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Post Dome Occ Default

(post_dome_occ:default, 0xc18a8bf990fb61bf)

This template is referenced 1 time by post_dome_occ.

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,
};

Shaders

Vertex Shader

column_major float4x4 camera_inv_view_matrix : register(vs_3_0, c4);
float3 camera_unprojection : register(vs_3_0, c7);
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;
float3 texcoord1 : TEXCOORD1;
};

VertexMain_Output VertexMain(VertexMain_Input i)
{
VertexMain_Output o;
float2 temp0;
float3 temp1;
// def c8, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_position o0
// dcl_texcoord o1.xy
// dcl_texcoord1 o2.xyz
// dp4 o0.w, v0, c3
o.position.w = dot(i.position, (view_proj_matrix._m03_m13_m23_m33));
// dp4 r0.x, v0, c0
temp0.x = dot(i.position, (view_proj_matrix._m00_m10_m20_m30));
// dp4 r0.y, v0, c1
temp0.y = dot(i.position, (view_proj_matrix._m01_m11_m21_m31));
// mul r1.xy, r0, c7
temp1.xy = temp0.xy * camera_unprojection.xy;
// mov o0.xy, r0
o.position.xy = temp0.xy;
// mov r1.z, c8.x
temp1.z = float1(1);
// dp3 o2.x, r1, c4
o.texcoord1.x = dot(temp1.xyz, (camera_inv_view_matrix._m00_m10_m20_m30).xyz);
// dp3 o2.y, r1, c5
o.texcoord1.y = dot(temp1.xyz, (camera_inv_view_matrix._m01_m11_m21_m31).xyz);
// dp3 o2.z, r1, c6
o.texcoord1.z = dot(temp1.xyz, (camera_inv_view_matrix._m02_m12_m22_m32).xyz);
// mov o0.z, c8.x
o.position.z = float1(1);
// mov o1.xy, v1
o.texcoord = i.texcoord;
//

return o;
}

Decompiled by DXDecompiler.

Pixel Shader

column_major float4x4 camera_world_matrix : register(ps_3_0, c0);
sampler2D depth : register(ps_3_0, s0);
float3 ref_dome_occ_pos : register(ps_3_0, c4);
float3 ref_dome_occ_size : register(ps_3_0, c5);
float3 render_target_size : register(ps_3_0, c3);
struct PixelMain_Input
{
float2 texcoord : TEXCOORD;
float3 texcoord1 : TEXCOORD1;
};

float4 PixelMain(PixelMain_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3;
float temp4;
// def c6, 1, 0, -1, 0.5
// dcl_texcoord v0.xy
// dcl_texcoord1 v1.z
// dcl_2d s0
// rcp r0.y, c3.y
temp0.y = 1.0f / render_target_size.y;
// rcp r0.x, c3.x
temp0.x = 1.0f / render_target_size.x;
// mov r0.zw, -r0.xyyx
temp0.zw = -temp0.yx;
// add r1, r0.xzwy, v0.xyxy
temp1 = temp0.xzwy + i.texcoord.xyxy;
// texld r2, r1.zwzw, s0
temp2 = tex2D(depth, temp1.zw);
// texld r1, r1, s0
temp1 = tex2D(depth, temp1.xy);
// add r0.zw, -r0.xyxy, v0.xyxy
temp0.zw = -temp0.xy + i.texcoord.xy;
// texld r3, r0.zwzw, s0
temp3 = tex2D(depth, temp0.zw);
// max r0.z, r3.x, r2.x
temp0.z = max(temp3.x, temp2.x);
// max r2.x, r1.x, r0.z
temp2.x = max(temp1.x, temp0.z);
// add r0.zw, r0.xyxy, v0.xyxy
temp0.zw = temp0.xy + i.texcoord.xy;
// mad r1, r0.xyxy, c6.yxyz, v0.xyxy
temp1 = temp0.xyxy * float4(0, 1, 0, -1) + i.texcoord.xyxy;
// mad r3, r0.x, c6.xyzy, v0.xyxy
temp3 = temp0.x * float4(1, 0, -1, 0) + i.texcoord.xyxy;
// texld r0, r0.zwzw, s0
temp0 = tex2D(depth, temp0.zw);
// max r4.x, r0.x, r2.x
temp4.x = max(temp0.x, temp2.x);
// texld r0, r1, s0
temp0 = tex2D(depth, temp1.xy);
// texld r1, r1.zwzw, s0
temp1 = tex2D(depth, temp1.zw);
// max r2.x, r0.x, r1.x
temp2.x = max(temp0.x, temp1.x);
// texld r0, r3.zwzw, s0
temp0 = tex2D(depth, temp3.zw);
// texld r1, r3, s0
temp1 = tex2D(depth, temp3.xy);
// max r1.y, r0.x, r2.x
temp1.y = max(temp0.x, temp2.x);
// max r0.x, r1.x, r1.y
temp0.x = max(temp1.x, temp1.y);
// max r1.x, r4.x, r0.x
temp1.x = max(temp4.x, temp0.x);
// texld r0, v0, s0
temp0 = tex2D(depth, i.texcoord.xy);
// max r2.x, r0.x, r1.x
temp2.x = max(temp0.x, temp1.x);
// mad r0.x, v1.z, r2.x, c2.w
temp0.x = i.texcoord1.z * temp2.x + (camera_world_matrix._m02_m12_m22_m32).w;
// add r0.x, r0.x, -c4.z
temp0.x = temp0.x + -ref_dome_occ_pos.z;
// rcp r0.y, c5.z
temp0.y = 1.0f / ref_dome_occ_size.z;
// mul_sat r0.x, r0.y, r0.x
temp0.x = saturate(temp0.y * temp0.x);
// add r0.xy, -r0.x, c6.wxzw
temp0.xy = -temp0.xx + float2(0.5, 1);
// add r0.yz, r0.xxyw, r0.xxyw
temp0.yz = temp0.xy + temp0.xy;
// cmp oC0.y, r0.x, r0.y, c6.y
out_color.y = (temp0.x >= 0) ? temp0.y : float1(0);
// mov_sat oC0.x, r0.z
out_color.x = saturate(temp0.z);
// mov oC0.zw, c6.xyyx
out_color.zw = float2(0, 1);
//

return out_color;
}

Decompiled by DXDecompiler.