Filter Mark Shadow Areas Default Clear
(filter_mark_shadow_areas:default:CLEAR
, 0xb61e674347702b6e
)
This template is referenced 1 time by filter_mark_shadow_areas:CLEAR.
Technique ambient
Render States
More info can be found on the Direct3D Docs
enum D3DRENDERSTATETYPE {
D3DRS_ZENABLE = 0,
D3DRS_ZFUNC = 4,
D3DRS_ZWRITEENABLE = 1,
D3DRS_ALPHABLENDENABLE = 0,
D3DRS_CULLMODE = 2,
D3DRS_COLORWRITEENABLE = 0,
D3DRS_COLORWRITEENABLE1 = 15,
D3DRS_COLORWRITEENABLE2 = 15,
D3DRS_STENCILENABLE = 1,
D3DRS_STENCILFUNC = 8,
D3DRS_STENCILFAIL = 3,
D3DRS_STENCILMASK = -1,
D3DRS_STENCILPASS = 3,
D3DRS_STENCILREF = 0,
D3DRS_STENCILWRITEMASK = 255,
D3DRS_STENCILZFAIL = 3,
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
float4 PixelMain() : COLOR
{
float4 out_color;
// def c0, 1, 0, 0, 0
// mov_pp oC0, c0.x
out_color = /* not implemented _pp modifier */ float4(1, 1, 1, 1);
//
return out_color;
}
Decompiled by DXDecompiler.