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https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-16 20:17:30 +08:00
811 lines
30 KiB
HLSL
811 lines
30 KiB
HLSL
#include "Quaternion.hlsli"
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#include "Shadowmap.hlsli"
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cbuffer VSSceneVars : register(b0)
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{
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float4x4 ViewProj;
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float4 WindVector;
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}
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cbuffer VSEntityVars : register(b2)
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{
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float4 CamRel;
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float4 Orientation;
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uint HasSkeleton;
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uint HasTransforms;
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uint TintPaletteIndex;
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uint Pad1;
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float3 Scale;
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uint IsInstanced;
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}
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cbuffer VSModelVars : register(b3)
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{
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float4x4 Transform;
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}
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cbuffer VSGeomVars : register(b4)
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{
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uint EnableTint;
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float TintYVal;
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uint IsDecal;
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uint EnableWind;
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float4 WindOverrideParams;
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float4 globalAnimUV0;
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float4 globalAnimUV1;
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}
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cbuffer VSInstGlobals : register(b5)
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{
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float4 gInstanceVars[24]; //instance rotation matrices
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}
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cbuffer VSInstLocals : register(b6)
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{
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float3 vecBatchAabbMin; // Offset: 0 Size: 12
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float instPad0;
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float3 vecBatchAabbDelta; // Offset: 16 Size: 12
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float instPad1;
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float4 vecPlayerPos; // Offset: 32 Size: 16
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float2 _vecCollParams; // Offset: 48 Size: 8
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float2 instPad2;
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float4 fadeAlphaDistUmTimer; // Offset: 256 Size: 16
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float4 uMovementParams; // Offset: 272 Size: 16
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float4 _fakedGrassNormal; // Offset: 288 Size: 16 [unused]
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float3 gScaleRange; // Offset: 304 Size: 12
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float instPad3;
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float4 gWindBendingGlobals; // Offset: 320 Size: 16
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float2 gWindBendScaleVar; // Offset: 336 Size: 8
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float gAlphaTest; // Offset: 344 Size: 4 [unused]
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float gAlphaToCoverageScale; // Offset: 348 Size: 4 [unused]
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float3 gLodFadeInstRange; // Offset: 352 Size: 12 [unused]
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uint gUseComputeShaderOutputBuffer;// Offset: 364 Size: 4
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}
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cbuffer BoneMatrices : register(b7) //rage_bonemtx
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{
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row_major float3x4 gBoneMtx[255]; // Offset: 0 Size: 12240
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}
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cbuffer ClothVertices : register(b8) //pedcloth
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{
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float4 clothVertices[254]; // Offset: 64 Size: 4060
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}
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struct VS_OUTPUT
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{
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float4 Position : SV_POSITION;
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float3 Normal : NORMAL;
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float2 Texcoord0 : TEXCOORD0;
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float2 Texcoord1 : TEXCOORD1;
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float2 Texcoord2 : TEXCOORD2;
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float4 Shadows : TEXCOORD3;
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float4 LightShadow : TEXCOORD4;
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float4 Colour0 : COLOR0;
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float4 Colour1 : COLOR1;
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float4 Tint : COLOR2;
