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529 lines
20 KiB
HLSL
529 lines
20 KiB
HLSL
#include "Shadowmap.hlsli"
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Texture2D<float4> Colourmap : register(t0);
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Texture2D<float4> Bumpmap : register(t2);
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Texture2D<float4> Specmap : register(t3);
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Texture2D<float4> Detailmap : register(t4);
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SamplerState TextureSS : register(s0);
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cbuffer PSSceneVars : register(b0)
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{
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ShaderGlobalLightParams GlobalLights;
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uint EnableShadows;
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uint RenderMode;//0=default, 1=normals, 2=tangents, 3=colours, 4=texcoords, 5=diffuse, 6=normalmap, 7=spec, 8=direct
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uint RenderModeIndex;
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uint RenderSamplerCoord;
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}
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cbuffer PSGeomVars : register(b2)
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{
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uint EnableTexture;
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uint EnableTint;
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uint EnableNormalMap;
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uint EnableSpecMap;
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uint EnableDetailMap;
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uint IsDecal;
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uint IsEmissive;
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uint IsDistMap;
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float bumpiness;
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float AlphaScale;
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float HardAlphaBlend;
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float useTessellation;
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float4 detailSettings;
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float3 specMapIntMask;
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float specularIntensityMult;
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float specularFalloffMult;
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float specularFresnel;
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float wetnessMultiplier;
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uint SpecOnly;
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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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float4 main(VS_OUTPUT input) : SV_TARGET
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{
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float4 c = float4(0.5, 0.5, 0.5, 1);
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if (RenderMode == 0) c = float4(1, 1, 1, 1);
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if (EnableTexture == 1)
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{
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float2 texc = input.Texcoord0;
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if (RenderMode >= 5)
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{
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if (RenderSamplerCoord == 2) texc = input.Texcoord1;
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else if (RenderSamplerCoord == 3) texc = input.Texcoord2;
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}
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c = Colourmap.Sample(TextureSS, texc);
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if (IsDistMap) c = float4(c.rgb*2, (c.r+c.g+c.b) - 1);
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if ((IsDecal == 0) && (c.a <= 0.33)) discard;
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if ((IsDecal == 1) && (c.a <= 0.0)) discard;
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if(IsDecal==0) c.a = 1;
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c.a = saturate(c.a*AlphaScale);
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}
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if (EnableTint > 0)
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{
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c.rgb *= input.Tint.rgb;
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}
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if (IsDecal == 1)
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{
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c.a *= input.Colour0.a;
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}
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float3 norm = normalize(input.Normal);
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if (RenderMode == 1) //normals
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{
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c.rgb = norm*0.5+0.5;
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}
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else if (RenderMode == 2) //tangents
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{
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c.rgb = normalize(input.Tangent.rgb)*0.5+0.5;
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}
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else if (RenderMode == 3) //colours
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{
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c.rgb = input.Colour0.rgb;
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if (RenderModeIndex == 2) c.rgb = input.Colour1.rgb;
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}
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else if (RenderMode == 4) //texcoords
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{
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c.rgb = float3(input.Texcoord0, 0);
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if (RenderModeIndex == 2) c.rgb = float3(input.Texcoord1, 0);
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if (RenderModeIndex == 3) c.rgb = float3(input.Texcoord2, 0);
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}
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float3 spec = 0;
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if (RenderMode == 0)
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{
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float4 nv = Bumpmap.Sample(TextureSS, input.Texcoord0); //sample r1.xyzw, v2.xyxx, t3.xyzw, s3 (BumpSampler)
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float4 sv = Specmap.Sample(TextureSS, input.Texcoord0); //sample r2.xyzw, v2.xyxx, t4.xyzw, s4 (SpecSampler)
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float2 nmv = nv.xy;
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float4 r0 = 0, r1, r2, r3;
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if (EnableNormalMap)
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{
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if (EnableDetailMap)
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{
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//detail normalmapp
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r0.xy = input.Texcoord0 * detailSettings.zw; //mul r0.xy, v2.xyxx, detailSettings.zwzz
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r0.zw = r0.xy * 3.17; //mul r0.zw, r0.xxxy, l(0.000000, 0.000000, 3.170000, 3.170000)
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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)
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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)
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r0.xy = r0.xy + r0.zw; //mad r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), r0.zwzz
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r0.yz = r0.xy * detailSettings.y; //mul r0.yz, r0.xxyx, detailSettings.yyyy
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//r0.x = -r0.x*detailSettings.x; //mul r0.x, -r0.x, detailSettings.x
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nmv = r0.yz*sv.w + nv.xy; //mad r0.yz, r0.yyzy, r2.wwww, r1.xxyx //add detail to normal, using specmap(!)
