Post Color Grading Default
(post_color_grading:default
, 0xe35f5677c9c2cdc4
)
This template is referenced 1 time by post_color_grading.
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,
};
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(float2 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0, temp2;
float temp1;
// def c0, 0.9375, 0.03125, 0, 16
// def c1, 0.0625, 0, 0, 0
// dcl_texcoord v0.xy
// dcl_2d s0
// dcl_2d s1
// texld r0, v0, s0
temp0 = tex2D(diffuse_texture, texcoord.xy);
// mad r0.yzw, r0.xxyz, c0.x, c0.xyyz
temp0.yzw = temp0.xyz * float3(0.9375, 0.9375, 0.9375) + float3(0.03125, 0.03125, 0);
// mul r1.x, r0.w, c0.w
temp1.x = temp0.w * float1(16);
// frc r1.x, r1.x
temp1.x = frac(temp1.x);
// mad r0.w, r0.w, c0.w, -r1.x
temp0.w = temp0.w * float1(16) + -temp1.x;
// add r0.y, r0.w, r0.y
temp0.y = temp0.w + temp0.y;
// mul r0.x, r0.y, c1.x
temp0.x = temp0.y * float1(0.0625);
// add r0.yw, r0.xxzz, c1.xxzy
temp0.yw = temp0.xz + float2(0.0625, 0);
// texld r2, r0.xzzw, s1
temp2 = tex2D(self_illumination_texture, temp0.xz);
// texld r0, r0.ywzw, s1
temp0 = tex2D(self_illumination_texture, temp0.yw);
// add r0, -r2.xyzz, r0.xyzz
temp0 = -temp2.xyzz + temp0.xyzz;
// mad oC0, r1.x, r0, r2.xyzz
out_color = temp1.x * temp0 + temp2.xyzz;
//
return out_color;
}
Decompiled by DXDecompiler.