Skip to main content

Post Color Grading Prepare Default

(post_color_grading_prepare:default, 0x3c4802bd10553877)

This template is referenced 1 time by post_color_grading_prepare.

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 = 7,
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,
};

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 filter_color_texture : register(ps_3_0, s0);
float3 ref_LUT_settings_a : register(ps_3_0, c0);
float3 ref_LUT_settings_b : register(ps_3_0, c1);
float ref_contrast : register(ps_3_0, c2);
float4 PixelMain(float2 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0, temp1;
float3 temp2;
// def c3, 1.2, 0, 1, 0.5
// def c4, 0.37, 2, 1.8, 1
// dcl_texcoord v0.xy
// dcl_2d s0
// texld r0, v0, s0
temp0 = tex2D(filter_color_texture, texcoord.xy);
// mul r1.xyz, r0, r0
temp1.xyz = temp0.xyz * temp0.xyz;
// mad r1.xyz, r1, r0, -r0
temp1.xyz = temp1.xyz * temp0.xyz + -temp0.xyz;
// mad r0.xyz, c2.x, r1, r0
temp0.xyz = ref_contrast.xxx * temp1.xyz + temp0.xyz;
// max r1.x, r0.y, r0.z
temp1.x = max(temp0.y, temp0.z);
// max r2.x, r0.x, r1.x
temp2.x = max(temp0.x, temp1.x);
// mul r1.x, r2.x, c3.x
temp1.x = temp2.x * float1(1.2);
// mov r1.yz, c3.y
temp1.yz = float2(0, 0);
// lrp r2.xyz, c0.x, r1.xzyw, r0.xzyw
temp2.xyz = lerp(temp0.xzy, temp1.xzy, ref_LUT_settings_a.xxx);
// mov r0.zw, c3
temp0.zw = float2(1, 0.5);
// add r0.x, r0.z, -c0.y
temp0.x = temp0.z + -ref_LUT_settings_a.y;
// mul r2.xy, r0.x, r2
temp2.xy = temp0.xx * temp2.xy;
// mad r0.x, c1.z, -r0.w, r0.z
temp0.x = ref_LUT_settings_b.z * -temp0.w + temp0.z;
// mul r0.xy, r0.x, r2.xzzw
temp0.xy = temp0.xx * temp2.xz;
// mov r0.zw, r2.y
temp0.zw = temp2.y;
// add r0, r0, c1.z
temp0 = temp0 + ref_LUT_settings_b.z;
// dp3 r1.x, r0.xyww, c4.x
temp1.x = dot(temp0.xyw, float3(0.37, 0.37, 0.37));
// add r1, -r0.xyww, r1.x
temp1 = -temp0.xyww + temp1.x;
// mad r0, c1.x, r1, r0
temp0 = ref_LUT_settings_b.x * temp1 + temp0;
// mov r1.y, c1.y
temp1.y = ref_LUT_settings_b.y;
// mad oC0, r1.y, c4.yzww, r0
out_color = temp1.y * float4(2, 1.8, 1, 1) + temp0;
//

return out_color;
}

Decompiled by DXDecompiler.