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Post Dof Default

(post_DOF:default, 0x9e62333e7e4dc6a9)

This template is referenced 1 time by post_DOF.

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,
};

Sampler 3

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;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
};

VertexMain_Output VertexMain(VertexMain_Input i)
{
VertexMain_Output o;
float4 temp0;
// def c5, 1, 0, 0, 0
// def c6, 0.375, -1.125, 1.125, -0.375
// dcl_position v0
// dcl_texcoord v1
// dcl_position o0
// dcl_texcoord o1.xy
// dcl_texcoord1 o2
// dcl_texcoord2 o3
// 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));
// rcp r0.xz, c4.x
temp0.xz = 1.0f / render_target_size.x;
// rcp r0.yw, c4.y
temp0.yw = 1.0f / render_target_size.y;
// mul o2, r0.zwzw, c6.xyzx
o.texcoord1 = temp0.zwzw * float4(0.375, -1.125, 1.125, 0.375);
// mul o3, r0, c6.wzyw
o.texcoord2 = temp0 * float4(-0.375, 1.125, -1.125, -0.375);
// mov o0.z, c5.x
o.position.z = float1(1);
// mov o1.xy, v1
o.texcoord = i.texcoord;
//

return o;
}

Decompiled by DXDecompiler.

Pixel Shader

sampler2D depth : register(ps_3_0, s3);
sampler2D diffuse_texture : register(ps_3_0, s0);
sampler2D filter_color_texture : register(ps_3_0, s2);
float3 ref_far_plane : register(ps_3_0, c0);
float3 ref_settings : register(ps_3_0, c1);
sampler2D self_illumination_texture : register(ps_3_0, s1);
struct PixelMain_Input
{
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
};

float4 PixelMain(PixelMain_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3;
// def c2, 1, 0.2, 1.1, -0.1
// dcl_texcoord v0.xy
// dcl_texcoord1 v1
// dcl_texcoord2 v2
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// dcl_2d s3
// texld r0, v0, s3
temp0 = tex2D(depth, i.texcoord.xy);
// add r0.x, r0.x, -c0.x
temp0.x = temp0.x + -ref_far_plane.x;
// rcp r0.y, c0.y
temp0.y = 1.0f / ref_far_plane.y;
// mul_sat r0.x, r0.y, r0.x
temp0.x = saturate(temp0.y * temp0.x);
// mul_sat r0.x, r0.x, c0.z
temp0.x = saturate(temp0.x * ref_far_plane.z);
// add r0.x, r0.x, r0.x
temp0.x = temp0.x + temp0.x;
// mov r1.xy, v0
temp1.xy = i.texcoord.xy;
// mad r2, v1, r0.x, r1.xyxy
temp2 = i.texcoord1 * temp0.x + temp1.xyxy;
// mad r0, v2, r0.x, r1.xyxy
temp0 = i.texcoord2 * temp0.x + temp1.xyxy;
// texld r1, r2, s0
temp1 = tex2D(diffuse_texture, temp2.xy);
// texld r2, r2.zwzw, s0
temp2 = tex2D(diffuse_texture, temp2.zw);
// texld r3, v0, s0
temp3 = tex2D(diffuse_texture, i.texcoord.xy);
// add r1, r1.xyzz, r3.xyzz
temp1 = temp1.xyzz + temp3.xyzz;
// add r1, r2.xyzz, r1
temp1 = temp2.xyzz + temp1;
// texld r2, r0, s0
temp2 = tex2D(diffuse_texture, temp0.xy);
// texld r0, r0.zwzw, s0
temp0 = tex2D(diffuse_texture, temp0.zw);
// add r1, r1, r2.xyzz
temp1 = temp1 + temp2.xyzz;
// add r0, r0.xyzz, r1
temp0 = temp0.xyzz + temp1;
// mul r1, r0, c2.y
temp1 = temp0 * float4(0.2, 0.2, 0.2, 0.2);
// texld r2, v0, s1
temp2 = tex2D(self_illumination_texture, i.texcoord.xy);
// mad r0, r0.xyww, -c2.y, r2.xyzz
temp0 = temp0.xyww * float4(-0.2, -0.2, -0.2, -0.2) + temp2.xyzz;
// add r2.x, -r2.w, c2.x
temp2.x = -temp2.w + float1(1);
// mad_sat r2.x, r2.x, c2.z, c2.w
temp2.x = saturate(temp2.x * float1(1.1) + float1(-0.1));
// add r2.x, r2.x, c1.x
temp2.x = temp2.x + ref_settings.x;
// add_sat r2.x, r2.x, c1.y
temp2.x = saturate(temp2.x + ref_settings.y);
// mad r0, r2.x, r0, r1
temp0 = temp2.x * temp0 + temp1;
// texld r1, v0, s2
temp1 = tex2D(filter_color_texture, i.texcoord.xy);
// add r0, r0, r1.xyzz
temp0 = temp0 + temp1.xyzz;
// mul oC0, r1.w, r0
out_color = temp1.w * temp0;
//

return out_color;
}

Decompiled by DXDecompiler.