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Post Upscale Default No A

(post_upscale:default:NO_A, 0x4b269107540363fb)

This template is referenced 1 time by post_upscale:NO_A.

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

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;
float4 texcoord2 : TEXCOORD2;
};

VertexMain_Output VertexMain(VertexMain_Input i)
{
VertexMain_Output o;
// def c4, 1, 0.5, -1.5, 1.5
// dcl_position v0
// dcl_texcoord v1
// dcl_position o0
// dcl_texcoord o1.xy
// dcl_texcoord1 o2
// dcl_texcoord2 o3
// 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;
// mov o2, c4.yzwy
o.texcoord1 = float4(0.5, -1.5, 1.5, 0.5);
// mov o3, -c4.yzwy
o.texcoord2 = float4(-0.5, 1.5, -1.5, -0.5);
//

return o;
}

Decompiled by DXDecompiler.

Pixel Shader

sampler2D diffuse_texture : register(ps_3_0, s0);
float3 render_target_size : register(ps_3_0, c0);
struct PixelMain_Input
{
float2 texcoord : TEXCOORD;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
};

float4 PixelMain(PixelMain_Input i) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3;
// def c1, 0.2, 0, 0, 0
// dcl_texcoord v0.xy
// dcl_texcoord1 v1
// dcl_texcoord2 v2
// dcl_2d s0
// texld r0, v0, s0
temp0 = tex2D(diffuse_texture, i.texcoord.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 r2.xy, v0
temp2.xy = i.texcoord.xy;
// mad r3, v1, r1.xyxy, r2.xyxy
temp3 = i.texcoord1 * temp1.xyxy + temp2.xyxy;
// mad r1, v2, r1.xyxy, r2.xyxy
temp1 = i.texcoord2 * temp1.xyxy + temp2.xyxy;
// texld r2, r3, s0
temp2 = tex2D(diffuse_texture, temp3.xy);
// texld r3, r3.zwzw, s0
temp3 = tex2D(diffuse_texture, temp3.zw);
// add r0, r0.xyzz, r2.xyzz
temp0 = temp0.xyzz + temp2.xyzz;
// add r0, r3.xyzz, r0
temp0 = temp3.xyzz + temp0;
// texld r2, r1, s0
temp2 = tex2D(diffuse_texture, temp1.xy);
// texld r1, r1.zwzw, s0
temp1 = tex2D(diffuse_texture, temp1.zw);
// add r0, r0, r2.xyzz
temp0 = temp0 + temp2.xyzz;
// add r0, r1.xyzz, r0
temp0 = temp1.xyzz + temp0;
// mul oC0, r0, c1.x
out_color = temp0 * float4(0.2, 0.2, 0.2, 0.2);
//

return out_color;
}

Decompiled by DXDecompiler.