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Blit Masks Depth Default

(blit_masks_depth:default, 0x3e79a597271bf0f1)

This template is referenced 1 time by blit_masks_depth.

Technique ambient

Render States

More info can be found on the Direct3D Docs

enum D3DRENDERSTATETYPE {
D3DRS_ZENABLE = 1,
D3DRS_ZFUNC = 8,
D3DRS_ZWRITEENABLE = 1,
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

Shaders

Vertex Shader

column_major float4x4 view_proj_matrix : register(vs_3_0, c0);
float4 VertexMain(float4 position : POSITION) : POSITION
{
float4 out_position;
float3 temp0;
// dcl_position v0
// dcl_position o0
// dp4 r0.x, v0, c0
temp0.x = dot(position, (view_proj_matrix._m00_m10_m20_m30));
// dp4 r0.y, v0, c1
temp0.y = dot(position, (view_proj_matrix._m01_m11_m21_m31));
// dp4 r0.z, v0, c3
temp0.z = dot(position, (view_proj_matrix._m03_m13_m23_m33));
// mov o0, r0.xyzz
out_position = temp0.xyzz;
//

return out_position;
}

Decompiled by DXDecompiler.

Pixel Shader

float camera_far_range : register(ps_3_0, c0);
float4 PixelMain() : COLOR
{
float4 out_color;
float temp0;
// def c1, 1, 0, 0, 0
// mov r0.x, c0.x
temp0.x = camera_far_range.x;
// mul oC0, r0.x, c1.xyyy
out_color = temp0.x * float4(1, 0, 0, 0);
//

return out_color;
}

Decompiled by DXDecompiler.