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Bink Frame Default

(bink_frame:default, 0x6908714a2885fe85)

This template is referenced 1 time by bink_frame.

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 = 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

struct VertexMain_Input
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
};

struct VertexMain_Output
{
float4 position : POSITION;
float4 texcoord : TEXCOORD;
};

VertexMain_Output VertexMain(VertexMain_Input i)
{
VertexMain_Output o;
// dcl_position v0
// dcl_texcoord v1
// dcl_position o0
// dcl_texcoord o1
// mov o0, v0
o.position = i.position;
// mov o1, v1.xyxy
o.texcoord = i.texcoord.xyxy;
//

return o;
}

Decompiled by DXDecompiler.

Pixel Shader

sampler2D ref_B_texture : register(ps_3_0, s1);
sampler2D ref_R_texture : register(ps_3_0, s2);
sampler2D ref_Y_texture : register(ps_3_0, s0);
float4 PixelMain(float2 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0, temp1;
// def c0, 1.402, -0.71414, 0, 1
// def c1, 0, -0.34414, 1.772, 0
// def c2, -0.703749, 0.5312151, -0.8894745, 0
// dcl_texcoord v0.xy
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// texld r0, v0, s0
temp0 = tex2D(ref_Y_texture, texcoord.xy);
// texld r1, v0, s2
temp1 = tex2D(ref_R_texture, texcoord.xy);
// mad r0.xyz, r1.w, c0, r0.w
temp0.xyz = temp1.www * float3(1.402, -0.71414, 0) + temp0.www;
// texld r1, v0, s1
temp1 = tex2D(ref_B_texture, texcoord.xy);
// mad r0.xyz, r1.w, c1, r0
temp0.xyz = temp1.www * float3(0, -0.34414, 1.772) + temp0.xyz;
// add_pp oC0.xyz, r0, c2
out_color.xyz = /* not implemented _pp modifier */ temp0.xyz + float3(-0.703749, 0.5312151, -0.8894745);
// mov_pp oC0.w, c0.w
out_color.w = /* not implemented _pp modifier */ float1(1);
//

return out_color;
}

Decompiled by DXDecompiler.