Post Lex Avg Default
(post_LEX_AVG:default
, 0xe2ab3c2e654b50e9
)
This template is referenced 1 time by post_LEX_AVG.
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,
};
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);
sampler2D self_illumination_texture : register(ps_3_0, s1);
float4 PixelMain() : COLOR
{
float4 out_color;
float4 temp0, temp1;
// def c0, 0.125, 0.375, 0.625, 0.875
// def c1, 0.0625, 0.37, 0.5, 1
// def c2, 0.95, 0.05, 0, 0
// dcl_2d s0
// dcl_2d s1
// texld r0, c0.x, s0
temp0 = tex2D(diffuse_texture, float4(0.125, 0.125, 0.125, 0.125).xy);
// texld r1, c0.yxzw, s0
temp1 = tex2D(diffuse_texture, float4(0.375, 0.125, 0.625, 0.875).xy);
// add r0.xyz, r0, r1
temp0.xyz = temp0.xyz + temp1.xyz;
// texld r1, c0.zxzw, s0
temp1 = tex2D(diffuse_texture, float4(0.625, 0.125, 0.625, 0.875).xy);
// add r0.xyz, r0, r1
temp0.xyz = temp0.xyz + temp1.xyz;
// texld r1, c0.wxzw, s0
temp1 = tex2D(diffuse_texture, float4(0.875, 0.125, 0.625, 0.875).xy);
// add r0.xyz, r0, r1
temp0.xyz = temp0.xyz + temp1.xyz;
// texld r1, c0, s0
temp1 = tex2D(diffuse_texture, float4(0.125, 0.375, 0.625, 0.875).xy);
// add r0.xyz, r0, r1
temp0.xyz = temp0.xyz + temp1.xyz;
// texld r1, c0.y, s0
temp1 = tex2D(diffuse_texture, float4(0.375, 0.375, 0.375, 0.375).xy);
// add r0.xyz, r0, r1
temp0.xyz = temp0.xyz + temp1.xyz;
// texld r1, c0.zyzw, s0
temp1 = tex2D(diffuse_texture, float4(0.625, 0.375, 0.625, 0.875).xy);
// add r0.xyz, r0, r1
temp0.xyz = temp0.xyz + temp1.xyz;
// texld r1, c0.wyzw, s0
temp1 = tex2D(diffuse_texture, float4(0.875, 0.375, 0.625, 0.875).xy);
// add r0.xyz, r0, r1
temp0.xyz = temp0.xyz + temp1.xyz;
// texld r1, c0.xzzw, s0
temp1 = tex2D(diffuse_texture, float4(0.125, 0.625, 0.625, 0.875).xy);
// add r0.xyz, r0, r1
temp0.xyz = temp0.xyz + temp1.xyz;
// texld r1, c0.yzzw, s0
temp1 = tex2D(diffuse_texture, float4(0.375, 0.625, 0.625, 0.875).xy);
// add r0.xyz, r0, r1
temp0.xyz = temp0.xyz + temp1.xyz;
// texld r1, c0.z, s0
temp1 = tex2D(diffuse_texture, float4(0.625, 0.625, 0.625, 0.625).xy);
// add r0.xyz, r0, r1
temp0.xyz = temp0.xyz + temp1.xyz;
// texld r1, c0.wzzw, s0
temp1 = tex2D(diffuse_texture, float4(0.875, 0.625, 0.625, 0.875).xy);
// add r0.xyz, r0, r1
temp0.xyz = temp0.xyz + temp1.xyz;
// texld r1, c0.xwzw, s0
temp1 = tex2D(diffuse_texture, float4(0.125, 0.875, 0.625, 0.875).xy);
// add r0.xyz, r0, r1
temp0.xyz = temp0.xyz + temp1.xyz;
// texld r1, c0.ywzw, s0
temp1 = tex2D(diffuse_texture, float4(0.375, 0.875, 0.625, 0.875).xy);
// add r0.xyz, r0, r1
temp0.xyz = temp0.xyz + temp1.xyz;
// texld r1, c0.zwzw, s0
temp1 = tex2D(diffuse_texture, float4(0.625, 0.875, 0.625, 0.875).xy);
// add r0.xyz, r0, r1
temp0.xyz = temp0.xyz + temp1.xyz;
// texld r1, c0.w, s0
temp1 = tex2D(diffuse_texture, float4(0.875, 0.875, 0.875, 0.875).xy);
// add r0.xyz, r0, r1
temp0.xyz = temp0.xyz + temp1.xyz;
// mul r0.xyz, r0, c1.x
temp0.xyz = temp0.xyz * float3(0.0625, 0.0625, 0.0625);
// dp3 r0.w, r0, c1.y
temp0.w = dot(temp0.xyz, float3(0.37, 0.37, 0.37));
// mov_sat r0, r0
temp0 = saturate(temp0);
// add r0, -r0, c1.w
temp0 = -temp0 + float4(1, 1, 1, 1);
// mul r1, r0, r0
temp1 = temp0 * temp0;
// mul r1, r1, r1
temp1 = temp1 * temp1;
// mul r0, r0, r1
temp0 = temp0 * temp1;
// texld r1, c1.z, s1
temp1 = tex2D(self_illumination_texture, float4(0.5, 0.5, 0.5, 0.5).xy);
// mul r1, r1, c2.x
temp1 = temp1 * float4(0.95, 0.95, 0.95, 0.95);
// mad oC0, r0, c2.y, r1
out_color = temp0 * float4(0.05, 0.05, 0.05, 0.05) + temp1;
//
return out_color;
}
Decompiled by DXDecompiler.