Post Color Grading Default Camera
(post_color_grading:default:CAMERA
, 0x14e0219f20405270
)
This template is referenced 1 time by post_color_grading:CAMERA.
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
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
sampler2D diffuse_texture : register(ps_3_0, s0);
float3 render_target_size : register(ps_3_0, c0);
float4 PixelMain(float2 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3;
// def c1, 0.5, 256, 64, 0.37
// def c2, 0.00390625, 0.015625, 0.3, 0.7
// def c3, 0.1, -0.05, 0.8, 0
// def c4, 0, 1, 256, 64
// dcl_texcoord v0.xy
// dcl_2d s0
// rcp r0.x, c0.x
temp0.x = 1.0f / render_target_size.x;
// mul r0.x, r0.x, c0.y
temp0.x = temp0.x * render_target_size.y;
// mul r1.y, r0.x, c0.y
temp1.y = temp0.x * render_target_size.y;
// mul r0.xy, r0.x, c1.yzzw
temp0.xy = temp0.xx * float2(256, 64);
// mov r1.x, c0.x
temp1.x = render_target_size.x;
// mul r1.xy, r1, c1.x
temp1.xy = temp1.xy * float2(0.5, 0.5);
// mad r1.zw, v0.xyxy, r1.xyxy, c1.x
temp1.zw = texcoord.xy * temp1.xy + float2(0.5, 0.5);
// frc r2.xy, r1.zwzw
temp2.xy = frac(temp1.zw);
// add r1.zw, r1, -r2.xyxy
temp1.zw = temp1.zw + -temp2.xy;
// rcp r2.x, r1.x
temp2.x = 1.0f / temp1.x;
// rcp r2.y, r1.y
temp2.y = 1.0f / temp1.y;
// mul r1.xy, r1.zwzw, r2
temp1.xy = temp1.zw * temp2.xy;
// texld r1, r1, s0
temp1 = tex2D(diffuse_texture, temp1.xy);
// mad r2, v0.y, c4.xyxy, c4.zxwx
temp2 = texcoord.y * float4(0, 1, 0, 1) + float4(256, 0, 64, 0);
// mov r0.z, v0.x
temp0.z = texcoord.x;
// mad r2, r2, r0.zxzy, c1.x
temp2 = temp2 * temp0.zxzy + float4(0.5, 0.5, 0.5, 0.5);
// frc r3, r2
temp3 = frac(temp2);
// add r2, r2, -r3
temp2 = temp2 + -temp3;
// rcp r3.w, r0.y
temp3.w = 1.0f / temp0.y;
// rcp r3.y, r0.x
temp3.y = 1.0f / temp0.x;
// mov r3.xz, c2.xyyw
temp3.xz = float2(0.00390625, 0.015625);
// mul r0, r2.zwxy, r3.zwxy
temp0 = temp2.zwxy * temp3.zwxy;
// texld r2, r0.zwzw, s0
temp2 = tex2D(diffuse_texture, temp0.zw);
// texld r0, r0, s0
temp0 = tex2D(diffuse_texture, temp0.xy);
// dp3_sat r0.w, r0, c1.w
temp0.w = saturate(dot(temp0.xyz, float3(0.37, 0.37, 0.37)));
// mad r0.w, r0.w, c2.z, c2.w
temp0.w = temp0.w * float1(0.3) + float1(0.7);
// mul r0.w, r0.w, r0.w
temp0.w = temp0.w * temp0.w;
// lrp r3, r0.w, r1.xyzz, r2.xyzz
temp3 = lerp(temp2.xyzz, temp1.xyzz, temp0.w);
// mad r0, r0.xyzz, c3.x, r3
temp0 = temp0.xyzz * float4(0.1, 0.1, 0.1, 0.1) + temp3;
// add r0, r0, c3.y
temp0 = temp0 + float4(-0.05, -0.05, -0.05, -0.05);
// dp3 r1.x, r0.xyww, c1.w
temp1.x = dot(temp0.xyw, float3(0.37, 0.37, 0.37));
// add r1, -r0.xyww, r1.x
temp1 = -temp0.xyww + temp1.x;
// mad r0, r1, c1.x, r0
temp0 = temp1 * float4(0.5, 0.5, 0.5, 0.5) + temp0;
// mad oC0, r0, c3.z, c3.x
out_color = temp0 * float4(0.8, 0.8, 0.8, 0.8) + float4(0.1, 0.1, 0.1, 0.1);
//
return out_color;
}
Decompiled by DXDecompiler.