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float4 Tangent : TEXCOORD5;
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float4 Bitangent : TEXCOORD6;
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float3 CamRelPos : TEXCOORD7;
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};
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Texture2D<float4> TintPalette : register(t0);
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SamplerState TextureSS : register(s0);
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struct rage__fwGrassInstanceListDef__InstanceData //16 bytes, Key:2740378365 rage__fwGrassInstanceListDef__InstanceData//3985044770
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{
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uint PosXY_u16; // Offset: 0
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uint PosZ_u16_NormXY_u8; // Offset: 4
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uint ColorRGB_Scale_u8; // Offset: 8
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uint Ao_Pad3_u8; // Offset: 12
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};
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StructuredBuffer<rage__fwGrassInstanceListDef__InstanceData> GrassInstances : register(t2);
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float3 GetGrassInstancePosition(float3 ipos, float3 vc0, float3 vc1, uint iid)
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{
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float3 opos = ipos;
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float4 windBendParam = float4(gWindBendScaleVar.xy, gWindBendingGlobals.xy);
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if (EnableWind == 0)
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{
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windBendParam = 0;
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}
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float4 r0, r1, r2, r3, r4, r5, r6, r7;
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uint4 u0, u1, u2, u6;
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//r0.x = iid; //ld_structured r0.x, v5.x, l(0), t0.xxxx
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//ushr r0.y, r0.x, l(16)
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//and r0.y, r0.y, l(255)
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//utof r0.y, r0.y
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u0.y = (iid >> 16) & 255;
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r0.y = (float)u0.y;
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r1.y = r0.y * 0.0039215686; //mul r1.y, r0.y, l(0.003922)
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//r2.x=iid //mov r2.x, v5.x
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//r2.yz=1 //mov r2.yz, l(0,1.000000,1.000000,0)
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u0.y = (iid >> 24); //ushr r0.y, r0.x, l(24)
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u1.x = u0.x & 0xFFFF; //and r1.x, r0.x, l(0x0000ffff)
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r0.x = (float)u0.y; //utof r0.x, r0.y
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r1.z = r0.x * 0.0039215686; //mul r1.z, r0.x, l(0.003922)
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r0.xyz = (gUseComputeShaderOutputBuffer != 0) ? float3(u1.x, r1.yz) : float3(iid, 1, 1); //movc r0.xyz, gUseComputeShaderOutputBuffer, r1.xyzx, r2.xyzx
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float amo = r0.z*r0.y; //mul o4.x, r0.z, r0.y //alpha multiplier output
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r0.xyz = float3(iid, 1, 1);
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//ld_structured r1.xyzw, r0.x, l(0), t1.xyzw
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rage__fwGrassInstanceListDef__InstanceData inst = GrassInstances[iid];
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u1.x = inst.PosXY_u16;
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u1.y = inst.PosZ_u16_NormXY_u8;
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u1.z = inst.ColorRGB_Scale_u8;
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u1.w = inst.Ao_Pad3_u8;
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////debug positioning
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//float px = (float)((u1.x & 0xFFFF));
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//float py = (float)((u1.x >> 16) & 0xFFFF);
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//float pz = (float)((u1.y & 0xFFFF));
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//float3 pab = float3(px, py, pz)*0.000015;
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//float3 fpos = vecBatchAabbMin.xyz + vecBatchAabbDelta.xyz * pab;
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//return opos + fpos - vecPlayerPos.xyz;
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u2.w = u1.z >> 8; //ushr r2.w, r1.z, l(8)
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u2.xy = u1.xy >> 16; //ushr r2.xy, r1.xyxx, l(16)
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u2.yz = u2.yw & 255; //and r2.yz, r2.yywy, l(0, 255, 255, 0)
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r3.y = (float)u2.x; //utof r3.y, r2.x
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r2.x = (float)u2.y; //utof r2.x, r2.y
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u0.w = u1.y >> 24; //ushr r0.w, r1.y, l(24)
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r2.y = (float)u0.w; //utof r2.y, r0.w
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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)
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r0.w = dot(r2.xy, r2.xy); //dp2 r0.w, r2.xyxx, r2.xyxx
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r0.w = 1.0 - r0.w; //add r0.w, -r0.w, l(1.000000)
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r2.z = sqrt(r0.w); //sqrt r2.z, r0.w
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r0.w = r2.z*-0.018729 + 0.074261; //mad r0.w, r2.z, l(-0.018729), l(0.074261)
