Skip to main content

Post Dome Occ Process Bake Default

(post_dome_occ_process_bake:default, 0x1f218f03dbd5c4a5)

This template is referenced 1 time by post_dome_occ_process_bake.

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(float2 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0, temp1;
// def c0, 1, -1, 0, 0.5
// dcl_texcoord v0.xy
// dcl_2d s0
// dcl_2d s1
// mad r0.xy, v0, c0, c0.zxzw
temp0.xy = texcoord.xy * float2(1, -1) + float2(0, 1);
// texld r1, r0, s1
temp1 = tex2D(self_illumination_texture, temp0.xy);
// texld r0, r0, s0
temp0 = tex2D(diffuse_texture, temp0.xy);
// add r0.x, r0.y, r0.x
temp0.x = temp0.y + temp0.x;
// mad_sat r0.x, r0.x, -c0.w, c0.x
temp0.x = saturate(temp0.x * float1(-0.5) + float1(1));
// add oC0.w, -r0.x, c0.x
out_color.w = -temp0.x + float1(1);
// add r0.x, r1.y, r1.x
temp0.x = temp1.y + temp1.x;
// mad_sat r0.x, r0.x, -c0.w, c0.x
temp0.x = saturate(temp0.x * float1(-0.5) + float1(1));
// add r0.xy, -r0.x, c0.wxzw
temp0.xy = -temp0.xx + float2(0.5, 1);
// add r0.yz, r0.xxyw, r0.xxyw
temp0.yz = temp0.xy + temp0.xy;
// cmp oC0.y, r0.x, r0.y, c0.z
out_color.y = (temp0.x >= 0) ? temp0.y : float1(0);
// mov_sat oC0.x, r0.z
out_color.x = saturate(temp0.z);
// mov oC0.z, c0.z
out_color.z = float1(0);
//

return out_color;
}

Decompiled by DXDecompiler.