Scene Luminance Default
(scene_luminance:default
, 0x435516c64f19df83
)
This template is referenced 1 time by scene_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, temp2;
// def c17, 0.09016844, -0.064, 0.164, 0.3
// def c18, 2.8625, 0, 0, 0
// dcl_texcoord v0.xy
// dcl_2d s0
// mov r0.xy, c16
temp0.xy = ref_inv_dest_resolution.xy;
// mad r0.zw, c0.xyxy, r0.xyxy, v0.xyxy
temp0.zw = ref_samples[0].xy * temp0.xy + texcoord.xy;
// texld r1, r0.zwzw, s0
temp1 = tex2D(ref_src_texture, temp0.zw);
// mad r0.zw, c1.xyxy, r0.xyxy, v0.xyxy
temp0.zw = ref_samples[1].xy * temp0.xy + texcoord.xy;
// texld r2, r0.zwzw, s0
temp2 = tex2D(ref_src_texture, temp0.zw);
// add r0.z, r1.x, r2.x
temp0.z = temp1.x + temp2.x;
// 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);
// add r0.z, r0.z, r1.x
temp0.z = temp0.z + temp1.x;
// 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);
// add r0.z, r0.z, r1.x
temp0.z = temp0.z + temp1.x;
// 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);
// add r0.z, r0.z, r1.x
temp0.z = temp0.z + temp1.x;
// 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);
// add r0.z, r0.z, r1.x
temp0.z = temp0.z + temp1.x;
// 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);
// add r0.z, r0.z, r1.x
temp0.z = temp0.z + temp1.x;
// 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);
// add r0.z, r0.z, r1.x
temp0.z = temp0.z + temp1.x;
// 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);
// add r0.z, r0.z, r1.x
temp0.z = temp0.z + temp1.x;
// 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);
// add r0.z, r0.z, r1.x
temp0.z = temp0.z + temp1.x;
// 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);
// add r0.z, r0.z, r1.x
temp0.z = temp0.z + temp1.x;
// 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);
// add r0.z, r0.z, r1.x
temp0.z = temp0.z + temp1.x;
// 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);
// add r0.z, r0.z, r1.x
temp0.z = temp0.z + temp1.x;
// 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);
// add r0.z, r0.z, r1.x
temp0.z = temp0.z + temp1.x;
// 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);
// add r0.z, r0.z, r1.x
temp0.z = temp0.z + temp1.x;
// 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);
// add r0.x, r0.z, r1.x
temp0.x = temp0.z + temp1.x;
// mul r0.x, r0.x, c17.x
temp0.x = temp0.x * float1(0.09016844);
// exp r0.x, r0.x
temp0.x = exp2(temp0.x);
// rcp r0.y, r0.x
temp0.y = 1.0f / temp0.x;
// add r0.x, r0.x, c17.y
temp0.x = temp0.x + float1(-0.064);
// mad r0.y, r0.y, c17.z, c17.w
temp0.y = temp0.y * float1(0.164) + float1(0.3);
// cmp oC0, r0.x, r0.y, c18.x
out_color = (temp0.x >= 0) ? temp0.y : float4(2.8625, 2.8625, 2.8625, 2.8625);
//
return out_color;
}
Decompiled by DXDecompiler.