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Gaussian Blur Alpha Not 0 Default

(gaussian_blur_alpha_not_0:default, 0x49f9a14c88817369)

This template is referenced 1 time by gaussian_blur_alpha_not_0.

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 = 1,
D3DRS_ALPHATESTENABLE = 0,
D3DRS_BLENDOPALPHA = 5,
D3DRS_SRCBLENDALPHA = 2,
D3DRS_DESTBLENDALPHA = 2,
};

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

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_source_resolution : register(ps_3_0, c13);
float3 ref_samples[13] : 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, temp3, temp4;
// def c14, 0.00390625, 0, -0.7213475, 0.39894244
// dcl_texcoord v0.xy
// dcl_2d s0
// mov r0.y, c14.y
temp0.y = float1(0);
// dp2add r0.x, c0, c0, r0.y
temp0.x = dot(ref_samples[0].xy, ref_samples[0].xy) + temp0.y;
// mul r0.x, r0.x, c14.z
temp0.x = temp0.x * float1(-0.7213475);
// exp r0.x, r0.x
temp0.x = exp2(temp0.x);
// mul r0.x, r0.x, c14.w
temp0.x = temp0.x * float1(0.39894244);
// mov r1.xy, c13
temp1.xy = ref_inv_source_resolution.xy;
// mad r0.zw, c0.xyxy, r1.xyxy, v0.xyxy
temp0.zw = ref_samples[0].xy * temp1.xy + texcoord.xy;
// texld r2, r0.zwzw, s0
temp2 = tex2D(ref_src_texture, temp0.zw);
// mul r3, r0.x, r2
temp3 = temp0.x * temp2;
// add r0.z, -r2.w, c14.x
temp0.z = -temp2.w + float1(0.00390625);
// cmp r2, r0.z, c14.y, r3
temp2 = (temp0.z >= 0) ? float4(0, 0, 0, 0) : temp3;
// cmp r0.x, r0.z, c14.y, r0.x
temp0.x = (temp0.z >= 0) ? float1(0) : temp0.x;
// dp2add r0.z, c1, c1, r0.y
temp0.z = dot(ref_samples[1].xy, ref_samples[1].xy) + temp0.y;
// mul r0.z, r0.z, c14.z
temp0.z = temp0.z * float1(-0.7213475);
// exp r0.z, r0.z
temp0.z = exp2(temp0.z);
// mul r0.w, r0.z, c14.w
temp0.w = temp0.z * float1(0.39894244);
// mad r0.z, r0.z, c14.w, r0.x
temp0.z = temp0.z * float1(0.39894244) + temp0.x;
// mad r1.zw, c1.xyxy, r1.xyxy, v0.xyxy
temp1.zw = ref_samples[1].xy * temp1.xy + texcoord.xy;
// texld r3, r1.zwzw, s0
temp3 = tex2D(ref_src_texture, temp1.zw);
// mad r4, r3, r0.w, r2
temp4 = temp3 * temp0.w + temp2;
// add r0.w, -r3.w, c14.x
temp0.w = -temp3.w + float1(0.00390625);
// cmp r2, r0.w, r2, r4
temp2 = (temp0.w >= 0) ? temp2 : temp4;
// cmp r0.x, r0.w, r0.x, r0.z
temp0.x = (temp0.w >= 0) ? temp0.x : temp0.z;
// dp2add r0.z, c2, c2, r0.y
temp0.z = dot(ref_samples[2].xy, ref_samples[2].xy) + temp0.y;
// mul r0.z, r0.z, c14.z
temp0.z = temp0.z * float1(-0.7213475);
// exp r0.z, r0.z
temp0.z = exp2(temp0.z);
// mul r0.w, r0.z, c14.w
temp0.w = temp0.z * float1(0.39894244);
// mad r0.z, r0.z, c14.w, r0.x
temp0.z = temp0.z * float1(0.39894244) + temp0.x;
// mad r1.zw, c2.xyxy, r1.xyxy, v0.xyxy
temp1.zw = ref_samples[2].xy * temp1.xy + texcoord.xy;
// texld r3, r1.zwzw, s0
