#include "Quaternion.hlsli" #include "Shadowmap.hlsli" cbuffer VSSceneVars : register(b0) { float4x4 ViewProj; float4 WindVector; } cbuffer VSEntityVars : register(b2) { float4 CamRel; float4 Orientation; uint HasSkeleton; uint HasTransforms; uint TintPaletteIndex; uint Pad1; float3 Scale; uint IsInstanced; } cbuffer VSModelVars : register(b3) { float4x4 Transform; } cbuffer VSGeomVars : register(b4) { uint EnableTint; float TintYVal; uint IsDecal; uint EnableWind; float4 WindOverrideParams; float4 globalAnimUV0; float4 globalAnimUV1; } cbuffer VSInstGlobals : register(b5) { float4 gInstanceVars[24]; //instance rotation matrices } cbuffer VSInstLocals : register(b6) { float3 vecBatchAabbMin; // Offset: 0 Size: 12 float instPad0; float3 vecBatchAabbDelta; // Offset: 16 Size: 12 float instPad1; float4 vecPlayerPos; // Offset: 32 Size: 16 float2 _vecCollParams; // Offset: 48 Size: 8 float2 instPad2; float4 fadeAlphaDistUmTimer; // Offset: 256 Size: 16 float4 uMovementParams; // Offset: 272 Size: 16 float4 _fakedGrassNormal; // Offset: 288 Size: 16 [unused] float3 gScaleRange; // Offset: 304 Size: 12 float instPad3; float4 gWindBendingGlobals; // Offset: 320 Size: 16 float2 gWindBendScaleVar; // Offset: 336 Size: 8 float gAlphaTest; // Offset: 344 Size: 4 [unused] float gAlphaToCoverageScale; // Offset: 348 Size: 4 [unused] float3 gLodFadeInstRange; // Offset: 352 Size: 12 [unused] uint gUseComputeShaderOutputBuffer;// Offset: 364 Size: 4 } cbuffer BoneMatrices : register(b7) //rage_bonemtx { row_major float3x4 gBoneMtx[255]; // Offset: 0 Size: 12240 } cbuffer ClothVertices : register(b8) //pedcloth { float4 clothVertices[254]; // Offset: 64 Size: 4060 } 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; }; Texture2D TintPalette : register(t0); SamplerState TextureSS : register(s0); struct rage__fwGrassInstanceListDef__InstanceData //16 bytes, Key:2740378365 rage__fwGrassInstanceListDef__InstanceData//3985044770 { uint PosXY_u16; // Offset: 0 uint PosZ_u16_NormXY_u8; // Offset: 4 uint ColorRGB_Scale_u8; // Offset: 8 uint Ao_Pad3_u8; // Offset: 12 }; StructuredBuffer GrassInstances : register(t2); float3 GetGrassInstancePosition(float3 ipos, float3 vc0, float3 vc1, uint iid) { float3 opos = ipos; float4 windBendParam = float4(gWindBendScaleVar.xy, gWindBendingGlobals.xy); if (EnableWind == 0) { windBendParam = 0; } float4 r0, r1, r2, r3, r4, r5, r6, r7; uint4 u0, u1, u2, u6; //r0.x = iid; //ld_structured r0.x, v5.x, l(0), t0.xxxx //ushr r0.y, r0.x, l(16) //and r0.y, r0.y, l(255) //utof r0.y, r0.y u0.y = (iid >> 16) & 255; r0.y = (float)u0.y; r1.y = r0.y * 0.0039215686; //mul r1.y, r0.y, l(0.003922) //r2.x=iid //mov r2.x, v5.x //r2.yz=1 //mov r2.yz, l(0,1.000000,1.000000,0) u0.y = (iid >> 24); //ushr r0.y, r0.x, l(24) u1.x = u0.x & 0xFFFF; //and r1.x, r0.x, l(0x0000ffff) r0.x = (float)u0.y; //utof r0.x, r0.y r1.z = r0.x * 0.0039215686; //mul r1.z, r0.x, l(0.003922) r0.xyz = (gUseComputeShaderOutputBuffer != 0) ? float3(u1.x, r1.yz) : float3(iid, 1, 1); //movc r0.xyz, gUseComputeShaderOutputBuffer, r1.xyzx, r2.xyzx float amo = r0.z*r0.y; //mul o4.x, r0.z, r0.y //alpha multiplier output r0.xyz = float3(iid, 1, 1); //ld_structured r1.xyzw, r0.x, l(0), t1.xyzw rage__fwGrassInstanceListDef__InstanceData inst = GrassInstances[iid]; u1.x = inst.PosXY_u16; u1.y = inst.PosZ_u16_NormXY_u8; u1.z = inst.ColorRGB_Scale_u8; u1.w = inst.Ao_Pad3_u8; ////debug positioning //float px = (float)((u1.x & 0xFFFF)); //float py = (float)((u1.x >> 16) & 0xFFFF); //float pz = (float)((u1.y & 0xFFFF)); //float3 pab = float3(px, py, pz)*0.000015; //float3 fpos = vecBatchAabbMin.xyz + vecBatchAabbDelta.xyz * pab; //return opos + fpos - vecPlayerPos.xyz; u2.w = u1.z >> 8; //ushr r2.w, r1.z, l(8) u2.xy = u1.xy >> 16; //ushr r2.xy, r1.xyxx, l(16) u2.yz = u2.yw & 255; //and r2.yz, r2.yywy, l(0, 255, 255, 0) r3.y = (float)u2.x; //utof r3.y, r2.x r2.x = (float)u2.y; //utof r2.x, r2.y u0.w = u1.y >> 24; //ushr r0.w, r1.y, l(24) r2.y = (float)u0.w; //utof r2.y, r0.w r2.xy = r2.xy*0.0078431373 - 1.0; //mad r2.xy, r2.xyxx, l(0.007843, 0.007843, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000) r0.w = dot(r2.xy, r2.xy); //dp2 r0.w, r2.xyxx, r2.xyxx r0.w = 1.0 - r0.w; //add r0.w, -r0.w, l(1.000000) r2.z = sqrt(r0.w); //sqrt r2.z, r0.w r0.w = r2.z*-0.018729 + 0.074261; //mad r0.w, r2.z, l(-0.018729), l(0.074261) r0.w = r0.w*r2.z - 0.212114; //mad r0.w, r0.w, r2.z, l(-0.212114) r0.w = r0.w*r2.z + 1.570729; //mad r0.w, r0.w, r2.z, l(1.570729) r2.w = 1.0 - r2.z; //add r2.w, -r2.z, l(1.000000) r2.w = sqrt(r2.w); //sqrt r2.w, r2.w r2.xyz = -r2.z*float3(0, 0, 1) + r2.xyz; //mad r2.xyz, -r2.zzzz, l(0.000000, 0.000000, 1.000000, 0.000000), r2.xyzx r0.w = r0.w*r2.w; //mul r0.w, r0.w, r2.w r0.w = r0.w * vecPlayerPos.w; //mul r0.w, r0.w, vecPlayerPos.w r5.x = sin(r0.w); //sincos r5.x, r6.x, r0.w r6.x = cos(r0.w); //r0.w = dot(r2.xyz, r2.xyz); //dp3 r0.w, r2.xyzx, r2.xyzx //r0.w = 1.0 / sqrt(r0.w); //rsq r0.w, r0.w //r2.xyz = r2.xyz*r0.w; //mul r2.xyz, r0.wwww, r2.xyzx r2.xyz = normalize(r2.xyz); r2.xyz = r2.xyz * r5.x; //mul r2.xyz, r5.xxxx, r2.xyzx r2.xyz = r6.x*float3(0, 0, 1) + r2.xyz; //mad r2.xyz, r6.xxxx, l(0.000000, 0.000000, 1.000000, 0.000000), r2.xyzx r5.xy = r2.yz*float2(1, 0); //mul r5.xy, r2.yzyy, l(1.000000, 0.000000, 0.000000, 0.000000) r5.xy = r2.zx*float2(0, 1) - r5.xy; //mad r5.xy, r2.zxzz, l(0.000000, 1.000000, 0.000000, 0.000000), -r5.xyxx r0.w = dot(r5.xy, r5.xy); //dp2 r0.w, r5.xyxx, r5.xyxx r0.w = sqrt(r0.w); //sqrt r0.w, r0.w r5.xy = r5.xy / r0.w; //div r5.xy, r5.xyxx, r0.wwww r0.w = 1.0 - r2.z; //add r0.w, -r2.z, l(1.000000) r2.w = r5.x*r0.w; //mul r2.w, r5.x, r0.w r5.x = r2.w*r5.x + r2.z; //mad r5.x, r2.w, r5.x, r2.z r5.z = r5.y*r2.w; //mul r5.z, r5.y, r2.w r2.w = r5.y*r5.y; //mul r2.w, r5.y, r5.y r5.w = r2.w*r0.w + r2.z; //mad r5.w, r2.w, r0.w, r2.z u0.w = r2.z < 1.0; //lt r0.w, r2.z, l(1.000000) r2.xyz = r2.xyz*float3(-1, -1, 1); //mul r2.xyz, r2.xyzx, l(-1.000000, -1.000000, 1.000000, 0.000000) r2.xyz = (u0.w != 0) ? r2.xyz : float3(0, 0, 1); //movc r2.xyz, r0.wwww, r2.xyzx, l(0, 0, 1.000000, 0) r5.xyz = (u0.w != 0) ? r5.xzw : float3(1, 0, 1); //movc r5.xyz, r0.wwww, r5.xzwx, l(1.000000, 0, 1.000000, 0) r0.w = vc0.y * 6.283185; //mul r0.w, v2.y, l(6.283185) r6.xyz = fadeAlphaDistUmTimer.z*uMovementParams.zzw + r0.w; //mad r6.xyz, fadeAlphaDistUmTimer.zzzz, uMovementParams.zzwz, r0.wwww r6.xyz = sin(r6.xyz); //sincos r6.xyz, null, r6.xyzx r0.w = 1.0 - vc0.z; //add r0.w, -v2.z, l(1.000000) r7.z = r0.w * uMovementParams.y; //mul