9 Tap Filter Pow Default
(9_tap_filter_pow:default
, 0x69ceab89222004aa
)
This template is referenced 1 time by 9_tap_filter_pow.
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 = 7,
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,
};
Shaders
Vertex Shader
float3 ref_inv_source_resolution : register(vs_3_0, c4);
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;
float4 texcoord1 : TEXCOORD1;
float3 texcoord2 : TEXCOORD2;
float3 texcoord3 : TEXCOORD3;
};
VertexMain_Output VertexMain(VertexMain_Input i)
{
VertexMain_Output o;
float2 temp0;
// def c5, 1.05, -1.05, 0, 0
// def c6, 1.4, 0, -1.4, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_position o0
// dcl_texcoord o1.xy
// dcl_texcoord1 o2
// dcl_texcoord2 o3.xyz
// dcl_texcoord3 o4.xyz
// 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 r0.xy, c4
temp0.xy = ref_inv_source_resolution.xy;
// mul o2, r0.xxyy, c5.xyxy
o.texcoord1 = temp0.xxyy * float4(1.05, -1.05, 1.05, -1.05);
// mov o1.xy, v1
o.texcoord = i.texcoord;
// mul o3.xyz, r0.xxyw, c6
o.texcoord2 = temp0.xxyw * float4(1.4, 0, -1.4, 0);
// mul o4.xyz, r0.xxyw, c6.zyxw
o.texcoord3 = temp0.xxyw * float4(-1.4, 0, 1.4, 0);
//
return o;
}
Decompiled by DXDecompiler.
Pixel Shader
sampler2D ref_src_texture : register(ps_3_0, s0);
struct PixelMain_Input
{
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
float3 texcoord2 : TEXCOORD2;
float3 texcoord3 : TEXCOORD3;
};
float4 PixelMain(PixelMain_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3;
// def c0, 0.11111111, 0, 0, 0
// dcl_texcoord v0.xy
// dcl_texcoord1 v1
// dcl_texcoord2 v2.xyz
// dcl_texcoord3 v3.xyz
// dcl_2d s0
// texld_pp r0, v0, s0
temp0 = /* not implemented _pp modifier */ tex2D(ref_src_texture, i.texcoord.xy);
// mov r1.xy, v0
temp1.xy = i.texcoord.xy;
// add r2, r1.xyxy, v1.ywxw
temp2 = temp1.xyxy + i.texcoord1.ywxw;
// texld r3, r2, s0
temp3 = tex2D(ref_src_texture, temp2.xy);
// texld r2, r2.zwzw, s0
temp2 = tex2D(ref_src_texture, temp2.zw);
// add_pp r0, r0.xyzz, r3.xyzz
temp0 = /* not implemented _pp modifier */ temp0.xyzz + temp3.xyzz;
// add_pp r0, r2.xyzz, r0
temp0 = /* not implemented _pp modifier */ temp2.xyzz + temp0;
// add r2, r1.xyxy, v1.yzxz
temp2 = temp1.xyxy + i.texcoord1.yzxz;
// texld r3, r2, s0
temp3 = tex2D(ref_src_texture, temp2.xy);
// texld r2, r2.zwzw, s0
temp2 = tex2D(ref_src_texture, temp2.zw);
// add_pp r0, r0, r3.xyzz
temp0 = /* not implemented _pp modifier */ temp0 + temp3.xyzz;
// add_pp r0, r2.xyzz, r0
temp0 = /* not implemented _pp modifier */ temp2.xyzz + temp0;
// add r2, r1.xyxy, v2.yzxy
temp2 = temp1.xyxy + i.texcoord2.yzxy;
// texld r3, r2, s0
temp3 = tex2D(ref_src_texture, temp2.xy);
// texld r2, r2.zwzw, s0
temp2 = tex2D(ref_src_texture, temp2.zw);
// add_pp r0, r0, r3.xyzz
temp0 = /* not implemented _pp modifier */ temp0 + temp3.xyzz;
// add_pp r0, r2.xyzz, r0
temp0 = /* not implemented _pp modifier */ temp2.xyzz + temp0;
// add r1, r1.xyxy, v3.xyyz
temp1 = temp1.xyxy + i.texcoord3.xyyz;
// texld r2, r1, s0
temp2 = tex2D(ref_src_texture, temp1.xy);
// texld r1, r1.zwzw, s0
temp1 = tex2D(ref_src_texture, temp1.zw);
// add_pp r0, r0, r2.xyzz
temp0 = /* not implemented _pp modifier */ temp0 + temp2.xyzz;
// add_pp r0, r1.xyzz, r0
temp0 = /* not implemented _pp modifier */ temp1.xyzz + temp0;
// mul_pp r0, r0, c0.x
temp0 = /* not implemented _pp modifier */ temp0 * float4(0.11111111, 0.11111111, 0.11111111, 0.11111111);
// mul_pp oC0, r0, r0
out_color = /* not implemented _pp modifier */ temp0 * temp0;
//
return out_color;
}
Decompiled by DXDecompiler.