sampler 1

enum D3DSAMPLERSTATETYPE {
D3DSAMP_MIPMAPLODBIAS = 827606343,
D3DSAMP_SRGBTEXTURE = 0,
D3DSAMP_ADDRESSU = 3,
D3DSAMP_ADDRESSV = 3,
D3DSAMP_MAGFILTER = 2,
D3DSAMP_MINFILTER = 2,
D3DSAMP_MIPFILTER = 2,
};

Sampler 2

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

column_major float4x4 view_proj_matrix : register(vs_3_0, c0);
struct VertexMain_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};

struct VertexMain_Output
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
float2 texcoord1 : TEXCOORD1;
};

VertexMain_Output VertexMain(VertexMain_Input i)
{
VertexMain_Output o;
// dcl_position v0
// dcl_texcoord v1
// dcl_texcoord1 v2
// dcl_position o0
// dcl_texcoord o1.xy
// dcl_texcoord1 o2.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;
// mov o2.xy, v2
o.texcoord1 = i.texcoord1;
//

return o;
}

Decompiled by DXDecompiler.

Pixel Shader

sampler2D diffuse_texture : register(ps_3_0, s0);
sampler2D filter_color_texture : register(ps_3_0, s2);
float3 filter_color_texture_size : register(ps_3_0, c1);
float ref_opacity : register(ps_3_0, c0);
sampler2D self_illumination_texture : register(ps_3_0, s1);
struct PixelMain_Input
{
float2 texcoord : TEXCOORD;
float2 texcoord1 : TEXCOORD1;
};

float4 PixelMain(PixelMain_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2;
// def c2, 2.2, 0.5, 0, 1
// dcl_texcoord v0.xy
// dcl_texcoord1 v1.xy
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// texld_pp r0, v1, s1
temp0 = /* not implemented _pp modifier */ tex2D(self_illumination_texture, i.texcoord1.xy);
// log r1.x, r0.x
temp1.x = log2(temp0.x);
// log r1.y, r0.y
temp1.y = log2(temp0.y);
// log r1.z, r0.z
temp1.z = log2(temp0.z);
// mul r0.xyz, r1, c2.x
temp0.xyz = temp1.xyz * float3(2.2, 2.2, 2.2);
// exp_pp r1.x, r0.x
temp1.x = /* not implemented _pp modifier */ exp2(temp0.x);
// exp_pp r1.y, r0.y
temp1.y = /* not implemented _pp modifier */ exp2(temp0.y);
// exp_pp r1.z, r0.z
temp1.z = /* not implemented _pp modifier */ exp2(temp0.z);
// texld_pp r0, v0, s0
temp0 = /* not implemented _pp modifier */ tex2D(diffuse_texture, i.texcoord.xy);
// mad_sat_pp r0.xyz, r1, c0.x, r0
;// error
// rcp r1.x, c1.x
temp1.x = 1.0f / filter_color_texture_size.x;
// rcp r1.z, c1.y
temp1.z = 1.0f / filter_color_texture_size.y;
// mul_pp r1.xy, r1.xzzw, c2.y
temp1.xy = /* not implemented _pp modifier */ temp1.xz * float2(0.5, 0.5);
// mov_pp r0.w, c2.z
temp0.w = /* not implemented _pp modifier */ float1(0);
// add_pp r2, r0.xwyw, r1.xyxy
temp2 = /* not implemented _pp modifier */ temp0.xwyw + temp1.xyxy;
// add_pp r0.xy, r0.zwzw, r1
temp0.xy = /* not implemented _pp modifier */ temp0.zw + temp1.xy;
// texld_pp r0, r0, s2
temp0 = /* not implemented _pp modifier */ tex2D(filter_color_texture, temp0.xy);
// mov_pp oC0.z, r0.z
out_color.z = /* not implemented _pp modifier */ temp0.z;
// texld_pp r0, r2, s2
temp0 = /* not implemented _pp modifier */ tex2D(filter_color_texture, temp2.xy);
// texld_pp r1, r2.zwzw, s2
temp1 = /* not implemented _pp modifier */ tex2D(filter_color_texture, temp2.zw);
// mov_pp oC0.y, r1.y
out_color.y = /* not implemented _pp modifier */ temp1.y;
// mul_pp oC0.xw, r0.x, c2.wyzz
out_color.xw = /* not implemented _pp modifier */ temp0.xx * float2(1, 0);
//

return out_color;
}

Decompiled by DXDecompiler.