temp3 = tex2D(ref_src_texture, temp1.zw);
// mad r4, r3, r0.w, r2
temp4 = temp3 * temp0.w + temp2;
// add r0.w, -r3.w, c14.x
temp0.w = -temp3.w + float1(0.00390625);
// cmp r2, r0.w, r2, r4
temp2 = (temp0.w >= 0) ? temp2 : temp4;
// cmp r0.x, r0.w, r0.x, r0.z
temp0.x = (temp0.w >= 0) ? temp0.x : temp0.z;
// dp2add r0.z, c3, c3, r0.y
temp0.z = dot(ref_samples[3].xy, ref_samples[3].xy) + temp0.y;
// mul r0.z, r0.z, c14.z
temp0.z = temp0.z * float1(-0.7213475);
// exp r0.z, r0.z
temp0.z = exp2(temp0.z);
// mul r0.w, r0.z, c14.w
temp0.w = temp0.z * float1(0.39894244);
// mad r0.z, r0.z, c14.w, r0.x
temp0.z = temp0.z * float1(0.39894244) + temp0.x;
// mad r1.zw, c3.xyxy, r1.xyxy, v0.xyxy
temp1.zw = ref_samples[3].xy * temp1.xy + texcoord.xy;
// texld r3, r1.zwzw, s0
temp3 = tex2D(ref_src_texture, temp1.zw);
// mad r4, r3, r0.w, r2
temp4 = temp3 * temp0.w + temp2;
// add r0.w, -r3.w, c14.x
temp0.w = -temp3.w + float1(0.00390625);
// cmp r2, r0.w, r2, r4
temp2 = (temp0.w >= 0) ? temp2 : temp4;
// cmp r0.x, r0.w, r0.x, r0.z
temp0.x = (temp0.w >= 0) ? temp0.x : temp0.z;
// dp2add r0.z, c4, c4, r0.y
temp0.z = dot(ref_samples[4].xy, ref_samples[4].xy) + temp0.y;
// mul r0.z, r0.z, c14.z
temp0.z = temp0.z * float1(-0.7213475);
// exp r0.z, r0.z
temp0.z = exp2(temp0.z);
// mul r0.w, r0.z, c14.w
temp0.w = temp0.z * float1(0.39894244);
// mad r0.z, r0.z, c14.w, r0.x
temp0.z = temp0.z * float1(0.39894244) + temp0.x;
// mad r1.zw, c4.xyxy, r1.xyxy, v0.xyxy
temp1.zw = ref_samples[4].xy * temp1.xy + texcoord.xy;
// texld r3, r1.zwzw, s0
temp3 = tex2D(ref_src_texture, temp1.zw);
// mad r4, r3, r0.w, r2
temp4 = temp3 * temp0.w + temp2;
// add r0.w, -r3.w, c14.x
temp0.w = -temp3.w + float1(0.00390625);
// cmp r2, r0.w, r2, r4
temp2 = (temp0.w >= 0) ? temp2 : temp4;
// cmp r0.x, r0.w, r0.x, r0.z
temp0.x = (temp0.w >= 0) ? temp0.x : temp0.z;
// dp2add r0.z, c5, c5, r0.y
temp0.z = dot(ref_samples[5].xy, ref_samples[5].xy) + temp0.y;
// mul r0.z, r0.z, c14.z
temp0.z = temp0.z * float1(-0.7213475);
// exp r0.z, r0.z
temp0.z = exp2(temp0.z);
// mul r0.w, r0.z, c14.w
temp0.w = temp0.z * float1(0.39894244);
// mad r0.z, r0.z, c14.w, r0.x
temp0.z = temp0.z * float1(0.39894244) + temp0.x;
// mad r1.zw, c5.xyxy, r1.xyxy, v0.xyxy
temp1.zw = ref_samples[5].xy * temp1.xy + texcoord.xy;
// texld r3, r1.zwzw, s0
temp3 = tex2D(ref_src_texture, temp1.zw);
// mad r4, r3, r0.w, r2
temp4 = temp3 * temp0.w + temp2;
// add r0.w, -r3.w, c14.x
temp0.w = -temp3.w + float1(0.00390625);
// cmp r2, r0.w, r2, r4
temp2 = (temp0.w >= 0) ? temp2 : temp4;
// cmp r0.x, r0.w, r0.x, r0.z
temp0.x = (temp0.w >= 0) ? temp0.x : temp0.z;
// dp2add r0.z, c6, c6, r0.y
temp0.z = dot(ref_samples[6].xy, ref_samples[6].xy) + temp0.y;
// mul r0.z, r0.z, c14.z
temp0.z = temp0.z * float1(-0.7213475);
