#include "Shadowmap.hlsli" Texture2D Colourmap : register(t0); Texture2D Bumpmap : register(t2); Texture2D Specmap : register(t3); Texture2D Detailmap : register(t4); Texture2D Colourmap2 : register(t5); SamplerState TextureSS : register(s0); cbuffer PSSceneVars : register(b0) { ShaderGlobalLightParams GlobalLights; uint EnableShadows; uint RenderMode;//0=default, 1=normals, 2=tangents, 3=colours, 4=texcoords, 5=diffuse, 6=normalmap, 7=spec, 8=direct uint RenderModeIndex; uint RenderSamplerCoord; } cbuffer PSGeomVars : register(b2) { uint EnableTexture;//1+=diffuse1, 2+=diffuse2 uint EnableTint; uint EnableNormalMap; uint EnableSpecMap; uint EnableDetailMap; uint IsDecal; uint IsEmissive; uint IsDistMap; float bumpiness; float AlphaScale; float HardAlphaBlend; float useTessellation; float4 detailSettings; float3 specMapIntMask; float specularIntensityMult; float specularFalloffMult; float specularFresnel; float wetnessMultiplier; uint SpecOnly; float4 TextureAlphaMask; } struct VS_OUTPUT { float4 Position : SV_POSITION; float3 Normal : NORMAL; float2 Texcoord0 : TEXCOORD0; float2 Texcoord1 : TEXCOORD1; float2 Texcoord2 : TEXCOORD2; float4 Shadows : TEXCOORD3; float4 LightShadow : TEXCOORD4; float4 Colour0 : COLOR0; float4 Colour1 : COLOR1; float4 Tint : COLOR2; float4 Tangent : TEXCOORD5; float4 Bitangent : TEXCOORD6; float3 CamRelPos : TEXCOORD7; }; float4 main(VS_OUTPUT input) : SV_TARGET { float4 c = float4(0.5, 0.5, 0.5, 1); if (RenderMode == 0) c = float4(1, 1, 1, 1); if (EnableTexture > 0) { float2 texc = input.Texcoord0; if (RenderMode >= 5) { if (RenderSamplerCoord == 2) texc = input.Texcoord1; else if (RenderSamplerCoord == 3) texc = input.Texcoord2; } c = Colourmap.Sample(TextureSS, texc); if (EnableTexture > 1) //2+ enables diffuse2 { float4 c2 = Colourmap2.Sample(TextureSS, input.Texcoord1); c = c2.a * c2 + (1 - c2.a) * c; } if (IsDistMap) c = float4(c.rgb*2, (c.r+c.g+c.b) - 1); if ((IsDecal == 0) && (c.a <= 0.33)) discard; if ((IsDecal == 1) && (c.a <= 0.0)) discard; if(IsDecal==0) c.a = 1; if (IsDecal == 2) { float4 mask = TextureAlphaMask * c; c.a = saturate(mask.r + mask.g + mask.b + mask.a); c.rgb = 0; } c.a = saturate(c.a*AlphaScale); } if (EnableTint > 0) { c.rgb *= input.Tint.rgb; } if (IsDecal == 1) { c.a *= input.Colour0.a; } float3 norm = normalize(input.Normal); if (RenderMode == 1) //normals { c.rgb = norm*0.5+0.5; } else if (RenderMode == 2) //tangents { c.rgb = normalize(input.Tangent.rgb)*0.5+0.5; } else if (RenderMode == 3) //colours { c.rgb = input.Colour0.rgb; if (RenderModeIndex == 2) c.rgb = input.Colour1.rgb; } else if (RenderMode == 4) //texcoords { c.rgb = float3(input.Texcoord0, 0); if (RenderModeIndex == 2) c.rgb = float3(input.Texcoord1, 0); if (RenderModeIndex == 3) c.rgb = float3(input.Texcoord2, 0); } float3 spec = 0; if (RenderMode == 0) { float4 