Filter Night Vision Gaussian Blur Default
(filter_night_vision_gaussian_blur:default
, 0x982c310da03699dd
)
This template is referenced 1 time by filter_night_vision_gaussian_blur.
Technique transparent
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 render_target_size : 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;
float2 texcoord1 : TEXCOORD1;
};
VertexMain_Output VertexMain(VertexMain_Input i)
{
VertexMain_Output o;
float temp0;
float2 temp1;
// def c5, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_position o0
// dcl_texcoord o1.xy
// dcl_texcoord1 o2.xy
// dp4 o0.w, v0, c3
o.position.w = dot(i.position, (view_proj_matrix._m03_m13_m23_m33));
// rcp r0.x, c4.x
temp0.x = 1.0f / render_target_size.x;
// mul r0.x, r0.x, c4.y
temp0.x = temp0.x * render_target_size.y;
// dp4 r1.y, v0, c1
temp1.y = dot(i.position, (view_proj_matrix._m01_m11_m21_m31));
// mul o2.y, r0.x, r1.y
o.texcoord1.y = temp0.x * temp1.y;
// mov o0.z, c5.x
o.position.z = float1(1);
// dp4 r1.x, v0, c0
temp1.x = dot(i.position, (view_proj_matrix._m00_m10_m20_m30));
// mov o0.xy, r1
o.position.xy = temp1.xy;
// mov o2.x, r1.x
o.texcoord1.x = temp1.x;
// mov o1.xy, v1
o.texcoord = i.texcoord;
//
return o;
}
Decompiled by DXDecompiler.
Pixel Shader
float3 ref_inv_source_resolution : register(ps_3_0, c4);
float3 ref_samples[13] : register(ps_3_0, c0);
sampler2D ref_src_texture : register(ps_3_0, s0);
float3 ref_vignette_settings_a : register(ps_3_0, c5);
float3 ref_vignette_settings_b : register(ps_3_0, c6);
struct PixelMain_Input
{
float2 texcoord : TEXCOORD;
float2 texcoord1 : TEXCOORD1;
};
float4 PixelMain(PixelMain_Input i) : COLOR
{
float4 out_color;
float3 temp0;
float4 temp1, temp2, temp3, temp4;
// def c7, -1, 1, 0, 0
// def c8, 0, -2, 3, 0.99
// dcl_texcoord v0.xy
// dcl_texcoord1 v1.xy
// dcl_2d s0
// dp2add r0.x, v1, v1, c8.x
temp0.x = dot(i.texcoord1.xy, i.texcoord1.xy) + float1(0);
// rsq r0.x, r0.x
temp0.x = 1 / sqrt(temp0.x);
// rcp r0.x, r0.x
temp0.x = 1.0f / temp0.x;
// add r0.x, r0.x, -c5.x
temp0.x = temp0.x + -ref_vignette_settings_a.x;
// add r0.y, -c5.x, c5.y
temp0.y = -ref_vignette_settings_a.x + ref_vignette_settings_a.y;
// rcp r0.y, r0.y
temp0.y = 1.0f / temp0.y;
// mul_sat r0.x, r0.y, r0.x
temp0.x = saturate(temp0.y * temp0.x);
// mad r0.y, r0.x, c8.y, c8.z
temp0.y = temp0.x * float1(-2) + float1(3);
// mul r0.x, r0.x, r0.x
temp0.x = temp0.x * temp0.x;
// mad r1, r0.y, -r0.x, c8.w
temp1 = temp0.y * -temp0.x + float4(0.99, 0.99, 0.99, 0.99);
// mad r0.x, r0.y, r0.x, c7.x
temp0.x = temp0.y * temp0.x + float1(-1);
// mov r0.yz, c6
temp0.yz = ref_vignette_settings_b.yz;
// mad r0.x, r0.y, r0.x, c7.y
temp0.x = temp0.y * temp0.x + float1(1);
// texkill r1
clip(temp1);
// texld_pp r1, v0, s0
temp1 = /* not implemented _pp modifier */ tex2D(ref_src_texture, i.texcoord.xy);
// mul r0.yz, r0.z, c4.xxyw
temp0.yz = temp0.zz * ref_inv_source_resolution.xy;
// mad r2.xy, c1, r0.yzzw, v0
temp2.xy = ref_samples[1].xy * temp0.yz + i.texcoord.xy;
// texld r2, r2, s0
temp2 = tex2D(ref_src_texture, temp2.xy);
// mul r2, r2.xyzz, c1.z
temp2 = temp2.xyzz * ref_samples[1].z;
// mad_pp r2, r1.xyzz, c0.z, r2
temp2 = /* not implemented _pp modifier */ temp1.xyzz * ref_samples[0].z + temp2;
// mad r3.xy, c1, -r0.yzzw, v0
temp3.xy = ref_samples[1].xy * -temp0.yz + i.texcoord.xy;
// texld r3, r3, s0
temp3 = tex2D(ref_src_texture, temp3.xy);
// mad_pp r2, r3.xyzz, c1.z, r2
temp2 = /* not implemented _pp modifier */ temp3.xyzz * ref_samples[1].z + temp2;
// mad r3.xy, c2, r0.yzzw, v0
temp3.xy = ref_samples[2].xy * temp0.yz + i.texcoord.xy;
// texld r3, r3, s0
temp3 = tex2D(ref_src_texture, temp3.xy);
// mad_pp r2, r3.xyzz, c2.z, r2
temp2 = /* not implemented _pp modifier */ temp3.xyzz * ref_samples[2].z + temp2;
// mad r3.xy, c2, -r0.yzzw, v0
temp3.xy = ref_samples[2].xy * -temp0.yz + i.texcoord.xy;
// texld r3, r3, s0
temp3 = tex2D(ref_src_texture, temp3.xy);
// mad_pp r2, r3.xyzz, c2.z, r2
temp2 = /* not implemented _pp modifier */ temp3.xyzz * ref_samples[2].z + temp2;
// mad r3.xy, c3, r0.yzzw, v0
temp3.xy = ref_samples[3].xy * temp0.yz + i.texcoord.xy;
// mad r0.yz, c3.xxyw, -r0, v0.xxyw
temp0.yz = ref_samples[3].xy * -temp0.yz + i.texcoord.xy;
// texld r4, r0.yzzw, s0
temp4 = tex2D(ref_src_texture, temp0.yz);
// texld r3, r3, s0
temp3 = tex2D(ref_src_texture, temp3.xy);
// mad_pp r2, r3.xyzz, c3.z, r2
temp2 = /* not implemented _pp modifier */ temp3.xyzz * ref_samples[3].z + temp2;
// mad_pp r2, r4.xyzz, c3.z, r2
temp2 = /* not implemented _pp modifier */ temp4.xyzz * ref_samples[3].z + temp2;
// add r1, r1.xyzz, -r2.xyww
temp1 = temp1.xyzz + -temp2.xyww;
// mad_pp oC0, r0.x, r1, r2
out_color = /* not implemented _pp modifier */ temp0.x * temp1 + temp2;
//
return out_color;
}
Decompiled by DXDecompiler.