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Post Chromatic Aberration Default

(post_chromatic_aberration:default, 0x450123a9a4d84a2a)

This template is referenced 1 time by post_chromatic_aberration.

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 = 2,
D3DSAMP_MINFILTER = 2,
D3DSAMP_MIPFILTER = 2,
};

Shaders

Vertex Shader

float ref_chromatic_amount : 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;
float2 texcoord1 : TEXCOORD1;
};

VertexMain_Output VertexMain(VertexMain_Input i)
{
VertexMain_Output o;
float3 temp0;
// def c5, 0.01, 1, -0.5, 0.5
// def c6, 2, 0, 0, 0
// dcl_position v0
// dcl_texcoord v1
// dcl_position o0
// dcl_texcoord o1
// dcl_texcoord1 o2.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 r0.xy, c5
temp0.xy = float2(0.01, 1);
// mad r0.x, c4.x, -r0.x, r0.y
temp0.x = ref_chromatic_amount.x * -temp0.x + temp0.y;
// add r0.yz, c5.z, v1.xxyw
temp0.yz = float2(-0.5, -0.5) + i.texcoord.xy;
// mad o1.zw, r0.xyyz, r0.x, c5.w
o.texcoord.zw = temp0.yz * temp0.xx + float2(0.5, 0.5);
// add r0.x, -r0.x, c6.x
temp0.x = -temp0.x + float1(2);
// mad o2.xy, r0.yzzw, r0.x, c5.w
o.texcoord1 = temp0.yzzw * temp0.x + float4(0.5, 0.5, 0.5, 0.5);
// mov o0.z, c5.y
o.position.z = float1(1);
// mov o1.xy, v1
o.texcoord.xy = i.texcoord.xy;
//

return o;
}

Decompiled by DXDecompiler.

Pixel Shader

sampler2D diffuse_texture : register(ps_3_0, s0);
float ref_contrast : register(ps_3_0, c1);
float3 render_target_size : register(ps_3_0, c0);
struct PixelMain_Input
{
float4 texcoord : TEXCOORD;
float2 texcoord1 : TEXCOORD1;
};

float4 PixelMain(PixelMain_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2;
// def c2, 0.5, 10, 0, 0
// dcl_texcoord v0
// dcl_texcoord1 v1.xy
// dcl_2d s0
// rcp r0.x, c0.x
temp0.x = 1.0f / render_target_size.x;
// rcp r0.y, c0.y
temp0.y = 1.0f / render_target_size.y;
// mad r0.xy, r0, c2.x, v0
temp0.xy = temp0.xy * float2(0.5, 0.5) + i.texcoord.xy;
// texld r0, r0, s0
temp0 = tex2D(diffuse_texture, temp0.xy);
// texld r1, v0.zwzw, s0
temp1 = tex2D(diffuse_texture, i.texcoord.zw);
// texld r2, v0, s0
temp2 = tex2D(diffuse_texture, i.texcoord.xy);
// mov r1.y, r2.y
temp1.y = temp2.y;
// texld r2, v1, s0
temp2 = tex2D(diffuse_texture, i.texcoord1.xy);
// mov r1.zw, r2.z
temp1.zw = temp2.z;
// add r0, -r0.xyzz, r1.xyww
temp0 = -temp0.xyzz + temp1.xyww;
// mul_sat r0, r0, c2.y
temp0 = saturate(temp0 * float4(10, 10, 10, 10));
// mad oC0, r0, c1.x, r1
out_color = temp0 * ref_contrast.x + temp1;
//

return out_color;
}

Decompiled by DXDecompiler.