nv = Bumpmap.Sample(TextureSS, input.Texcoord0); //sample r1.xyzw, v2.xyxx, t3.xyzw, s3 (BumpSampler) float4 sv = Specmap.Sample(TextureSS, input.Texcoord0); //sample r2.xyzw, v2.xyxx, t4.xyzw, s4 (SpecSampler) float2 nmv = nv.xy; float4 r0 = 0, r1, r2, r3; if (EnableNormalMap) { if (EnableDetailMap) { //detail normalmapp r0.xy = input.Texcoord0 * detailSettings.zw; //mul r0.xy, v2.xyxx, detailSettings.zwzz r0.zw = r0.xy * 3.17; //mul r0.zw, r0.xxxy, l(0.000000, 0.000000, 3.170000, 3.170000) r0.xy = Detailmap.Sample(TextureSS, r0.xy).xy - 0.5; //sample r1.xyzw, r0.xyxx, t2.xyzw, s2 (DetailSampler) //mad r0.xy, r1.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000) r0.zw = Detailmap.Sample(TextureSS, r0.zw).xy - 0.5; //sample r1.xyzw, r0.zwzz, t2.xyzw, s2 (DetailSampler) //mad r0.zw, r1.xxxy, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000) //r0.zw = r0.zw*0.5; //mul r0.zw, r0.zzzw, l(0.000000, 0.000000, 0.500000, 0.500000) r0.xy = r0.xy + r0.zw; //mad r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), r0.zwzz r0.yz = r0.xy * detailSettings.y; //mul r0.yz, r0.xxyx, detailSettings.yyyy //r0.x = -r0.x*detailSettings.x; //mul r0.x, -r0.x, detailSettings.x nmv = r0.yz*sv.w + nv.xy; //mad r0.yz, r0.yyzy, r2.wwww, r1.xxyx //add detail to normal, using specmap(!) } norm = NormalMap(nmv, bumpiness, input.Normal.xyz, input.Tangent.xyz, input.Bitangent.xyz); } if (EnableSpecMap == 0) { sv = float4(0.1,0.1,0.1,0.1); } float r1y = norm.z - 0.35; ////r1.y = r0.w*r1.x - 0.35; //mad r1.y, r0.w, r1.x, l(-0.350000) float3 globalScalars = float3(0.5, 0.5, 0.5); float globalScalars2z = 1;// 0.65; //wet darkness? float wetness = 0;// 10.0; r0.x = 0;// .5; r0.z = 1 - globalScalars2z; //add r0.z, -globalScalars2.z, l(1.000000) r0.y = saturate(r1y*1.538462); //mul_sat r0.y, r1.y, l(1.538462) r0.y = r0.y * wetness; //mul r0.y, r0.y, gDynamicBakesAndWetness.z r0.y = r0.y * r0.z; //mul r0.y, r0.z, r0.y r1.yz = input.Colour0.xy * globalScalars.zy; //mul r1.yz, v1.xxyx, globalScalars.zzyz //vertex.colour0 r0.y = r0.y * r1.y; //mul r0.y, r0.y, r1.y r0.x = r0.x * sv.w + 1.0; //mad r0.x, r0.x, r2.w, l(1.000000) sv.xy = sv.xy*sv.xy; //mul r2.xy, r2.xyxx, r2.xyxx r0.z = sv.w * specularFalloffMult; //mul r0.z, r2.w, specularFalloffMult r3.y = r0.z * 0.001953125; //mul r3.y, r0.z, l(0.001953) (1/512) r0.z = dot(sv.xyz, specMapIntMask); //dp3 r0.z, r2.xyzx, specMapIntMask.xyzx r0.z = r0.z*specularIntensityMult; //mul r0.z, r0.z, specularIntensityMult r3.x = r0.x * r0.z; //mul r3.x, r0.x, r0.z r0.z = saturate(r0.z*r0.x + 0.4); //mad_sat r0.z, r0.z, r0.x, l(0.400000) //sv.xy = r0.z*float2(0.5, 0.488281); //mul r2.xy, r0.zzzz, l(0.500000, 0.488281, 0.000000, 0.000000) r0.z = 1 - r3.x*0.5; //mad r0.z, -r3.x, l(0.500000), l(1.000000) r0.z = r0.z * r0.y; //mul r0.z, r0.z, r0.y r0.y = r0.y * wetnessMultiplier; //mul