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r0.w = r0.w*r2.z - 0.212114; //mad r0.w, r0.w, r2.z, l(-0.212114)
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r0.w = r0.w*r2.z + 1.570729; //mad r0.w, r0.w, r2.z, l(1.570729)
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r2.w = 1.0 - r2.z; //add r2.w, -r2.z, l(1.000000)
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r2.w = sqrt(r2.w); //sqrt r2.w, r2.w
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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
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r0.w = r0.w*r2.w; //mul r0.w, r0.w, r2.w
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r0.w = r0.w * vecPlayerPos.w; //mul r0.w, r0.w, vecPlayerPos.w
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r5.x = sin(r0.w); //sincos r5.x, r6.x, r0.w
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r6.x = cos(r0.w);
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//r0.w = dot(r2.xyz, r2.xyz); //dp3 r0.w, r2.xyzx, r2.xyzx
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//r0.w = 1.0 / sqrt(r0.w); //rsq r0.w, r0.w
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//r2.xyz = r2.xyz*r0.w; //mul r2.xyz, r0.wwww, r2.xyzx
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r2.xyz = normalize(r2.xyz);
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r2.xyz = r2.xyz * r5.x; //mul r2.xyz, r5.xxxx, r2.xyzx
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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
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r5.xy = r2.yz*float2(1, 0); //mul r5.xy, r2.yzyy, l(1.000000, 0.000000, 0.000000, 0.000000)
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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
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r0.w = dot(r5.xy, r5.xy); //dp2 r0.w, r5.xyxx, r5.xyxx
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r0.w = sqrt(r0.w); //sqrt r0.w, r0.w
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r5.xy = r5.xy / r0.w; //div r5.xy, r5.xyxx, r0.wwww
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r0.w = 1.0 - r2.z; //add r0.w, -r2.z, l(1.000000)
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r2.w = r5.x*r0.w; //mul r2.w, r5.x, r0.w
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r5.x = r2.w*r5.x + r2.z; //mad r5.x, r2.w, r5.x, r2.z
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r5.z = r5.y*r2.w; //mul r5.z, r5.y, r2.w
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r2.w = r5.y*r5.y; //mul r2.w, r5.y, r5.y
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r5.w = r2.w*r0.w + r2.z; //mad r5.w, r2.w, r0.w, r2.z
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u0.w = r2.z < 1.0; //lt r0.w, r2.z, l(1.000000)
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r2.xyz = r2.xyz*float3(-1, -1, 1); //mul r2.xyz, r2.xyzx, l(-1.000000, -1.000000, 1.000000, 0.000000)
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r2.xyz = (u0.w != 0) ? r2.xyz : float3(0, 0, 1); //movc r2.xyz, r0.wwww, r2.xyzx, l(0, 0, 1.000000, 0)
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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)
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r0.w = vc0.y * 6.283185; //mul r0.w, v2.y, l(6.283185)
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r6.xyz = fadeAlphaDistUmTimer.z*uMovementParams.zzw + r0.w; //mad r6.xyz, fadeAlphaDistUmTimer.zzzz, uMovementParams.zzwz, r0.wwww
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r6.xyz = sin(r6.xyz); //sincos r6.xyz, null, r6.xyzx
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r0.w = 1.0 - vc0.z; //add r0.w, -v2.z, l(1.000000)
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r7.z = r0.w * uMovementParams.y; //mul r7.z, r0.w, uMovementParams.y
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r7.xy = vc0.x * uMovementParams.x; //mul r7.xy, v2.xxxx, uMovementParams.xxxx
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r6.xyz = r6.xyz * r7.xyz; //mul r6.xyz, r6.xyzx, r7.xyzx
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u0.w = u1.z >> 24; //ushr r0.w, r1.z, l(24)
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r0.w = (float)u0.w; //utof r0.w, r0.w
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r0.w = r0.w * 0.0039215686; //mul r0.w, r0.w, l(0.003922)
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r2.w = gScaleRange.y - gScaleRange.x; //add r2.w, -gScaleRange.x, gScaleRange.y
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r0.w = r2.w*r0.w + gScaleRange.x; //mad r0.w, r2.w, r0.w, gScaleRange.x
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r2.w = gScaleRange.z * gScaleRange.y; //mul r2.w, gScaleRange.z, gScaleRange.y
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u0.x = iid & 7; //and r0.x, r0.x, l(7)
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u0.x = u0.x * 3; //imul null, r0.x, r0.x, l(3)
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r2.w = dot(gInstanceVars[u0.x].ww, r2.ww); //dp2 r2.w, gInstanceVars[r0.x + 0].wwww, r2.wwww
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r2.w = -gScaleRange.y * gScaleRange.z + r2.w; //mad r2.w, -gScaleRange.y, gScaleRange.z, r2.w
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r0.w = r0.w + r2.w; //add r0.w, r0.w, r2.w
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r0.w = max(r0.w, 0.0); //max r0.w, r0.w, l(0.000000)
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r0.w = r0.w * r0.z; //mul r0.w, r0.z, r0.w //compute cull scale fadeout?
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r0.yzw = opos*r0.w + r6.xyz; //mad r0.yzw, v0.xxyz, r0.wwww, r6.xxyz //scale and offset (movement?)
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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
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r6.xyz = r0.y * gInstanceVars[u0.x].xyz + r6.xyz; //mad r6.xyz, r0.yyyy, gInstanceVars[r0.x + 0].xyzx, r6.xyzx
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r0.yzw = r0.w * gInstanceVars[u0.x + 2].xyz + r6.xyz; //mad r0.yzw, r0.wwww, gInstanceVars[r0.x + 2].xxyz, r6.xxyz
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//instance matrices!!!
