Post Lex Flare Default
(post_LEX_flare:default
, 0x77313b12c2149200
)
This template is referenced 1 time by post_LEX_flare.
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;
};
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);
float4 PixelMain(float2 texcoord : TEXCOORD) : COLOR
{
float4 out_color;
float4 temp0, temp1, temp2, temp3;
// def c0, 0.5, 0, 0.38, 0.14156863
// def c1, 0.16690196, 0.18627451, 0.21960784, 0.37
// def c2, 1, 0.95, 0.9, -0.5
// def c3, 0.055882353, 0.065882355, 0.09313726, 0.10980392
// def c4, 0.7, 0, 0, 0
// dcl_texcoord v0.xy
// dcl_2d s0
// add r0, c0.x, -v0.xyxy
temp0 = float4(0.5, 0.5, 0.5, 0.5) + -texcoord.xyxy;
// mul r1.xy, r0.zwzw, c0.x
temp1.xy = temp0.zw * float2(0.5, 0.5);
// dp2add r1.z, r1, r1, c0.y
temp1.z = dot(temp1.xy, temp1.xy) + float1(0);
// rsq r1.z, r1.z
temp1.z = 1 / sqrt(temp1.z);
// mul r1, r1.z, r1.xyxy
temp1 = temp1.z * temp1.xyxy;
// mad r2, r1.zwzw, c0.z, v0.xyxy
temp2 = temp1.zwzw * float4(0.38, 0.38, 0.38, 0.38) + texcoord.xyxy;
// mad r3.xy, r1.zwzw, c0.w, r2.zwzw
temp3.xy = temp1.zw * float2(0.14156863, 0.14156863) + temp2.zw;
// mad r1, r1, c1.xxyy, r2
temp1 = temp1 * float4(0.16690196, 0.16690196, 0.18627451, 0.18627451) + temp2;
// texld r2, r3, s0
temp2 = tex2D(diffuse_texture, temp3.xy);
// texld r3, r1, s0
temp3 = tex2D(diffuse_texture, temp1.xy);
// texld r1, r1.zwzw, s0
temp1 = tex2D(diffuse_texture, temp1.zw);
// mov r2.zw, r1.z
temp2.zw = temp1.z;
// mov r2.y, r3.y
temp2.y = temp3.y;
// lrp r1.xy, c0.x, c0.x, v0
temp1.xy = lerp(texcoord.xy, float2(0.5, 0.5), float2(0.5, 0.5));
// mad r1.zw, r0, c1.xyyz, r1.xyxy
temp1.zw = temp0.zw * float2(0.18627451, 0.21960784) + temp1.xy;
// mad r0, r0, c3, r1.xyxy
temp0 = temp0 * float4(0.055882353, 0.065882355, 0.09313726, 0.10980392) + temp1.xyxy;
// texld r1, r1.zwzw, s0
temp1 = tex2D(diffuse_texture, temp1.zw);
// mov r1.zw, r1.z
temp1.zw = temp1.z;
// texld r3, r0, s0
temp3 = tex2D(diffuse_texture, temp0.xy);
// texld r0, r0.zwzw, s0
temp0 = tex2D(diffuse_texture, temp0.zw);
// mov r1.y, r0.y
temp1.y = temp0.y;
// mov r1.x, r3.x
temp1.x = temp3.x;
// add r0, r1, r2
temp0 = temp1 + temp2;
// texld r1, c0.x, s0
temp1 = tex2D(diffuse_texture, float4(0.5, 0.5, 0.5, 0.5).xy);
// add r0, r0, r1.xyzz
temp0 = temp0 + temp1.xyzz;
// dp3 r1.x, r0.xyww, c1.w
temp1.x = dot(temp0.xyw, float3(0.37, 0.37, 0.37));
// add r1, -r0.xyww, r1.x
temp1 = -temp0.xyww + temp1.x;
// mad r0, r1, c4.x, r0
temp0 = temp1 * float4(0.7, 0.7, 0.7, 0.7) + temp0;
// mad r0, r0, c2.xyzz, c2.w
temp0 = temp0 * float4(1, 0.95, 0.9, 0.9) + float4(-0.5, -0.5, -0.5, -0.5);
// add oC0, r0, r0
out_color = temp0 + temp0;
//
return out_color;
}
Decompiled by DXDecompiler.