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Post Shadow Upscale Default

(post_shadow_upscale:default, 0x1f4c067eb8f42e66)

This template is referenced 1 time by post_shadow_upscale.

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,
};

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;
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
};

VertexMain_Output VertexMain(VertexMain_Input i)
{
VertexMain_Output o;
float4 temp0;
// def c5, 1, 0, 0, 0
// def c6, 0.5, -1.5, 1.5, -0.5
// dcl_position v0
// dcl_texcoord v1
// dcl_position o0
// dcl_texcoord o1.xy
// dcl_texcoord1 o2
// dcl_texcoord2 o3
// 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 o2, r0.zwzw, c6.xyzx, v1.xyxy
o.texcoord1 = temp0.zwzw * float4(0.5, -1.5, 1.5, 0.5) + i.texcoord.xyxy;
// mad o3, r0, c6.wzyw, v1.xyxy
o.texcoord2 = temp0 * float4(-0.5, 1.5, -1.5, -0.5) + i.texcoord.xyxy;
// mov o0.z, c5.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);
struct PixelMain_Input
{
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
};

float4 PixelMain(PixelMain_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3, temp4;
// def c0, 0.2, 0, 0, 0
// dcl_texcoord v0.xy
// dcl_texcoord1 v1
// dcl_texcoord2 v2
// dcl_2d s0
// texld r0, v0, s0
temp0 = tex2D(diffuse_texture, i.texcoord.xy);
// texld r1, v1, s0
temp1 = tex2D(diffuse_texture, i.texcoord1.xy);
// add r0.x, r0.x, r1.x
temp0.x = temp0.x + temp1.x;
// texld r2, v1.zwzw, s0
temp2 = tex2D(diffuse_texture, i.texcoord1.zw);
// add r0.x, r0.x, r2.x
temp0.x = temp0.x + temp2.x;
// texld r3, v2, s0
temp3 = tex2D(diffuse_texture, i.texcoord2.xy);
// add r0.x, r0.x, r3.x
temp0.x = temp0.x + temp3.x;
// texld r4, v2.zwzw, s0
temp4 = tex2D(diffuse_texture, i.texcoord2.zw);
// add r0.x, r0.x, r4.y
temp0.x = temp0.x + temp4.y;
// min r0.z, r4.y, r3.y
temp0.z = min(temp4.y, temp3.y);
// min r1.x, r0.z, r2.y
temp1.x = min(temp0.z, temp2.y);
// min r0.z, r1.x, r1.y
temp0.z = min(temp1.x, temp1.y);
// min oC0.y, r0.z, r0.y
out_color.y = min(temp0.z, temp0.y);
// mul oC0.x, r0.x, c0.x
out_color.x = temp0.x * float1(0.2);
// mov oC0.zw, c0.y
out_color.zw = float2(0, 0);
//

return out_color;
}

Decompiled by DXDecompiler.