Occluder Visualization Default Albedo
(occluder_visualization:default:ALBEDO
, 0xf98c5abb402920b7
)
This template is referenced 1 time by occluder_visualization:ALBEDO.
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 = 1,
D3DSAMP_MINFILTER = 1,
D3DSAMP_MIPFILTER = 1,
};
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, 0, 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(0);
// 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, temp1, temp2;
// def c0, 250, -0.01, 0.01, 0
// def c1, 0, 1, 0.2, 0
// dcl_texcoord v0.xy
// dcl_2d s0
// dcl_2d s1
// mov r0.yw, c1.xxzy
temp0.yw = float2(0, 1);
// texld r1, v0, s0
temp1 = tex2D(diffuse_texture, texcoord.xy);
// mul r1.x, r1.x, c0.x
temp1.x = temp1.x * float1(250);
// mov_sat r0.xz, r1.x
temp0.xz = saturate(temp1.x);
// add r1.x, -r0.z, c0.z
temp1.x = -temp0.z + float1(0.01);
// texld r2, v0, s1
temp2 = tex2D(self_illumination_texture, texcoord.xy);
// cmp r1, r1.x, r2, c0.w
temp1 = (temp1.x >= 0) ? temp2 : float4(0, 0, 0, 0);
// mul r2, r2, c1.z
temp2 = temp2 * float4(0.2, 0.2, 0.2, 0.2);
// add r1, r0, r1
temp1 = temp0 + temp1;
// add r0.x, r0.z, c0.y
temp0.x = temp0.z + float1(-0.01);
// cmp r0, r0.x, r2, c0.w
temp0 = (temp0.x >= 0) ? temp2 : float4(0, 0, 0, 0);
// add oC0, r0, r1
out_color = temp0 + temp1;
//
return out_color;
}
Decompiled by DXDecompiler.