r7.z, r0.w, uMovementParams.y r7.xy = vc0.x * uMovementParams.x; //mul r7.xy, v2.xxxx, uMovementParams.xxxx r6.xyz = r6.xyz * r7.xyz; //mul r6.xyz, r6.xyzx, r7.xyzx u0.w = u1.z >> 24; //ushr r0.w, r1.z, l(24) r0.w = (float)u0.w; //utof r0.w, r0.w r0.w = r0.w * 0.0039215686; //mul r0.w, r0.w, l(0.003922) r2.w = gScaleRange.y - gScaleRange.x; //add r2.w, -gScaleRange.x, gScaleRange.y r0.w = r2.w*r0.w + gScaleRange.x; //mad r0.w, r2.w, r0.w, gScaleRange.x r2.w = gScaleRange.z * gScaleRange.y; //mul r2.w, gScaleRange.z, gScaleRange.y u0.x = iid & 7; //and r0.x, r0.x, l(7) u0.x = u0.x * 3; //imul null, r0.x, r0.x, l(3) r2.w = dot(gInstanceVars[u0.x].ww, r2.ww); //dp2 r2.w, gInstanceVars[r0.x + 0].wwww, r2.wwww r2.w = -gScaleRange.y * gScaleRange.z + r2.w; //mad r2.w, -gScaleRange.y, gScaleRange.z, r2.w r0.w = r0.w + r2.w; //add r0.w, r0.w, r2.w r0.w = max(r0.w, 0.0); //max r0.w, r0.w, l(0.000000) r0.w = r0.w * r0.z; //mul r0.w, r0.z, r0.w //compute cull scale fadeout? r0.yzw = opos*r0.w + r6.xyz; //mad r0.yzw, v0.xxyz, r0.wwww, r6.xxyz //scale and offset (movement?) r6.xyz = r0.z * gInstanceVars[u0.x + 1].xyz; //mul r6.xyz, r0.zzzz, gInstanceVars[r0.x + 1].xyzx //rotate vertex positions with instance matrix r6.xyz = r0.y * gInstanceVars[u0.x].xyz + r6.xyz; //mad r6.xyz, r0.yyyy, gInstanceVars[r0.x + 0].xyzx, r6.xyzx r0.yzw = r0.w * gInstanceVars[u0.x + 2].xyz + r6.xyz; //mad r0.yzw, r0.wwww, gInstanceVars[r0.x + 2].xxyz, r6.xxyz //instance matrices!!! u6.xyzw = u1.xyzw & uint4(0xFFFF, 0xFFFF, 255, 255); //and r6.xyzw, r1.xyzw, l(0x0000ffff, 0x0000ffff, 255, 255) u1.x = u1.z >> 16; //ushr r1.x, r1.z, l(16) u1.x = u1.x & 255; //and r1.x, r1.x, l(255) r3.xzw = (float3)u6.xyw; //utof r3.xzw, r6.xxyw r4.z = (float)u1.x; //utof r4.z, r1.x r4.y = (float)u2.z; //utof r4.y, r2.z r4.x = (float)u6.z; //utof r4.x, r6.z float3 tnt = r4.xyz * 0.0039215686; //mul o1.xyz, r4.xyzx, l(0.003922, 0.003922, 0.003922, 0.000000) ///colour tint output float aoo = r3.w * 0.0039215686; //mul o4.y, r3.w, l(0.003922) //ambient occlusion value output r1.xyz = r3.xyz*vecBatchAabbDelta.xyz; //mul r1.xyz, r3.xyzx, vecBatchAabbDelta.xyzx r1.xyz = r1.xyz/65535 + vecBatchAabbMin.xyz; //mad r1.xyz, r1.xyzx, l(0.000015, 0.000015, 0.000015, 0.000000), vecBatchAabbMin.xyzx r1.w = dot(r1.xyz, r1.xyz); //dp3 r1.w, r1.xyzx, r1.xyzx r1.w = cos(r1.w); //sincos null, r1.w, r1.w r1.w = r1.w*0.5 + 0.5; //mad r1.w, r1.w, l(0.500000), l(0.500000) r1.w = r1.w*windBendParam.y + 1.0; //gWindBendScaleVar.y + 1.0; //mad r1.w, gWindBendScaleVar.y, r1.w, l(1.000000) r1.w = r1.w*windBendParam.x; //gWindBendScaleVar.x; //mul r1.w, r1.w, gWindBendScaleVar.x r3.xy = r1.w*windBendParam.zw; //gWindBendingGlobals.xy; //mul r3.xy, r1.wwww, gWindBendingGlobals.xyxx r5.w = r3.x; //mov r5.w, r3.x r4.x = dot(r0.yzw, r5.xyw); //dp3 r4.x, r0.yzwy, r5.xywx r3.zw = r5.yz; //mov r3.zw, r5.yyyz r4.y = dot(r0.wyz, r3.yzw); //dp3 r4.y, r0.wyzw, r3.yzwy r4.z = dot(r0.yzw, r2.xyz); //dp3 r4.z, r0.yzwy, r2.xyzx r0.yzw = r1.xyz + r4.xyz; //add r0.yzw, r1.xxyz, r4.xxyz //add vertex position to instance position r1.yzw = r0.yzw - (vecPlayerPos.xyz - float3(0,0,-0.2)); //add r1.yzw, r0.yyzw, -vecPlayerPos.xxyz r1.w = dot(r1.yzw, r1.yzw); //dp3 r1.w, r1.yzwy, r1.yzwy r2.w = 1.0 / sqrt(r1.w); //rsq r2.w, r1.w r1.w = _vecCollParams.x - r1.w; //add r1.w, -r1.w, _vecCollParams.x r1.w = saturate(_vecCollParams.y * r1.w); //mul_sat r1.w, r1.w, _vecCollParams.y r1.w = r1.w * 0.5; //mul r1.w, r1.w, l(0.500000) r1.yz = r1.yz * r2.w; //mul r1.yz, r1.yyzy, r2.wwww r1.yz = r1.yz * r1.w; //mul r1.yz, r1.yyzy, r1.wwww r0.yz = r1.yz * vc1.z + r0.yz; //mad r0.yz, r1.yyzy, v3.zzzz, r0.yyzy //contribute player collision //float3 fpos = r0.yzw; return r0.yzw - vecPlayerPos.xyz; //return CamRel.xyz + opos; } void BoneTransform(float4 weights, float4 indices, float3 ipos, float3 inorm, float3 itang, out float3 opos, out float3 onorm, out float3 otang) { uint4 binds = (uint4)(indices * 255.001953); if (binds.z > 254) //this is the signal to use clothVertices! { float4 cv0 = clothVertices[binds.w]; float4 cv1 = clothVertices[binds.x]; float4 cv2 = clothVertices[binds.y]; float3 r0 = cv0.zxy - cv1.zxy; float3 r8 = cv2.yzx - cv1.yzx; float3 r4 = normalize((r0.zxy * r8.yzx) - (r0.xyz * r8.xyz)); float3 r5 = (cv2.xyz*weights.x) + (cv1.xyz*weights.y) + (cv0.xyz*weights.z); float r0w = (weights.w - 0.5) * 0.1; r5 = (r0w * -r4) + r5; opos = r5; onorm = r4; float3 r7 = r4.yzx * itang.zxy;//itang? transformed by bone?? weird float3 r9 = r4.zxy * itang.yzx; otang = (r9 - r7); } else { float3x4 b0 = gBoneMtx[binds.x]; float3x4 b1 = gBoneMtx[binds.y]; float3x4 b2 = gBoneMtx[binds.z]; float3x4 b3 = gBoneMtx[binds.w]; float4 t0 = b0[0]*weights.x + b1[0]*weights.y + b2[0]*weights.z + b3[0]*weights.w; float4 t1 = b0[1]*weights.x + b1[1]*weights.y + b2[1]*weights.z + b3[1]*weights.w; float4 t2 = b0[2]*weights.x + b1[2]*weights.y + b2[2]*weights.z + b3[2]*weights.w; float3x4 m = float3x4(t0, t1, t2); float4 p = float4(ipos, 1); opos = float3(dot(m[0], p), dot(m[1], p), dot(m[2], p)); onorm = float3(dot(m[0].xyz, inorm), dot(m[1].xyz, inorm), dot(m[2].xyz, inorm)); otang = float3(dot(m[0].xyz, itang), dot(m[1].xyz, itang), dot(m[2].xyz, itang)); } } float3 ModelTransform(float3 ipos, float3 vc0, float3 vc1, uint iid) { if (IsInstanced) { return GetGrassInstancePosition(ipos, vc0, vc1, iid); } else { float3 tpos = (HasTransforms == 1) ? mul(float4(ipos, 1), Transform).xyz : ipos; float3 spos = tpos * Scale; float3 bpos = mulvq(spos, Orientation); if (EnableWind) { bpos = GeomWindMotion(bpos, vc0, WindVector, WindOverrideParams); } return CamRel.xyz + bpos; } } float4 ScreenTransform(float3 opos) { float4 pos = float4(opos, 1); float4 cpos = mul(pos, ViewProj); //if (IsDecal == 1) //{ // //cpos.z -= 0.003; //todo: correct decal z-bias //} cpos.z = DepthFunc(cpos.zw); return cpos; } float3 NormalTransform(float3 inorm) { float3 tnorm = (HasTransforms == 1) ? mul(inorm, (float3x3)Transform) : inorm; float3 bnorm = normalize(mulvq(tnorm, Orientation)); return bnorm; } float4 ColourTint(float tx, float tx2, uint iid) { float4 tnt = 1; if (IsInstanced) { //RenderableGrassInstance inst = GrassInstances[iid]; //tnt = Unpack4x8UNF(inst.Colour); rage__fwGrassInstanceListDef__InstanceData inst = GrassInstances[iid]; uint c = inst.ColorRGB_Scale_u8; float3 rgb = float3(c & 0xFF, (c >> 8) & 0xFF, (c >> 16) & 0xFF); tnt = float4(rgb * 0.003922, 1); } else if (EnableTint > 0) { float tu = (EnableTint == 1) ? tx : tx2; tnt = TintPalette.SampleLevel(TextureSS, float2(tu, TintYVal), 0); } return tnt; } float2 GlobalUVAnim(float2 uv) { float2 r; float3 uvw = float3(uv, 1); r.x = dot(globalAnimUV0.xyz, uvw); r.y = dot(globalAnimUV1.xyz, uvw); return r; } //grass_batch.fxc_VS_Transform // // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // // Buffer Definitions: // // cbuffer rage_matrices // { // // row_major float4x4 gWorld; // Offset: 0 Size: 64 [unused] // row_major float4x4 gWorldView; // Offset: 64 Size: 64 [unused] // row_major float4x4 gWorldViewProj; // Offset: 128 Size: 64 // row_major float4x4 gViewInverse; // Offset: 192 Size: 64 [unused] // // } // // cbuffer grassglobals // { // // bool bVehColl0Enabled; // Offset: 0 Size: 4 // bool bVehColl1Enabled; // Offset: 4 Size: 4 // bool bVehColl2Enabled; // Offset: 8 Size: 4 // bool bVehColl3Enabled; // Offset: 12 Size: 4 // float4 depthValueBias; // Offset: 16 Size: 16 [unused] // // } // // cbuffer grassbatchlocals // { // // float3 vecBatchAabbMin; // Offset: 0 Size: 12 // float3 vecBatchAabbDelta; // Offset: 16 Size: 12 // float4 vecPlayerPos; // Offset: 32 Size: 16 // float2 _vecCollParams; // Offset: 48 Size: 8 // float4 _vecVehColl0B; // Offset: 64 Size: 16 // float4 _vecVehColl0M; // Offset: 80 Size: 16 // float4 _vecVehColl0R; // Offset: 96 Size: 16 // float4 _vecVehColl1B; // Offset: 112 Size: 16 // float4 _vecVehColl1M; // Offset: 128 Size: 16 // float4 _vecVehColl1R; // Offset: 144 Size: 16 // float4 _vecVehColl2B; // Offset: 160 Size: 16 // float4 _vecVehColl2M; // Offset: 176 Size: 16 // float4 _vecVehColl2R; // Offset: 192 Size: 16 // float4 _vecVehColl3B; // Offset: 208 Size: 16 // float4 _vecVehColl3M; // Offset: 224 Size: 16 // float4 _vecVehColl3R; // Offset: 240 Size: 16 // float4 fadeAlphaDistUmTimer; // Offset: 256 Size: 16 // float4 uMovementParams; // Offset: 272 Size: 16 // float4 _fakedGrassNormal; // Offset: 288 Size: 16 [unused] // float3 gScaleRange; // Offset: 304 Size: 12 // float4 gWindBendingGlobals; // Offset: 320 Size: 16 // float2 gWindBendScaleVar; // Offset: 336 Size: 8 // float gAlphaTest; // Offset: 344 Size: 4 [unused] // float gAlphaToCoverageScale; // Offset: 348 Size: 4 [unused] // float3 gLodFadeInstRange; // Offset: 352 Size: 12 [unused] // uint gUseComputeShaderOutputBuffer;// Offset: 364 Size: 4 // float2 gInstCullParams; // Offset: 368 Size: 8 [unused] // uint gNumClipPlanes; // Offset: 376 Size: 4 [unused] // float4 gClipPlanes[16]; // Offset: 384 Size: 256 [unused] // float3 gCameraPosition; // Offset: 640 Size: 12 [unused] // uint gLodInstantTransition; // Offset: 652 Size: 4 [unused] // float4 gLodThresholds; // Offset: 656 Size: 16 [unused] // float2 gCrossFadeDistance; // Offset: 672 Size: 8 [unused] // float2 gLodFadeStartDist; // Offset: 680 Size: 8 [unused] // float2 gLodFadeRange; // Offset: 688 Size: 8 [unused] // float2 gLodFadePower; // Offset: 696 Size: 8 [unused] // float2 gLodFadeTileScale; // Offset: 704 Size: 8 [unused] // uint gIsShadowPass; // Offset: 712 Size: 4 [unused] // float3 gLodFadeControlRange; // Offset: 720 Size: 12 [unused] // float4 bDebugSwitches; // Offset: 736 Size: 16 [unused] // // } // // cbuffer grassbatch_instmtx // { // // float4 gInstanceVars[24]; // Offset: 0 Size: 384 // // } // // Resource