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Post Smaa Blend Neighbourhood Default Smaa Hlsl 3

(post_SMAA_blend_neighbourhood:default:SMAA_HLSL_3, 0x3e53d1fd722e4cf0)

This template is referenced 1 time by post_SMAA_blend_neighbourhood.

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 = 1,
D3DRS_STENCILFUNC = 8,
D3DRS_STENCILFAIL = 3,
D3DRS_STENCILMASK = 8,
D3DRS_STENCILPASS = 3,
D3DRS_STENCILREF = 1,
D3DRS_STENCILWRITEMASK = 8,
D3DRS_STENCILZFAIL = 3,
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 = 1,
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 = 1,
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

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;
};

VertexMain_Output VertexMain(VertexMain_Input i)
{
VertexMain_Output o;
float4 temp0;
// def c5, 1, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_position o0
// dcl_texcoord o1.xy
// dcl_texcoord1 o2
// 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, c5.xyyx, v1.xyxy
o.texcoord1 = temp0 * float4(1, 0, 0, 1) + 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);
float3 render_target_size : register(ps_3_0, c0);
sampler2D self_illumination_texture : register(ps_3_0, s1);
struct PixelMain_Input
{
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
};

struct PixelMain_Output
{
float4 color : COLOR;
float4 color1 : COLOR1;
};

PixelMain_Output PixelMain(PixelMain_Input i)
{
PixelMain_Output o;
float4 temp0, temp1, temp2;
// def c1, 1, 1E-05, 0, 0
// dcl_texcoord v0.xy
// dcl_texcoord1 v1
// dcl_2d s0
// dcl_2d s1
// texld r0, v1, s1
temp0 = tex2D(self_illumination_texture, i.texcoord1.xy);
// texld r1, v1.zwzw, s1
temp1 = tex2D(self_illumination_texture, i.texcoord1.zw);
// texld r2, v0, s1
temp2 = tex2D(self_illumination_texture, i.texcoord.xy);
// mov r1.x, r0.w
temp1.x = temp0.w;
// mov r1.zw, r2.xyzx
temp1.zw = temp2.zx;
// dp4 r0.x, r1, c1.x
temp0.x = dot(temp1, float4(1, 1, 1, 1));
// if_lt r0.x, c1.y
if (temp0.x < float4(1E-05, 1E-05, 1E-05, 1E-05)) {
// mul r0, c1.xxzz, v0.xyxx
temp0 = float4(1, 1, 0, 0) * i.texcoord.xyxx;
// texldl_pp oC0, r0, s0
o.color = /* not implemented _pp modifier */ tex2Dlod(diffuse_texture, temp0);
// else
} else {
// max r0.xy, r1, r2.zxzw
temp0.xy = max(temp1.xy, temp2.zx);
// add r0.x, -r0.x, r0.y
temp0.x = -temp0.x + temp0.y;
// cmp r2.xz, r0.x, c1.z, r1
temp2.xz = (temp0.xx >= 0) ? float2(0, 0) : temp1.xz;
// cmp r2.yw, r0.x, r1, c1.z
temp2.yw = (temp0.xx >= 0) ? temp1.yw : float2(0, 0);
// cmp r0.xy, r0.x, r1.ywzw, r1.xzzw
temp0.xy = (temp0.xx >= 0) ? temp1.yw : temp1.xz;
// dp2add r0.z, r0, c1.x, c1.z
temp0.z = dot(temp0.xy, float2(1, 1)) + float1(0);
// rcp r0.z, r0.z
temp0.z = 1.0f / temp0.z;
// mul r0.xy, r0.z, r0
temp0.xy = temp0.zz * temp0.xy;
// rcp r1.x, c0.x
temp1.x = 1.0f / render_target_size.x;
// rcp r1.y, c0.y
temp1.y = 1.0f / render_target_size.y;
// mov r1.zw, -r1.xyxy
temp1.zw = -temp1.xy;
// mad r1, r2, r1, v0.xyxy
temp1 = temp2 * temp1 + i.texcoord.xyxy;
// mul r2, r1.xyxx, c1.xxzz
temp2 = temp1.xyxx * float4(1, 1, 0, 0);
// texldl r2, r2, s0
temp2 = tex2Dlod(diffuse_texture, temp2);
// mul r1, r1.zwxx, c1.xxzz
temp1 = temp1.zwxx * float4(1, 1, 0, 0);
// texldl r1, r1, s0
temp1 = tex2Dlod(diffuse_texture, temp1);
// mul r1, r0.y, r1
temp1 = temp0.y * temp1;
// mad_pp oC0, r0.x, r2, r1
o.color = /* not implemented _pp modifier */ temp0.x * temp2 + temp1;
// endif
}
// mov_pp oC1, c1.z
o.color1 = /* not implemented _pp modifier */ float4(0, 0, 0, 0);
//

return o;
}

Decompiled by DXDecompiler.