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Post Contour Mask Default

(post_contour_mask:default, 0x3e67a1474e91cd18)

This template is referenced 1 time by post_contour_mask.

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 = 1,
D3DRS_CULLMODE = 1,
D3DRS_COLORWRITEENABLE = 7,
D3DRS_COLORWRITEENABLE1 = 15,
D3DRS_COLORWRITEENABLE2 = 15,
D3DRS_STENCILENABLE = 1,
D3DRS_STENCILFUNC = 6,
D3DRS_STENCILFAIL = 1,
D3DRS_STENCILMASK = -1,
D3DRS_STENCILPASS = 1,
D3DRS_STENCILREF = 4,
D3DRS_STENCILWRITEMASK = 255,
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,
D3DRS_BLENDOP = 1,
D3DRS_DESTBLEND = 2,
D3DRS_SRCBLEND = 2,
};

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

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);
float3 render_target_size : register(ps_3_0, c0);
float4 PixelMain(float2 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3, temp4, temp5;
// def c1, 0, 0, 0, 0
// dcl_texcoord v0.xy
// dcl_2d s0
// texld r0, v0, s0
temp0 = tex2D(diffuse_texture, texcoord.xy);
// add r0.x, r0.y, r0.x
temp0.x = temp0.y + temp0.x;
// add r0.x, r0.z, r0.x
temp0.x = temp0.z + temp0.x;
// rcp r1.x, c0.x
temp1.x = 1.0f / render_target_size.x;
// rcp r1.w, c0.y
temp1.w = 1.0f / render_target_size.y;
// mov r1.yz, c1.x
temp1.yz = float2(0, 0);
// add r2, r1, v0.xyxy
temp2 = temp1 + texcoord.xyxy;
// add r1, -r1, v0.xyxy
temp1 = -temp1 + texcoord.xyxy;
// texld r3, r2, s0
temp3 = tex2D(diffuse_texture, temp2.xy);
// texld r2, r2.zwzw, s0
temp2 = tex2D(diffuse_texture, temp2.zw);
// add r0.y, r3.y, r3.x
temp0.y = temp3.y + temp3.x;
// add r4.x, r3.z, r0.y
temp4.x = temp3.z + temp0.y;
// add r0.y, r2.y, r2.x
temp0.y = temp2.y + temp2.x;
// add r4.y, r2.z, r0.y
temp4.y = temp2.z + temp0.y;
// texld r5, r1, s0
temp5 = tex2D(diffuse_texture, temp1.xy);
// texld r1, r1.zwzw, s0
temp1 = tex2D(diffuse_texture, temp1.zw);
// add r0.y, r5.y, r5.x
temp0.y = temp5.y + temp5.x;
// add r4.z, r5.z, r0.y
temp4.z = temp5.z + temp0.y;
// add r0.y, r1.y, r1.x
temp0.y = temp1.y + temp1.x;
// add r4.w, r1.z, r0.y
temp4.w = temp1.z + temp0.y;
// add_sat r0, -r0.x, r4
temp0 = saturate(-temp0.x + temp4);
// frc r4, -r0
temp4 = frac(-temp0);
// add r0, r0, r4
temp0 = temp0 + temp4;
// mul r2.xyz, r2, r0.y
temp2.xyz = temp2.xyz * temp0.yyy;
// mad r2.xyz, r0.x, r3, r2
temp2.xyz = temp0.xxx * temp3.xyz + temp2.xyz;
// mad r0.xyz, r0.z, r5, r2
temp0.xyz = temp0.zzz * temp5.xyz + temp2.xyz;
// mad_pp oC0.xyz, r0.w, r1, r0
out_color.xyz = /* not implemented _pp modifier */ temp0.www * temp1.xyz + temp0.xyz;
// mov_pp oC0.w, c1.x
out_color.w = /* not implemented _pp modifier */ float1(0);
//

return out_color;
}

Decompiled by DXDecompiler.