Post Lex Prepare Default
(post_LEX_prepare:default
, 0xe66e11ddaaea55d9
)
This template is referenced 1 time by post_LEX_prepare.
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
float3 render_target_size : register(vs_3_0, c4);
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;
float4 texcoord : TEXCOORD;
};
VertexMain_Output VertexMain(VertexMain_Input i)
{
VertexMain_Output o;
float4 temp0;
// def c5, 0.5, -0.5, 1, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_position o0
// dcl_texcoord o1
// 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));
// rcp r0.xz, c4.x
temp0.xz = 1.0f / render_target_size.x;
// rcp r0.yw, c4.y
temp0.yw = 1.0f / render_target_size.y;
// mad o1, r0, c5.xyyx, v1.xyxy
o.texcoord = temp0 * float4(0.5, -0.5, -0.5, 0.5) + i.texcoord.xyxy;
// mov o0.z, c5.z
o.position.z = float1(1);
//
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(float4 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2;
float temp3;
// def c0, 0.25, 0.001, 0, 0
// dcl_texcoord v0
// dcl_2d s0
// dcl_2d s1
// texld r0, v0, s1
temp0 = tex2D(self_illumination_texture, texcoord.xy);
// texld r1, v0.zyzw, s1
temp1 = tex2D(self_illumination_texture, texcoord.zy);
// add r0, r0.xyzz, r1.xyzz
temp0 = temp0.xyzz + temp1.xyzz;
// texld r1, v0.xwzw, s1
temp1 = tex2D(self_illumination_texture, texcoord.xw);
// add r0, r0, r1.xyzz
temp0 = temp0 + temp1.xyzz;
// texld r1, v0.zwzw, s1
temp1 = tex2D(self_illumination_texture, texcoord.zw);
// add r0, r0, r1.xyzz
temp0 = temp0 + temp1.xyzz;
// mul r0, r0, c0.x
temp0 = temp0 * float4(0.25, 0.25, 0.25, 0.25);
// texld r1, v0, s0
temp1 = tex2D(diffuse_texture, texcoord.xy);
// texld r2, v0.zyzw, s0
temp2 = tex2D(diffuse_texture, texcoord.zy);
// add r1, r1, r2
temp1 = temp1 + temp2;
// texld r2, v0.xwzw, s0
temp2 = tex2D(diffuse_texture, texcoord.xw);
// add r1, r1, r2
temp1 = temp1 + temp2;
// texld r2, v0.zwzw, s0
temp2 = tex2D(diffuse_texture, texcoord.zw);
// add r1, r1, r2
temp1 = temp1 + temp2;
// mad r2, r1.xyzz, c0.x, c0.y
temp2 = temp1.xyzz * float4(0.25, 0.25, 0.25, 0.25) + float4(0.001, 0.001, 0.001, 0.001);
// mul r1.x, r1.w, c0.x
temp1.x = temp1.w * float1(0.25);
// max r1.y, r2.y, r2.w
temp1.y = max(temp2.y, temp2.w);
// max r3.x, r2.x, r1.y
temp3.x = max(temp2.x, temp1.y);
// rcp r1.y, r3.x
temp1.y = 1.0f / temp3.x;
// mul r2, r1.y, r2
temp2 = temp1.y * temp2;
// mad oC0, r2, r1.x, r0
out_color = temp2 * temp1.x + temp0;
//
return out_color;
}
Decompiled by DXDecompiler.