r0.y, r0.y, wetnessMultiplier r0.z = 1 - r0.z*0.5; //mad r0.z, r0.z, l(-0.500000), l(1.000000) float3 tc = c.rgb * r0.x; c.rgb = tc * r0.z; //diffuse factors... float3 incident = normalize(input.CamRelPos); float3 refl = normalize(reflect(incident, norm)); float specb = saturate(dot(refl, GlobalLights.LightDir)); float specp = max(exp(specb * 10) - 1, 0); spec += GlobalLights.LightDirColour.rgb * 0.00006 * specp * r0.z * sv.x * specularIntensityMult;// ((specularIntensityMult != 0) ? 1 : 0); if (SpecOnly == 1) { c.a *= (EnableSpecMap == 0) ? nv.a : saturate(specp); } } float4 fc = c; c.rgb = FullLighting(c.rgb, spec, norm, input.Colour0, GlobalLights, EnableShadows, input.Shadows.x, input.LightShadow); if (IsEmissive==1) { c.rgb += fc.rgb; } else { } //c.rgb = max(c.rgb, 0); c.a = saturate(c.a); return c; } //normal_spec_detail.fxc_PS_DeferredTextured //mul r0.xy, v2.xyxx, detailSettings.zwzz //mul r0.zw, r0.xxxy, l(0.000000, 0.000000, 3.170000, 3.170000) //sample r1.xyzw, r0.xyxx, t2.xyzw, s2 (DetailSampler) //mad r0.xy, r1.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000) //sample r1.xyzw, r0.zwzz, t2.xyzw, s2 (DetailSampler) //mad r0.zw, r1.xxxy, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000) //mul r0.zw, r0.zzzw, l(0.000000, 0.000000, 0.500000, 0.500000) //mad r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), r0.zwzz //mul r0.yz, r0.xxyx, detailSettings.yyyy //mul r0.x, -r0.x, detailSettings.x //sample r1.xyzw, v2.xyxx, t3.xyzw, s3 (BumpSampler) //sample r2.xyzw, v2.xyxx, t4.xyzw, s4 (SpecSampler) //mad r0.yz, r0.yyzy, r2.wwww, r1.xxyx //mad r0.yz, r0.yyzy, l(0.000000, 2.000000, 2.000000, 0.000000), l(0.000000, -1.000000, -1.000000, 0.000000) //max r0.w, bumpiness, l(0.001000) //mul r1.xy, r0.wwww, r0.yzyy //dp2 r0.y, r0.yzyy, r0.yzyy //add r0.y, -r0.y, l(1.000000) //sqrt r0.y, |r0.y| //mul r1.yzw, r1.yyyy, v5.xxyz //mad r1.xyz, r1.xxxx, v4.xyzx, r1.yzwy //mad r0.yzw, r0.yyyy, v3.xxyz, r1.xxyz //dp3 r1.x, r0.yzwy, r0.yzwy //rsq r1.x, r1.x //mad r1.y, r0.w, r1.x, l(-0.350000) //mul r0.yzw, r0.yyzw, r1.xxxx //mad o1.xyz, r0.yzwy, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000) //add r0.z, -globalScalars2.z, l(1.000000) //mul_sat r0.y, r1.y, l(1.538462) //mul r0.y, r0.y, gDynamicBakesAndWetness.z //mul r0.y, r0.z, r0.y //mul r1.yz, v1.xxyx, globalScalars.zzyz //mul r0.y, r0.y, r1.y //mad r0.x, r0.x, r2.w, l(1.000000) //mul r2.xy, r2.xyxx, r2.xyxx //mul r0.z, r2.w, specularFalloffMult //mul r3.y, r0.z, l(0.001953) //dp3 r0.z, r2.xyzx, specMapIntMask.xyzx //mul r0.z, r0.z, specularIntensityMult //mul r3.x, r0.x, r0.z //mad_sat r0.z, r0.z, r0.x, l(0.400000) //mul r2.xy, r0.zzzz, l(0.500000, 0.488281, 0.000000, 0.000000) //mad r0.z, -r3.x, l(0.500000), l(1.000000) //mul r0.z, r0.z, r0.y //mul r0.y, r0.y, wetnessMultiplier //mad r0.z, r0.z, l(-0.500000), l(1.000000) //sample