bind info for InstanceBuffer // { // // struct // { // // uint InstId_u16_CrossFade_Scale_u8;// Offset: 0 // // } $Element; // Offset: 0 Size: 4 // // } // // Resource bind info for RawInstanceBuffer // { // // struct // { // // uint PosXY_u16; // Offset: 0 // uint PosZ_u16_NormXY_u8; // Offset: 4 // uint ColorRGB_Scale_u8; // Offset: 8 // uint Ao_Pad3_u8; // Offset: 12 // // } $Element; // Offset: 0 Size: 16 // // } // // // Resource Bindings: // // Name Type Format Dim HLSL Bind Count // ------------------------------ ---------- ------- ----------- -------------- ------ // InstanceBuffer texture struct r/o t0 1 // RawInstanceBuffer texture struct r/o t1 1 // rage_matrices cbuffer NA NA cb1 1 // grassglobals cbuffer NA NA cb4 1 // grassbatch_instmtx cbuffer NA NA cb7 1 // grassbatchlocals cbuffer NA NA cb11 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyzw 0 NONE float xyz // NORMAL 0 xyz 1 NONE float xyz // COLOR 0 xyzw 2 NONE float xyz // COLOR 1 xyzw 3 NONE float x z // TEXCOORD 0 xy 4 NONE float xy // SV_InstanceID 0 x 5 INSTID uint x // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Position 0 xyzw 0 POS float xyzw // TEXCOORD 0 xyzw 1 NONE float xyzw // TEXCOORD 1 xyzw 2 NONE float xyzw // TEXCOORD 2 xyzw 3 NONE float xyzw // TEXCOORD 5 xy 4 NONE float xy // /* vs_4_0 dcl_globalFlags refactoringAllowed | enableRawAndStructuredBuffers dcl_constantbuffer CB1[12], immediateIndexed dcl_constantbuffer CB4[1], immediateIndexed dcl_constantbuffer CB11[23], immediateIndexed dcl_constantbuffer CB7[24], dynamicIndexed dcl_resource_structured t0, 4 dcl_resource_structured t1, 16 dcl_input v0.xyz dcl_input v1.xyz dcl_input v2.xyz dcl_input v3.xz dcl_input v4.xy dcl_input_sgv v5.x, instance_id dcl_output_siv o0.xyzw, position dcl_output o1.xyzw dcl_output o2.xyzw dcl_output o3.xyzw dcl_output o4.xy dcl_temps 8 ld_structured r0.x, v5.x, l(0), t0.xxxx ushr r0.y, r0.x, l(16) and r0.y, r0.y, l(255) utof r0.y, r0.y mul r1.y, r0.y, l(0.003922) mov r2.x, v5.x mov r2.yz, l(0,1.000000,1.000000,0) ushr r0.y, r0.x, l(24) and r1.x, r0.x, l(0x0000ffff) utof r0.x, r0.y mul r1.z, r0.x, l(0.003922) movc r0.xyz, gUseComputeShaderOutputBuffer, r1.xyzx, r2.xyzx ld_structured r1.xyzw, r0.x, l(0), t1.xyzw ushr r2.w, r1.z, l(8) ushr r2.xy, r1.xyxx, l(16) and r2.yz, r2.yywy, l(0, 255, 255, 0) utof r3.y, r2.x utof r2.x, r2.y utof r4.y, r2.z ushr r0.w, r1.y, l(24) utof r2.y, r0.w mad r2.xy, r2.xyxx, l(0.007843, 0.007843, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000) dp2 r0.w, r2.xyxx, r2.xyxx add r0.w, -r0.w, l(1.000000) sqrt r2.z, r0.w mad r0.w, r2.z, l(-0.018729), l(0.074261) mad r0.w, r0.w, r2.z, l(-0.212114) mad r0.w, r0.w, r2.z, l(1.570729) add r2.w, -r2.z, l(1.000000) mad r2.xyz, -r2.zzzz, l(0.000000, 0.000000, 1.000000, 0.000000), r2.xyzx sqrt r2.w, r2.w mul r0.w, r0.w, r2.w mul r0.w, r0.w, vecPlayerPos.w sincos r5.x, r6.x, r0.w dp3 r0.w, r2.xyzx, r2.xyzx rsq r0.w, r0.w mul r2.xyz, r0.wwww, r2.xyzx mul r2.xyz, r5.xxxx, r2.xyzx mad r2.xyz, r6.xxxx, l(0.000000, 0.000000, 1.000000, 0.000000), r2.xyzx mul r5.xy, r2.yzyy, l(1.000000, 0.000000, 0.000000, 0.000000) mad r5.xy, r2.zxzz, l(0.000000, 1.000000, 0.000000, 0.000000), -r5.xyxx dp2 r0.w, r5.xyxx, r5.xyxx sqrt r0.w, r0.w div r5.xy, r5.xyxx, r0.wwww add