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Post Dof Upscale Default Two

(post_DOF_upscale:default:TWO, 0x338a2aa4956ce51a)

This template is referenced 1 time by post_DOF_upscale:TWO.

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 ref_settings : 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;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
};

VertexMain_Output VertexMain(VertexMain_Input i)
{
VertexMain_Output o;
float temp0;
// def c5, 0.95, 0.97, 0.025, 0.015
// def c6, 1.03, 1.05, -0.015, -0.025
// def c7, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_position o0
// dcl_texcoord o1
// 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));
// mov r0.x, c7.x
temp0.x = float1(1);
// add r0.x, r0.x, -c4.x
temp0.x = temp0.x + -ref_settings.x;
// rcp o1.w, r0.x
o.texcoord.w = 1.0f / temp0.x;
// mad o2, v1.xyxy, c5.xxyy, c5.zzww
o.texcoord1 = i.texcoord.xyxy * float4(0.95, 0.95, 0.97, 0.97) + float4(0.025, 0.025, 0.015, 0.015);
// mad o3, v1.xyxy, c6.xxyy, c6.zzww
o.texcoord2 = i.texcoord.xyxy * float4(1.03, 1.03, 1.05, 1.05) + float4(-0.015, -0.015, -0.025, -0.025);
// mov o0.z, c7.x
o.position.z = float1(1);
// mov o1.xy, v1
o.texcoord.xy = i.texcoord.xy;
// mov o1.z, c4.x
o.texcoord.z = ref_settings.x;
//

return o;
}

Decompiled by DXDecompiler.

Pixel Shader

sampler2D diffuse_texture : register(ps_3_0, s0);
struct PixelMain_Input
{
float4 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
};

float4 PixelMain(PixelMain_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1;
// def c0, 0.2, -0.5, 0, 1
// def c1, 4, 0, 0, 0
// dcl_texcoord v0
// 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.xyz, r0, r1
temp0.xyz = temp0.xyz + temp1.xyz;
// texld r1, v1.zwzw, s0
temp1 = tex2D(diffuse_texture, i.texcoord1.zw);
// add r0.xyz, r0, r1
temp0.xyz = temp0.xyz + temp1.xyz;
// texld r1, v2, s0
temp1 = tex2D(diffuse_texture, i.texcoord2.xy);
// add r0.xyz, r0, r1
temp0.xyz = temp0.xyz + temp1.xyz;
// texld r1, v2.zwzw, s0
temp1 = tex2D(diffuse_texture, i.texcoord2.zw);
// add r0.xyz, r0, r1
temp0.xyz = temp0.xyz + temp1.xyz;
// mul oC0.xyz, r0, c0.x
out_color.xyz = temp0.xyz * float3(0.2, 0.2, 0.2);
// add r0.xy, c0.y, v0
temp0.xy = float2(-0.5, -0.5) + i.texcoord.xy;
// dp2add r0.x, r0, r0, c0.z
temp0.x = dot(temp0.xy, temp0.xy) + float1(0);
// rsq r0.x, r0.x
temp0.x = 1 / sqrt(temp0.x);
// rcp r0.x, r0.x
temp0.x = 1.0f / temp0.x;
// add_sat r0.x, r0.x, -v0.z
temp0.x = saturate(temp0.x + -i.texcoord.z);
// mul r0.x, r0.x, v0.w
temp0.x = temp0.x * i.texcoord.w;
// add r0.y, c0.w, -v0.z
temp0.y = float1(1) + -i.texcoord.z;
// mul r0.x, r0.y, r0.x
temp0.x = temp0.y * temp0.x;
// mul oC0.w, r0.x, c1.x
out_color.w = temp0.x * float1(4);
//

return out_color;
}

Decompiled by DXDecompiler.