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Post Lex Composite Default

(post_LEX_composite:default, 0xf1070a39924f9cf2)

This template is referenced 1 time by post_LEX_composite.

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,
};

Sampler 2

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, 1, 0, 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.z, c4.x
temp0.z = 1.0f / render_target_size.x;
// rcp r0.w, c4.y
temp0.w = 1.0f / render_target_size.y;
// mad o1.zw, r0, -c5.x, v1.xyxy
o.texcoord.zw = temp0.zw * float2(-0.5, -0.5) + i.texcoord.xy;
// mov o0.z, c5.y
o.position.z = float1(1);
// mov o1.xy, v1
o.texcoord.xy = i.texcoord.xy;
//

return o;
}

Decompiled by DXDecompiler.

Pixel Shader

sampler2D diffuse_texture : register(ps_3_0, s0);
sampler2D filter_color_texture : register(ps_3_0, s2);
float ref_bloom_intensity : register(ps_3_0, c0);
float ref_lense_intensity : register(ps_3_0, c1);
sampler2D self_illumination_texture : register(ps_3_0, s1);
float4 PixelMain(float4 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0, temp1;
// def c2, 0.4, 0.5, 0.75, 1
// dcl_texcoord v0
// dcl_2d s0
// dcl_2d s1
// dcl_2d s2
// texld r0, v0, s2
temp0 = tex2D(filter_color_texture, texcoord.xy);
// mad oC0.w, r0.w, -c2.z, c2.w
out_color.w = temp0.w * float1(-0.75) + float1(1);
// mul r0.w, r0.y, c2.x
temp0.w = temp0.y * float1(0.4);
// lrp r1.xy, r0.w, c2.y, v0
temp1.xy = lerp(texcoord.xy, float2(0.5, 0.5), temp0.ww);
// texld r1, r1, s1
temp1 = tex2D(self_illumination_texture, temp1.xy);
// mul r0.xyz, r0, r1
temp0.xyz = temp0.xyz * temp1.xyz;
// texld r1, v0.zwzw, s0
temp1 = tex2D(diffuse_texture, texcoord.zw);
// mul r1.xyz, r1, c0.x
temp1.xyz = temp1.xyz * ref_bloom_intensity.xxx;
// mad oC0.xyz, r0, c1.x, r1
out_color.xyz = temp0.xyz * ref_lense_intensity.xxx + temp1.xyz;
//

return out_color;
}

Decompiled by DXDecompiler.