r4.xyzw, v2.xyxx, t0.xyzw, s0 //DiffuseSampler //mul r4.xyzw, r0.xxxx, r4.xyzw //mul o0.xyz, r0.zzzz, r4.xyzx //mul r0.x, r4.w, v1.w //mul o0.w, r0.x, globalScalars.x //add r0.x, wetnessMultiplier, l(-0.200000) //mul_sat r0.x, r0.x, l(10.000000) //mad_sat r0.z, v3.z, l(128.000000), l(-127.000000) //mul o1.w, r0.x, r0.z //mov r2.z, l(0.970000) //mov r3.z, specularFresnel //add r0.xzw, r2.xxyz, -r3.xxyz //max r0.xzw, r0.xxzw, l(0.000000, 0.000000, 0.000000, 0.000000) //mad r0.xyz, r0.xzwx, r0.yyyy, r3.xyzx //sqrt o2.xy, r0.xyxx //mov o2.z, r0.z //mov o2.w, l(1.000000) //mad r1.x, v1.x, globalScalars.z, gLightArtificialIntAmbient0.w //mul r0.xy, r1.xzxx, l(0.500000, 0.500000, 0.000000, 0.000000) //sqrt o3.xy, r0.xyxx //mov o3.zw, l(0,0,0,1.001884) /* //normal_spec.fxc_PS_DeferredTextured // max r0.x, bumpiness, l(0.001000) //cb12[1].w sample r1.xyzw, v2.xyxx, BumpSampler.xyzw, s2 mad r0.yz, r1.xxyx, l(0.000000, 2.000000, 2.000000, 0.000000), l(0.000000, -1.000000, -1.000000, 0.000000) mul r0.xw, r0.xxxx, r0.yyyz dp2 r0.y, r0.yzyy, r0.yzyy add r0.y, -r0.y, l(1.000000) sqrt r0.y, |r0.y| mul r1.xyz, r0.wwww, v5.xyzx mad r0.xzw, r0.xxxx, v4.xxyz, r1.xxyz mad r0.xyz, r0.yyyy, v3.xyzx, r0.xzwx dp3 r0.w, r0.xyzx, r0.xyzx rsq r0.w, r0.w mad r1.x, r0.z, r0.w, l(-0.350000) mul r0.xyz, r0.wwww, r0.xyzx mad o1.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000) mul_sat r0.x, r1.x, l(1.538462) mul r0.x, r0.x, gDynamicBakesAndWetness.z //cb5[3].z add r0.y, -globalScalars2.z, l(1.000000) //cb2[12].z mul r0.x, r0.y, r0.x mul r1.yz, v1.xxyx, globalScalars.zzyz //vertex.colour0, cb2[11].zzyz mul r0.x, r0.x, r1.y sample r2.xyzw, v2.xyxx, SpecSampler.xyzw, s3 mul r2.xy, r2.xyxx, r2.xyxx mul r0.y, r2.w, specularFalloffMult //cb12[0].y mul r3.y, r0.y, l(0.001953) dp3 r0.y, r2.xyzx, specMapIntMask.xyzx //cb12[1].xyzx mul r3.x, r0.y, specularIntensityMult //cb12[0].z mad_sat r0.y, r0.y, specularIntensityMult, l(0.400000) //cb12[0].z mul r2.xy, r0.yyyy, l(0.500000, 0.488281, 0.000000, 0.000000) mad r0.y, -r3.x, l(0.500000), l(1.000000) mul r0.y, r0.y, r0.x mul r0.x, r0.x, wetnessMultiplier; //cb12[2].x mad r0.y, r0.y, l(-0.500000), l(1.000000) sample r4.xyzw, v2.xyxx, DiffuseSampler.xyzw, s0 mul o0.xyz, r0.yyyy, r4.xyzx mul r0.y, r4.w, v1.w //vertex.colour0 mul o0.w, r0.y, globalScalars.x //cb2[11].x add r0.y, wetnessMultiplier, l(-0.200000) //cb12[2].x mul_sat r0.y, r0.y, l(10.000000) mad_sat r0.z, v3.z, l(128.000000), l(-127.000000) mul o1.w, r0.y, r0.z mov r2.z, l(0.970000) mov r3.z, specularFresnel //cb12[0].x add r0.yzw, r2.xxyz, -r3.xxyz max r0.yzw, r0.yyzw, l(0.000000, 0.000000, 0.000000, 0.000000) mad r0.xyz, r0.yzwy, r0.xxxx, r3.xyzx sqrt o2.xy, r0.xyxx mov o2.z, r0.z mov o2.w, l(1.000000) mad r1.x, v1.x, globalScalars.z, gLightArtificialIntAmbient0.w //vertex.colour0, cb2[11].z, cb3[45].w