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u6.xyzw = u1.xyzw & uint4(0xFFFF, 0xFFFF, 255, 255); //and r6.xyzw, r1.xyzw, l(0x0000ffff, 0x0000ffff, 255, 255)
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u1.x = u1.z >> 16; //ushr r1.x, r1.z, l(16)
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u1.x = u1.x & 255; //and r1.x, r1.x, l(255)
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r3.xzw = (float3)u6.xyw; //utof r3.xzw, r6.xxyw
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r4.z = (float)u1.x; //utof r4.z, r1.x
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r4.y = (float)u2.z; //utof r4.y, r2.z
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r4.x = (float)u6.z; //utof r4.x, r6.z
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float3 tnt = r4.xyz * 0.0039215686; //mul o1.xyz, r4.xyzx, l(0.003922, 0.003922, 0.003922, 0.000000) ///colour tint output
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float aoo = r3.w * 0.0039215686; //mul o4.y, r3.w, l(0.003922) //ambient occlusion value output
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r1.xyz = r3.xyz*vecBatchAabbDelta.xyz; //mul r1.xyz, r3.xyzx, vecBatchAabbDelta.xyzx
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r1.xyz = r1.xyz/65535 + vecBatchAabbMin.xyz; //mad r1.xyz, r1.xyzx, l(0.000015, 0.000015, 0.000015, 0.000000), vecBatchAabbMin.xyzx
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r1.w = dot(r1.xyz, r1.xyz); //dp3 r1.w, r1.xyzx, r1.xyzx
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r1.w = cos(r1.w); //sincos null, r1.w, r1.w
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r1.w = r1.w*0.5 + 0.5; //mad r1.w, r1.w, l(0.500000), l(0.500000)
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r1.w = r1.w*windBendParam.y + 1.0; //gWindBendScaleVar.y + 1.0; //mad r1.w, gWindBendScaleVar.y, r1.w, l(1.000000)
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r1.w = r1.w*windBendParam.x; //gWindBendScaleVar.x; //mul r1.w, r1.w, gWindBendScaleVar.x
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r3.xy = r1.w*windBendParam.zw; //gWindBendingGlobals.xy; //mul r3.xy, r1.wwww, gWindBendingGlobals.xyxx
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r5.w = r3.x; //mov r5.w, r3.x
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r4.x = dot(r0.yzw, r5.xyw); //dp3 r4.x, r0.yzwy, r5.xywx
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r3.zw = r5.yz; //mov r3.zw, r5.yyyz
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r4.y = dot(r0.wyz, r3.yzw); //dp3 r4.y, r0.wyzw, r3.yzwy
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r4.z = dot(r0.yzw, r2.xyz); //dp3 r4.z, r0.yzwy, r2.xyzx
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r0.yzw = r1.xyz + r4.xyz; //add r0.yzw, r1.xxyz, r4.xxyz //add vertex position to instance position
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r1.yzw = r0.yzw - (vecPlayerPos.xyz - float3(0,0,-0.2)); //add r1.yzw, r0.yyzw, -vecPlayerPos.xxyz
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r1.w = dot(r1.yzw, r1.yzw); //dp3 r1.w, r1.yzwy, r1.yzwy
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r2.w = 1.0 / sqrt(r1.w); //rsq r2.w, r1.w
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r1.w = _vecCollParams.x - r1.w; //add r1.w, -r1.w, _vecCollParams.x
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r1.w = saturate(_vecCollParams.y * r1.w); //mul_sat r1.w, r1.w, _vecCollParams.y
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r1.w = r1.w * 0.5; //mul r1.w, r1.w, l(0.500000)
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r1.yz = r1.yz * r2.w; //mul r1.yz, r1.yyzy, r2.wwww
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r1.yz = r1.yz * r1.w; //mul r1.yz, r1.yyzy, r1.wwww
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r0.yz = r1.yz * vc1.z + r0.yz; //mad r0.yz, r1.yyzy, v3.zzzz, r0.yyzy //contribute player collision
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//float3 fpos = r0.yzw;
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return r0.yzw - vecPlayerPos.xyz;
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//return CamRel.xyz + opos;
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}
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void BoneTransform(float4 weights, float4 indices, float3 ipos, float3 inorm, float3 itang, out float3 opos, out float3 onorm, out float3 otang)
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{
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uint4 binds = (uint4)(indices * 255.001953);
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if (binds.z > 254) //this is the signal to use clothVertices!