// exp r0.z, r0.z
temp0.z = exp2(temp0.z);
// mul r0.w, r0.z, c14.w
temp0.w = temp0.z * float1(0.39894244);
// mad r0.z, r0.z, c14.w, r0.x
temp0.z = temp0.z * float1(0.39894244) + temp0.x;
// mad r1.zw, c6.xyxy, r1.xyxy, v0.xyxy
temp1.zw = ref_samples[6].xy * temp1.xy + texcoord.xy;
// texld r3, r1.zwzw, s0
temp3 = tex2D(ref_src_texture, temp1.zw);
// mad r4, r3, r0.w, r2
temp4 = temp3 * temp0.w + temp2;
// add r0.w, -r3.w, c14.x
temp0.w = -temp3.w + float1(0.00390625);
// cmp r2, r0.w, r2, r4
temp2 = (temp0.w >= 0) ? temp2 : temp4;
// cmp r0.x, r0.w, r0.x, r0.z
temp0.x = (temp0.w >= 0) ? temp0.x : temp0.z;
// dp2add r0.z, c7, c7, r0.y
temp0.z = dot(ref_samples[7].xy, ref_samples[7].xy) + temp0.y;
// mul r0.z, r0.z, c14.z
temp0.z = temp0.z * float1(-0.7213475);
// exp r0.z, r0.z
temp0.z = exp2(temp0.z);
// mul r0.w, r0.z, c14.w
temp0.w = temp0.z * float1(0.39894244);
// mad r0.z, r0.z, c14.w, r0.x
temp0.z = temp0.z * float1(0.39894244) + temp0.x;
// mad r1.zw, c7.xyxy, r1.xyxy, v0.xyxy
temp1.zw = ref_samples[7].xy * temp1.xy + texcoord.xy;
// texld r3, r1.zwzw, s0
temp3 = tex2D(ref_src_texture, temp1.zw);
// mad r4, r3, r0.w, r2
temp4 = temp3 * temp0.w + temp2;
// add r0.w, -r3.w, c14.x
temp0.w = -temp3.w + float1(0.00390625);
// cmp r2, r0.w, r2, r4
temp2 = (temp0.w >= 0) ? temp2 : temp4;
// cmp r0.x, r0.w, r0.x, r0.z
temp0.x = (temp0.w >= 0) ? temp0.x : temp0.z;
// dp2add r0.z, c8, c8, r0.y
temp0.z = dot(ref_samples[8].xy, ref_samples[8].xy) + temp0.y;
// mul r0.z, r0.z, c14.z
temp0.z = temp0.z * float1(-0.7213475);
// exp r0.z, r0.z
temp0.z = exp2(temp0.z);
// mul r0.w, r0.z, c14.w
temp0.w = temp0.z * float1(0.39894244);
// mad r0.z, r0.z, c14.w, r0.x
temp0.z = temp0.z * float1(0.39894244) + temp0.x;
// mad r1.zw, c8.xyxy, r1.xyxy, v0.xyxy
temp1.zw = ref_samples[8].xy * temp1.xy + texcoord.xy;
// texld r3, r1.zwzw, s0
temp3 = tex2D(ref_src_texture, temp1.zw);
// mad r4, r3, r0.w, r2
temp4 = temp3 * temp0.w + temp2;
// add r0.w, -r3.w, c14.x
temp0.w = -temp3.w + float1(0.00390625);
// cmp r2, r0.w, r2, r4
temp2 = (temp0.w >= 0) ? temp2 : temp4;
// cmp r0.x, r0.w, r0.x, r0.z
temp0.x = (temp0.w >= 0) ? temp0.x : temp0.z;
// dp2add r0.z, c9, c9, r0.y
temp0.z = dot(ref_samples[9].xy, ref_samples[9].xy) + temp0.y;
// mul r0.z, r0.z, c14.z
temp0.z = temp0.z * float1(-0.7213475);
// exp r0.z, r0.z
temp0.z = exp2(temp0.z);
// mul r0.w, r0.z, c14.w
temp0.w = temp0.z * float1(0.39894244);
// mad r0.z, r0.z, c14.w, r0.x
temp0.z = temp0.z * float1(0.39894244) + temp0.x;
// mad r1.zw, c9.xyxy, r1.xyxy, v0.xyxy
temp1.zw = ref_samples[9].xy * temp1.xy + texcoord.xy;
// texld r3, r1.zwzw, s0
temp3 = tex2D(ref_src_texture, temp1.zw);
// mad r4, r3, r0.w, r2
temp4 = temp3 * temp0.w + temp2;
// add r0.w, -r3.w, c14.x