r0.w, -r2.z, l(1.000000) mul r2.w, r5.x, r0.w mad r5.x, r2.w, r5.x, r2.z mul r5.z, r5.y, r2.w mul r2.w, r5.y, r5.y mad r5.w, r2.w, r0.w, r2.z lt r0.w, r2.z, l(1.000000) mul r2.xyz, r2.xyzx, l(-1.000000, -1.000000, 1.000000, 0.000000) movc r2.xyz, r0.wwww, r2.xyzx, l(0,0,1.000000,0) movc r5.xyz, r0.wwww, r5.xzwx, l(1.000000,0,1.000000,0) mul r0.w, v2.y, l(6.283185) mad r6.xyz, fadeAlphaDistUmTimer.zzzz, uMovementParams.zzwz, r0.wwww sincos r6.xyz, null, r6.xyzx add r0.w, -v2.z, l(1.000000) mul r7.z, r0.w, uMovementParams.y mul r7.xy, v2.xxxx, uMovementParams.xxxx mul r6.xyz, r6.xyzx, r7.xyzx ushr r0.w, r1.z, l(24) utof r0.w, r0.w mul r0.w, r0.w, l(0.003922) add r2.w, -gScaleRange.x, gScaleRange.y mad r0.w, r2.w, r0.w, gScaleRange.x mul r2.w, gScaleRange.z, gScaleRange.y and r0.x, r0.x, l(7) imul null, r0.x, r0.x, l(3) dp2 r2.w, gInstanceVars[r0.x + 0].wwww, r2.wwww mad r2.w, -gScaleRange.y, gScaleRange.z, r2.w add r0.w, r0.w, r2.w max r0.w, r0.w, l(0.000000) mul r0.w, r0.z, r0.w mul o4.x, r0.z, r0.y //alpha multiplier output mad r0.yzw, v0.xxyz, r0.wwww, r6.xxyz //scale and offset (movement?) mul r6.xyz, r0.zzzz, gInstanceVars[r0.x + 1].xyzx //rotate vertex positions with instance matrix mad r6.xyz, r0.yyyy, gInstanceVars[r0.x + 0].xyzx, r6.xyzx mad r0.yzw, r0.wwww, gInstanceVars[r0.x + 2].xxyz, r6.xxyz and r6.xyzw, r1.xyzw, l(0x0000ffff, 0x0000ffff, 255, 255) ushr r1.x, r1.z, l(16) and r1.x, r1.x, l(255) utof r4.z, r1.x utof r3.xzw, r6.xxyw utof r4.x, r6.z mul o1.xyz, r4.xyzx, l(0.003922, 0.003922, 0.003922, 0.000000) ///colour tint output mul o4.y, r3.w, l(0.003922) //ambient occlusion value output mul r1.xyz, r3.xyzx, vecBatchAabbDelta.xyzx mad r1.xyz, r1.xyzx, l(0.000015, 0.000015, 0.000015, 0.000000), vecBatchAabbMin.xyzx dp3 r1.w, r1.xyzx, r1.xyzx sincos null, r1.w, r1.w mad r1.w, r1.w, l(0.500000), l(0.500000) mad r1.w, gWindBendScaleVar.y, r1.w, l(1.000000) mul r1.w, r1.w, gWindBendScaleVar.x mul r3.xy, r1.wwww, gWindBendingGlobals.xyxx mov r5.w, r3.x dp3 r4.x, r0.yzwy, r5.xywx mov r3.zw, r5.yyyz dp3 r4.y, r0.wyzw, r3.yzwy dp3 r4.z, r0.yzwy, r2.xyzx add r0.yzw, r1.xxyz, r4.xxyz //add vertex position to instance position add r1.yzw, r0.yyzw, -vecPlayerPos.xxyz dp3 r1.w, r1.yzwy, r1.yzwy rsq r2.w, r1.w add r1.w, -r1.w, _vecCollParams.x mul_sat r1.w, r1.w, _vecCollParams.y mul r1.w, r1.w, l(0.500000) mul r1.yz, r1.yyzy, r2.wwww mul r1.yz, r1.yyzy, r1.wwww mad r0.yz, r1.yyzy, v3.zzzz, r0.yyzy //contribute player collision add r1.x, -r0.w, _vecVehColl0R.w add r1.yz, r0.yyzy, -_vecVehColl0B.xxyx dp2 r1.y, _vecVehColl0M.xyxx, r1.yzyy mul_sat r1.y, r1.y, _vecVehColl0M.w mad r1.yz, r1.yyyy, _vecVehColl0M.xxyx, _vecVehColl0B.xxyx add r1.yz, r0.yyzy, -r1.yyzy dp2 r1.w, r1.yzyy, r1.yzyy add r2.w, -r1.w, _vecVehColl0R.y mul_sat r2.w, r2.w, _vecVehColl0R.z mad r1.x, r2.w, r1.x, r0.w mul r2.w, r2.w, _vecVehColl0R.x mul r3.x, _vecVehColl0R.x, l(0.500000) mul r3.x, r3.x, r3.x lt r3.x, r1.w, r3.x rsq r1.w, r1.w mul r1.yz, r1.wwww, r1.yyzy mul r1.yz, r1.yyzy, r2.wwww mad r4.xy, r1.yzyy, v3.zzzz, r0.yzyy add r1.y, _vecVehColl0R.w, l(-0.250000) movc r4.z, r3.x, r1.y, r1.x add r1.x, r0.w, -_vecVehColl0R.w ge r1.x, l(2.000000), |r1.x| movc r1.xyz, r1.xxxx, r4.xyzx, r0.yzwy movc r0.yzw, bVehColl0Enabled, r1.xxyz, r0.yyzw //contribute vehicle collision 0 add r1.x, -r0.w, _vecVehColl1R.w add r1.yz, r0.yyzy, -_vecVehColl1B.xxyx dp2 r1.y, _vecVehColl1M.xyxx, r1.yzyy mul_sat r1.y, r1.y, _vecVehColl1M.w mad r1.yz, r1.yyyy, _vecVehColl1M.xxyx, _vecVehColl1B.xxyx add r1.yz, r0.yyzy, -r1.yyzy dp2 r1.w, r1.yzyy, r1.yzyy add r2.w, -r1.w, _vecVehColl1R.y mul_sat r2.w, r2.w, _vecVehColl1R.z mad r1.x, r2.w, r1.x, r0.w mul r2.w, r2.w, _vecVehColl1R.x mul r3.x, _vecVehColl1R.x, l(0.500000) mul r3.x, r3.x, r3.x lt r3.x, r1.w, r3.x rsq r1.w, r1.w mul r1.yz, r1.wwww, r1.yyzy mul r1.yz, r1.yyzy, r2.wwww mad r4.xy, r1.yzyy, v3.zzzz, r0.yzyy add r1.y, _vecVehColl1R.w, l(-0.250000) movc r4.z, r3.x, r1.y, r1.x add r1.x, r0.w, -_vecVehColl1R.w ge r1.x, l(2.000000), |r1.x| movc r1.xyz, r1.xxxx, r4.xyzx, r0.yzwy movc r0.yzw, bVehColl1Enabled, r1.xxyz, r0.yyzw //contribute vehicle collision 1 add r1.x, -r0.w, _vecVehColl2R.w add r1.yz, r0.yyzy, -_vecVehColl2B.xxyx dp2 r1.y, _vecVehColl2M.xyxx, r1.yzyy mul_sat r1.y, r1.y, _vecVehColl2M.w mad r1.yz, r1.yyyy, _vecVehColl2M.xxyx, _vecVehColl2B.xxyx add r1.yz, r0.yyzy, -r1.yyzy dp2 r1.w, r1.yzyy, r1.yzyy add r2.w, -r1.w, _vecVehColl2R.y mul_sat r2.w, r2.w, _vecVehColl2R.z mad r1.x, r2.w, r1.x, r0.w mul r2.w, r2.w, _vecVehColl2R.x mul r3.x, _vecVehColl2R.x, l(0.500000) mul r3.x, r3.x, r3.x lt r3.x, r1.w, r3.x rsq r1.w, r1.w mul r1.yz, r1.wwww, r1.yyzy mul r1.yz, r1.yyzy, r2.wwww mad r4.xy, r1.yzyy, v3.zzzz, r0.yzyy add r1.y, _vecVehColl2R.w, l(-0.250000) movc r4.z, r3.x, r1.y, r1.x add r1.x, r0.w, -_vecVehColl2R.w ge r1.x, l(2.000000), |r1.x| movc r1.xyz, r1.xxxx, r4.xyzx, r0.yzwy movc r0.yzw, bVehColl2Enabled, r1.xxyz, r0.yyzw //contribute vehicle collision 2 add r1.x, -r0.w, _vecVehColl3R.w add r1.yz, r0.yyzy, -_vecVehColl3B.xxyx dp2 r1.y, _vecVehColl3M.xyxx, r1.yzyy mul_sat r1.y, r1.y, _vecVehColl3M.w mad r1.yz, r1.yyyy, _vecVehColl3M.xxyx, _vecVehColl3B.xxyx add r1.yz, r0.yyzy, -r1.yyzy dp2 r1.w, r1.yzyy, r1.yzyy add r2.w, -r1.w, _vecVehColl3R.y mul_sat r2.w, r2.w, _vecVehColl3R.z mad r1.x, r2.w, r1.x, r0.w mul r2.w, r2.w, _vecVehColl3R.x mul r3.x, _vecVehColl3R.x, l(0.500000) mul r3.x, r3.x, r3.x lt r3.x, r1.w, r3.x rsq r1.w, r1.w mul r1.yz, r1.wwww, r1.yyzy mul r1.yz, r1.yyzy, r2.wwww mad r4.xy, r1.yzyy, v3.zzzz, r0.yzyy add r1.y, _vecVehColl3R.w, l(-0.250000) movc r4.z, r3.x, r1.y, r1.x add r1.x, r0.w, -_vecVehColl3R.w ge r1.x, l(2.000000), |r1.x| movc r1.xyz, r1.xxxx, r4.xyzx, r0.yzwy movc r0.yzw, bVehColl3Enabled, r1.xxyz, r0.yyzw //contribute vehicle collision 3 mul r1.xyzw, r0.zzzz, gWorldViewProj[1].xyzw mad r1.xyzw, r0.yyyy, gWorldViewProj[0].xyzw, r1.xyzw mad r1.xyzw, r0.wwww, gWorldViewProj[2].xyzw, r1.xyzw //screen transform mov o3.xyz, r0.yzwy add o0.xyzw, r1.xyzw, gWorldViewProj[3].xyzw //main position output mov o1.w, v3.x mul r0.yzw, v1.yyyy, gInstanceVars[r0.x + 1].xxyz //rotate normals with instance matrix mad r0.yzw, v1.xxxx, gInstanceVars[r0.x + 0].xxyz, r0.yyzw mad r0.xyz, v1.zzzz, gInstanceVars[r0.x + 2].xyzx, r0.yzwy dp3 r1.x, r0.xyzx, r5.xywx dp3 r1.y, r0.zxyz, r3.yzwy dp3 r1.z, r0.xyzx, r2.xyzx dp3 r0.x, r1.xyzx, r1.xyzx rsq r0.x, r0.x mul o2.xyz, r0.xxxx, r1.xyzx //lighting stuff mov o2.w, v4.x //main texcoords mov o3.w, v4.y ret */ // Approximately 224 instruction slots used