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}
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norm = NormalMap(nmv, bumpiness, input.Normal.xyz, input.Tangent.xyz, input.Bitangent.xyz);
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}
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if (EnableSpecMap == 0)
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{
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sv = float4(0.1,0.1,0.1,0.1);
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}
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float r1y = norm.z - 0.35; ////r1.y = r0.w*r1.x - 0.35; //mad r1.y, r0.w, r1.x, l(-0.350000)
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float3 globalScalars = float3(0.5, 0.5, 0.5);
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float globalScalars2z = 1;// 0.65; //wet darkness?
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float wetness = 0;// 10.0;
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r0.x = 0;// .5;
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r0.z = 1 - globalScalars2z; //add r0.z, -globalScalars2.z, l(1.000000)
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r0.y = saturate(r1y*1.538462); //mul_sat r0.y, r1.y, l(1.538462)
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r0.y = r0.y * wetness; //mul r0.y, r0.y, gDynamicBakesAndWetness.z
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r0.y = r0.y * r0.z; //mul r0.y, r0.z, r0.y
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r1.yz = input.Colour0.xy * globalScalars.zy; //mul r1.yz, v1.xxyx, globalScalars.zzyz //vertex.colour0
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r0.y = r0.y * r1.y; //mul r0.y, r0.y, r1.y
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r0.x = r0.x * sv.w + 1.0; //mad r0.x, r0.x, r2.w, l(1.000000)
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sv.xy = sv.xy*sv.xy; //mul r2.xy, r2.xyxx, r2.xyxx
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r0.z = sv.w * specularFalloffMult; //mul r0.z, r2.w, specularFalloffMult
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r3.y = r0.z * 0.001953125; //mul r3.y, r0.z, l(0.001953) (1/512)
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r0.z = dot(sv.xyz, specMapIntMask); //dp3 r0.z, r2.xyzx, specMapIntMask.xyzx
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r0.z = r0.z*specularIntensityMult; //mul r0.z, r0.z, specularIntensityMult
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r3.x = r0.x * r0.z; //mul r3.x, r0.x, r0.z
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r0.z = saturate(r0.z*r0.x + 0.4); //mad_sat r0.z, r0.z, r0.x, l(0.400000)
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//sv.xy = r0.z*float2(0.5, 0.488281); //mul r2.xy, r0.zzzz, l(0.500000, 0.488281, 0.000000, 0.000000)
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r0.z = 1 - r3.x*0.5; //mad r0.z, -r3.x, l(0.500000), l(1.000000)
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r0.z = r0.z * r0.y; //mul r0.z, r0.z, r0.y
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r0.y = r0.y * wetnessMultiplier; //mul r0.y, r0.y, wetnessMultiplier
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r0.z = 1 - r0.z*0.5; //mad r0.z, r0.z, l(-0.500000), l(1.000000)
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float3 tc = c.rgb * r0.x;
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c.rgb = tc * r0.z; //diffuse factors...
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float3 incident = normalize(input.CamRelPos);
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float3 refl = normalize(reflect(incident, norm));
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float specb = saturate(dot(refl, GlobalLights.LightDir));
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float specp = max(exp(specb * 10) - 1, 0);
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spec += GlobalLights.LightDirColour.rgb * 0.00006 * specp * r0.z * sv.x * specularIntensityMult;// ((specularIntensityMult != 0) ? 1 : 0);
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if (SpecOnly == 1)
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{
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c.a *= (EnableSpecMap == 0) ? nv.a : saturate(specp);
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}
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}
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float4 fc = c;
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c.rgb = FullLighting(c.rgb, spec, norm, input.Colour0, GlobalLights, EnableShadows, input.Shadows.x, input.LightShadow);
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if (IsEmissive==1)
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{
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c.rgb += fc.rgb;
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}
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else
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{
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}
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//c.rgb = max(c.rgb, 0);
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c.a = saturate(c.a);
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return c;
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}
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//normal_spec_detail.fxc_PS_DeferredTextured
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//mul r0.xy, v2.xyxx, detailSettings.zwzz
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//mul r0.zw, r0.xxxy, l(0.000000, 0.000000, 3.170000, 3.170000)
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//sample r1.xyzw, r0.xyxx, t2.xyzw, s2 (DetailSampler)
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//mad r0.xy, r1.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
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//sample r1.xyzw, r0.zwzz, t2.xyzw, s2 (DetailSampler)
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//mad r0.zw, r1.xxxy, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
