Post Upscale Default
(post_upscale:default
, 0x5d3e6ff5b6740e58
)
This template is referenced 1 time by post_upscale.
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 = 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
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
// 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;
// mov r1.xy, v0
temp1.xy = i.texcoord.xy;
// mad r2, v1, r0.xyxy, r1.xyxy
temp2 = i.texcoord1 * temp0.xyxy + temp1.xyxy;
// mad r0, v2, r0.xyxy, r1.xyxy
temp0 = i.texcoord2 * temp0.xyxy + temp1.xyxy;
// texld r1, r2, s0
temp1 = tex2D(diffuse_texture, temp2.xy);
// texld r2, r2.zwzw, s0
temp2 = tex2D(diffuse_texture, temp2.zw);
// texld r3, v0, s0
temp3 = tex2D(diffuse_texture, i.texcoord.xy);
// add r1.xyz, r1, r3
temp1.xyz = temp1.xyz + temp3.xyz;
// mov oC0.w, r3.w
out_color.w = temp3.w;
// add r1.xyz, r2, r1
temp1.xyz = temp2.xyz + temp1.xyz;
// texld r2, r0, s0
temp2 = tex2D(diffuse_texture, temp0.xy);
// texld r0, r0.zwzw, s0
temp0 = tex2D(diffuse_texture, temp0.zw);
// add r1.xyz, r1, r2
temp1.xyz = temp1.xyz + temp2.xyz;
// add r0.xyz, r0, r1
temp0.xyz = temp0.xyz + temp1.xyz;
// mul oC0.xyz, r0, c1.x
out_color.xyz = temp0.xyz * float3(0.2, 0.2, 0.2);
//
return out_color;
}
Decompiled by DXDecompiler.