temp0.w = -temp3.w + float1(0.00390625);
// cmp r2, r0.w, r2, r4
temp2 = (temp0.w >= 0) ? temp2 : temp4;
// cmp r0.x, r0.w, r0.x, r0.z
temp0.x = (temp0.w >= 0) ? temp0.x : temp0.z;
// dp2add r0.z, c10, c10, r0.y
temp0.z = dot(ref_samples[10].xy, ref_samples[10].xy) + temp0.y;
// mul r0.z, r0.z, c14.z
temp0.z = temp0.z * float1(-0.7213475);
// exp r0.z, r0.z
temp0.z = exp2(temp0.z);
// mul r0.w, r0.z, c14.w
temp0.w = temp0.z * float1(0.39894244);
// mad r0.z, r0.z, c14.w, r0.x
temp0.z = temp0.z * float1(0.39894244) + temp0.x;
// mad r1.zw, c10.xyxy, r1.xyxy, v0.xyxy
temp1.zw = ref_samples[10].xy * temp1.xy + texcoord.xy;
// texld r3, r1.zwzw, s0
temp3 = tex2D(ref_src_texture, temp1.zw);
// mad r4, r3, r0.w, r2
temp4 = temp3 * temp0.w + temp2;
// add r0.w, -r3.w, c14.x
temp0.w = -temp3.w + float1(0.00390625);
// cmp r2, r0.w, r2, r4
temp2 = (temp0.w >= 0) ? temp2 : temp4;
// cmp r0.x, r0.w, r0.x, r0.z
temp0.x = (temp0.w >= 0) ? temp0.x : temp0.z;
// dp2add r0.z, c11, c11, r0.y
temp0.z = dot(ref_samples[11].xy, ref_samples[11].xy) + temp0.y;
// mul r0.z, r0.z, c14.z
temp0.z = temp0.z * float1(-0.7213475);
// exp r0.z, r0.z
temp0.z = exp2(temp0.z);
// mul r0.w, r0.z, c14.w
temp0.w = temp0.z * float1(0.39894244);
// mad r0.z, r0.z, c14.w, r0.x
temp0.z = temp0.z * float1(0.39894244) + temp0.x;
// mad r1.zw, c11.xyxy, r1.xyxy, v0.xyxy
temp1.zw = ref_samples[11].xy * temp1.xy + texcoord.xy;
// texld r3, r1.zwzw, s0
temp3 = tex2D(ref_src_texture, temp1.zw);
// mad r4, r3, r0.w, r2
temp4 = temp3 * temp0.w + temp2;
// add r0.w, -r3.w, c14.x
temp0.w = -temp3.w + float1(0.00390625);
// cmp r2, r0.w, r2, r4
temp2 = (temp0.w >= 0) ? temp2 : temp4;
// cmp r0.x, r0.w, r0.x, r0.z
temp0.x = (temp0.w >= 0) ? temp0.x : temp0.z;
// dp2add r0.y, c12, c12, r0.y
temp0.y = dot(ref_samples[12].xy, ref_samples[12].xy) + temp0.y;
// mul r0.y, r0.y, c14.z
temp0.y = temp0.y * float1(-0.7213475);
// exp r0.y, r0.y
temp0.y = exp2(temp0.y);
// mul r0.z, r0.y, c14.w
temp0.z = temp0.y * float1(0.39894244);
// mad r0.y, r0.y, c14.w, r0.x
temp0.y = temp0.y * float1(0.39894244) + temp0.x;
// mad r1.xy, c12, r1, v0
temp1.xy = ref_samples[12].xy * temp1.xy + texcoord.xy;
// texld r1, r1, s0
temp1 = tex2D(ref_src_texture, temp1.xy);
// mad r3, r1, r0.z, r2
temp3 = temp1 * temp0.z + temp2;
// add r0.z, -r1.w, c14.x
temp0.z = -temp1.w + float1(0.00390625);
// cmp r1, r0.z, r2, r3
temp1 = (temp0.z >= 0) ? temp2 : temp3;
// cmp r0.x, r0.z, r0.x, r0.y
temp0.x = (temp0.z >= 0) ? temp0.x : temp0.y;
// rcp r0.y, r0.x
temp0.y = 1.0f / temp0.x;
// mul r1, r0.y, r1
temp1 = temp0.y * temp1;
// texld r2, v0, s0
temp2 = tex2D(ref_src_texture, texcoord.xy);
// cmp oC0, -r0.x, r2, r1
out_color = (-temp0.x >= 0) ? temp2 : temp1;
//

return out_color;
}

Decompiled by DXDecompiler.