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{
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float4 cv0 = clothVertices[binds.w];
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float4 cv1 = clothVertices[binds.x];
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float4 cv2 = clothVertices[binds.y];
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float3 r0 = cv0.zxy - cv1.zxy;
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float3 r8 = cv2.yzx - cv1.yzx;
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float3 r4 = normalize((r0.zxy * r8.yzx) - (r0.xyz * r8.xyz));
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float3 r5 = (cv2.xyz*weights.x) + (cv1.xyz*weights.y) + (cv0.xyz*weights.z);
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float r0w = (weights.w - 0.5) * 0.1;
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r5 = (r0w * -r4) + r5;
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opos = r5;
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onorm = r4;
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float3 r7 = r4.yzx * itang.zxy;//itang? transformed by bone?? weird
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float3 r9 = r4.zxy * itang.yzx;
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otang = (r9 - r7);
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}
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else
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{
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float3x4 b0 = gBoneMtx[binds.x];
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float3x4 b1 = gBoneMtx[binds.y];
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float3x4 b2 = gBoneMtx[binds.z];
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float3x4 b3 = gBoneMtx[binds.w];
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float4 t0 = b0[0]*weights.x + b1[0]*weights.y + b2[0]*weights.z + b3[0]*weights.w;
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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
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ge r1.x, l(2.000000), |r1.x|
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movc r1.xyz, r1.xxxx, r4.xyzx, r0.yzwy
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movc r0.yzw, bVehColl0Enabled, r1.xxyz, r0.yyzw //contribute vehicle collision 0
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add r1.x, -r0.w, _vecVehColl1R.w
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add r1.yz, r0.yyzy, -_vecVehColl1B.xxyx
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dp2 r1.y, _vecVehColl1M.xyxx, r1.yzyy
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mul_sat r1.y, r1.y, _vecVehColl1M.w
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mad r1.yz, r1.yyyy, _vecVehColl1M.xxyx, _vecVehColl1B.xxyx
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add r1.yz, r0.yyzy, -r1.yyzy
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dp2 r1.w, r1.yzyy, r1.yzyy
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add r2.w, -r1.w, _vecVehColl1R.y
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mul_sat r2.w, r2.w, _vecVehColl1R.z
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mad r1.x, r2.w, r1.x, r0.w
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mul r2.w, r2.w, _vecVehColl1R.x
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mul r3.x, _vecVehColl1R.x, l(0.500000)
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mul r3.x, r3.x, r3.x
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lt r3.x, r1.w, r3.x
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rsq r1.w, r1.w
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mul r1.yz, r1.wwww, r1.yyzy
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mul r1.yz, r1.yyzy, r2.wwww
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mad r4.xy, r1.yzyy, v3.zzzz, r0.yzyy
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add r1.y, _vecVehColl1R.w, l(-0.250000)
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movc r4.z, r3.x, r1.y, r1.x
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add r1.x, r0.w, -_vecVehColl1R.w
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ge r1.x, l(2.000000), |r1.x|
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movc r1.xyz, r1.xxxx, r4.xyzx, r0.yzwy
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movc r0.yzw, bVehColl1Enabled, r1.xxyz, r0.yyzw //contribute vehicle collision 1
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add r1.x, -r0.w, _vecVehColl2R.w
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add r1.yz, r0.yyzy, -_vecVehColl2B.xxyx
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dp2 r1.y, _vecVehColl2M.xyxx, r1.yzyy
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mul_sat r1.y, r1.y, _vecVehColl2M.w
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mad r1.yz, r1.yyyy, _vecVehColl2M.xxyx, _vecVehColl2B.xxyx
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add r1.yz, r0.yyzy, -r1.yyzy
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dp2 r1.w, r1.yzyy, r1.yzyy
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add r2.w, -r1.w, _vecVehColl2R.y
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mul_sat r2.w, r2.w, _vecVehColl2R.z
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mad r1.x, r2.w, r1.x, r0.w
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mul r2.w, r2.w, _vecVehColl2R.x
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mul r3.x, _vecVehColl2R.x, l(0.500000)
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mul r3.x, r3.x, r3.x
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lt r3.x, r1.w, r3.x
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rsq r1.w, r1.w
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mul r1.yz, r1.wwww, r1.yyzy
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mul r1.yz, r1.yyzy, r2.wwww
|
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mad r4.xy, r1.yzyy, v3.zzzz, r0.yzyy
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add r1.y, _vecVehColl2R.w, l(-0.250000)
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movc r4.z, r3.x, r1.y, r1.x
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add r1.x, r0.w, -_vecVehColl2R.w
|
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ge r1.x, l(2.000000), |r1.x|
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movc r1.xyz, r1.xxxx, r4.xyzx, r0.yzwy
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movc r0.yzw, bVehColl2Enabled, r1.xxyz, r0.yyzw //contribute vehicle collision 2
|
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add r1.x, -r0.w, _vecVehColl3R.w
|
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add r1.yz, r0.yyzy, -_vecVehColl3B.xxyx
|
|
dp2 r1.y, _vecVehColl3M.xyxx, r1.yzyy
|
|
mul_sat r1.y, r1.y, _vecVehColl3M.w
|
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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
|
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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
|
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ret
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*/
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// Approximately 224 instruction slots used
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