mul r0.xy, r1.xzxx, l(0.500000, 0.500000, 0.000000, 0.000000) sqrt o3.xy, r0.xyxx mov o3.zw, l(0,0,0,1.001884) ret // Approximately 54 instruction slots used // // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // // Resource Bindings: // // Name Type Format Dim HLSL Bind Count // ------------------------------ ---------- ------- ----------- -------------- ------ // DiffuseSampler sampler NA NA s0 1 // BumpSampler sampler NA NA s2 1 // SpecSampler sampler NA NA s3 1 // DiffuseSampler texture float4 2d t0 1 // BumpSampler texture float4 2d t2 1 // SpecSampler texture float4 2d t3 1 // misc_globals cbuffer NA NA cb2 1 // lighting_globals cbuffer NA NA cb3 1 // more_stuff cbuffer NA NA cb5 1 // megashader_locals cbuffer NA NA cb12 1 // // // Buffer Definitions: // // cbuffer misc_globals // { // // float4 globalFade; // Offset: 0 Size: 16 [unused] // float globalHeightScale; // Offset: 16 Size: 4 [unused] // float4 g_Rage_Tessellation_CameraPosition;// Offset: 32 Size: 16 [unused] // float4 g_Rage_Tessellation_CameraZAxis;// Offset: 48 Size: 16 [unused] // float4 g_Rage_Tessellation_ScreenSpaceErrorParams;// Offset: 64 Size: 16 [unused] // float4 g_Rage_Tessellation_LinearScale;// Offset: 80 Size: 16 [unused] // float4 g_Rage_Tessellation_Frustum[4];// Offset: 96 Size: 64 [unused] // float4 g_Rage_Tessellation_Epsilons;// Offset: 160 Size: 16 [unused] // float4 globalScalars; // Offset: 176 Size: 16 // float4 globalScalars2; // Offset: 192 Size: 16 // float4 globalScalars3; // Offset: 208 Size: 16 [unused] // float4 globalScreenSize; // Offset: 224 Size: 16 [unused] // uint4 gTargetAAParams; // Offset: 240 Size: 16 [unused] // float4 colorize; // Offset: 256 Size: 16 [unused] // float4 gGlobalParticleShadowBias; // Offset: 272 Size: 16 [unused] // float gGlobalParticleDofAlphaScale;// Offset: 288 Size: 4 [unused] // float gGlobalFogIntensity; // Offset: 292 Size: 4 [unused] // float4 gPlayerLFootPos; // Offset: 304 Size: 16 [unused] // float4 gPlayerRFootPos; // Offset: 320 Size: 16 [unused] // // } // // cbuffer lighting_globals // { // // float4 gDirectionalLight; // Offset: 0 Size: 16 [unused] // float4 gDirectionalColour; // Offset: 16 Size: 16 [unused] // int gNumForwardLights; // Offset: 32 Size: 4 [unused] // float4 gLightPositionAndInvDistSqr[8];// Offset: 48 Size: 128 [unused] // float4 gLightDirectionAndFalloffExponent[8];// Offset: 176 Size: 128 [unused] // float4 gLightColourAndCapsuleExtent[8];// Offset: 304 Size: 128 [unused] // float gLightConeScale[8]; // Offset: 432 Size: 116 [unused] // float gLightConeOffset[8]; // Offset: 560 Size: 116 [unused] // float4 gLightNaturalAmbient0; // Offset: 688 Size: 16 [unused] // float4 gLightNaturalAmbient1; // Offset: 704 Size: 16 [unused] // float4 gLightArtificialIntAmbient0;// Offset: 720 Size: 16 // float4 