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Depth Fog Lookup Default

(depth_fog_lookup:default, 0x67022302697e5402)

This template is referenced 1 time by depth_fog_lookup.

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

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;
// def c4, 1, 0, 0, 0
// 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.w, v0, c3
o.position.w = dot(i.position, (view_proj_matrix._m03_m13_m23_m33));
// mov o0.z, c4.x
o.position.z = float1(1);
// mov o1.xy, v1
o.texcoord = i.texcoord;
//

return o;
}

Decompiled by DXDecompiler.

Pixel Shader

float ref_alpha0 : register(ps_3_0, c1);
float ref_alpha1 : register(ps_3_0, c2);
float ref_end0 : register(ps_3_0, c4);
float ref_end1 : register(ps_3_0, c5);
float ref_start : register(ps_3_0, c3);
float3 ref_start_color : register(ps_3_0, c0);
float4 PixelMain(float texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float2 temp0;
float temp1;
// def c6, 1, 0, 0, 0
// dcl_texcoord_pp v0.x
// rcp r0.x, c4.x
temp0.x = 1.0f / ref_end0.x;
// mad_sat_pp r0.x, v0.x, r0.x, -c3.x
;// error
// mov_pp r1.x, c3.x
temp1.x = /* not implemented _pp modifier */ ref_start.x;
// add_pp r0.y, -r1.x, c6.x
temp0.y = /* not implemented _pp modifier */ -temp1.x + float1(1);
// rcp r0.y, r0.y
temp0.y = 1.0f / temp0.y;
// mul_pp r0.x, r0.y, r0.x
temp0.x = /* not implemented _pp modifier */ temp0.y * temp0.x;
// pow_pp r1.x, r0.x, c5.x
temp1.x = /* not implemented _pp modifier */ pow(temp0.x, ref_end1.x);
// mov r0.x, c1.x
temp0.x = ref_alpha0.x;
// add r0.x, -r0.x, c2.x
temp0.x = -temp0.x + ref_alpha1.x;
// mad_pp oC0.w, r1.x, r0.x, c1.x
out_color.w = /* not implemented _pp modifier */ temp1.x * temp0.x + ref_alpha0.x;
// rsq_pp r0.x, c0.x
temp0.x = /* not implemented _pp modifier */ 1 / sqrt(ref_start_color.x);
// rcp_pp oC0.x, r0.x
out_color.x = /* not implemented _pp modifier */ 1.0f / temp0.x;
// rsq_pp r0.x, c0.y
temp0.x = /* not implemented _pp modifier */ 1 / sqrt(ref_start_color.y);
// rcp_pp oC0.y, r0.x
out_color.y = /* not implemented _pp modifier */ 1.0f / temp0.x;
// rsq_pp r0.x, c0.z
temp0.x = /* not implemented _pp modifier */ 1 / sqrt(ref_start_color.z);
// rcp_pp oC0.z, r0.x
out_color.z = /* not implemented _pp modifier */ 1.0f / temp0.x;
//

return out_color;
}

Decompiled by DXDecompiler.