gLightArtificialIntAmbient1;// Offset: 736 Size: 16 [unused] // float4 gLightArtificialExtAmbient0;// Offset: 752 Size: 16 [unused] // float4 gLightArtificialExtAmbient1;// Offset: 768 Size: 16 [unused] // float4 gDirectionalAmbientColour; // Offset: 784 Size: 16 [unused] // float4 globalFogParams[5]; // Offset: 800 Size: 80 [unused] // float4 globalFogColor; // Offset: 880 Size: 16 [unused] // float4 globalFogColorE; // Offset: 896 Size: 16 [unused] // float4 globalFogColorN; // Offset: 912 Size: 16 [unused] // float4 globalFogColorMoon; // Offset: 928 Size: 16 [unused] // float4 gReflectionTweaks; // Offset: 944 Size: 16 [unused] // // } // // cbuffer more_stuff // { // // float4 gEntitySelectColor[2]; // Offset: 0 Size: 32 [unused] // float4 gAmbientOcclusionEffect; // Offset: 32 Size: 16 [unused] // float4 gDynamicBakesAndWetness; // Offset: 48 Size: 16 // float4 gAlphaRefVec0; // Offset: 64 Size: 16 [unused] // float4 gAlphaRefVec1; // Offset: 80 Size: 16 [unused] // float gAlphaTestRef; // Offset: 96 Size: 4 [unused] // bool gTreesUseDiscard; // Offset: 100 Size: 4 [unused] // float gReflectionMipCount; // Offset: 104 Size: 4 [unused] // bool gUseTransparencyAA; // Offset: 108 Size: 4 [unused] // bool gUseFogRay; // Offset: 112 Size: 4 [unused] // // } // // cbuffer megashader_locals // { // // float specularFresnel; // Offset: 0 Size: 4 // float specularFalloffMult; // Offset: 4 Size: 4 // float specularIntensityMult; // Offset: 8 Size: 4 // float3 specMapIntMask; // Offset: 16 Size: 12 // float bumpiness; // Offset: 28 Size: 4 // float wetnessMultiplier; // Offset: 32 Size: 4 // float useTessellation; // Offset: 36 Size: 4 [unused] // float HardAlphaBlend; // Offset: 40 Size: 4 [unused] // // } // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Position 0 xyzw 0 POS float // COLOR 0 xyzw 1 NONE float xy w // TEXCOORD 0 xy 2 NONE float xy // TEXCOORD 1 xyz 3 NONE float xyz // TEXCOORD 4 xyz 4 NONE float xyz // TEXCOORD 5 xyz 5 NONE float xyz // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Target 0 xyzw 0 TARGET float xyzw // SV_Target 1 xyzw 1 TARGET float xyzw // SV_Target 2 xyzw 2 TARGET float xyzw // SV_Target 3 xyzw 3 TARGET float xyzw // ps_4_0 dcl_constantbuffer CB2[13], immediateIndexed dcl_constantbuffer CB3[46], immediateIndexed dcl_constantbuffer CB5[4], immediateIndexed dcl_constantbuffer CB12[3], immediateIndexed dcl_sampler s0, mode_default dcl_sampler s2, mode_default dcl_sampler s3, mode_default dcl_resource_texture2d (float,float,float,float) t0 dcl_resource_texture2d (float,float,float,float) t2 dcl_resource_texture2d (float,float,float,float) t3 dcl_input_ps linear v1.xyw dcl_input_ps linear v2.xy dcl_input_ps linear v3.xyz dcl_input_ps linear v4.xyz dcl_input_ps linear v5.xyz dcl_output o0.xyzw dcl_output o1.xyzw dcl_output o2.xyzw dcl_output o3.xyzw dcl_temps 5 */