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//mul r0.zw, r0.zzzw, l(0.000000, 0.000000, 0.500000, 0.500000)
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//mad r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), r0.zwzz
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//mul r0.yz, r0.xxyx, detailSettings.yyyy
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//mul r0.x, -r0.x, detailSettings.x
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//sample r1.xyzw, v2.xyxx, t3.xyzw, s3 (BumpSampler)
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//sample r2.xyzw, v2.xyxx, t4.xyzw, s4 (SpecSampler)
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//mad r0.yz, r0.yyzy, r2.wwww, r1.xxyx
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//mad r0.yz, r0.yyzy, l(0.000000, 2.000000, 2.000000, 0.000000), l(0.000000, -1.000000, -1.000000, 0.000000)
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//max r0.w, bumpiness, l(0.001000)
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//mul r1.xy, r0.wwww, r0.yzyy
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//dp2 r0.y, r0.yzyy, r0.yzyy
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//add r0.y, -r0.y, l(1.000000)
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//sqrt r0.y, |r0.y|
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//mul r1.yzw, r1.yyyy, v5.xxyz
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//mad r1.xyz, r1.xxxx, v4.xyzx, r1.yzwy
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//mad r0.yzw, r0.yyyy, v3.xxyz, r1.xxyz
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//dp3 r1.x, r0.yzwy, r0.yzwy
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//rsq r1.x, r1.x
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//mad r1.y, r0.w, r1.x, l(-0.350000)
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//mul r0.yzw, r0.yyzw, r1.xxxx
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//mad o1.xyz, r0.yzwy, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
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//add r0.z, -globalScalars2.z, l(1.000000)
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//mul_sat r0.y, r1.y, l(1.538462)
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//mul r0.y, r0.y, gDynamicBakesAndWetness.z
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//mul r0.y, r0.z, r0.y
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//mul r1.yz, v1.xxyx, globalScalars.zzyz
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//mul r0.y, r0.y, r1.y
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//mad r0.x, r0.x, r2.w, l(1.000000)
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//mul r2.xy, r2.xyxx, r2.xyxx
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//mul r0.z, r2.w, specularFalloffMult
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//mul r3.y, r0.z, l(0.001953)
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//dp3 r0.z, r2.xyzx, specMapIntMask.xyzx
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//mul r0.z, r0.z, specularIntensityMult
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//mul r3.x, r0.x, r0.z
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//mad_sat r0.z, r0.z, r0.x, l(0.400000)
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//mul r2.xy, r0.zzzz, l(0.500000, 0.488281, 0.000000, 0.000000)
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//mad r0.z, -r3.x, l(0.500000), l(1.000000)
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//mul r0.z, r0.z, r0.y
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//mul r0.y, r0.y, wetnessMultiplier
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//mad r0.z, r0.z, l(-0.500000), l(1.000000)
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//sample r4.xyzw, v2.xyxx, t0.xyzw, s0 //DiffuseSampler
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//mul r4.xyzw, r0.xxxx, r4.xyzw
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//mul o0.xyz, r0.zzzz, r4.xyzx
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//mul r0.x, r4.w, v1.w
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//mul o0.w, r0.x, globalScalars.x
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//add r0.x, wetnessMultiplier, l(-0.200000)
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//mul_sat r0.x, r0.x, l(10.000000)
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//mad_sat r0.z, v3.z, l(128.000000), l(-127.000000)
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//mul o1.w, r0.x, r0.z
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//mov r2.z, l(0.970000)
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//mov r3.z, specularFresnel
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//add r0.xzw, r2.xxyz, -r3.xxyz
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//max r0.xzw, r0.xxzw, l(0.000000, 0.000000, 0.000000, 0.000000)
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//mad r0.xyz, r0.xzwx, r0.yyyy, r3.xyzx
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//sqrt o2.xy, r0.xyxx
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//mov o2.z, r0.z
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//mov o2.w, l(1.000000)
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//mad r1.x, v1.x, globalScalars.z, gLightArtificialIntAmbient0.w
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//mul r0.xy, r1.xzxx, l(0.500000, 0.500000, 0.000000, 0.000000)
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//sqrt o3.xy, r0.xyxx
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//mov o3.zw, l(0,0,0,1.001884)
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/*
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//normal_spec.fxc_PS_DeferredTextured
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//
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max r0.x, bumpiness, l(0.001000) //cb12[1].w
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sample r1.xyzw, v2.xyxx, BumpSampler.xyzw, s2
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mad r0.yz, r1.xxyx, l(0.000000, 2.000000, 2.000000, 0.000000), l(0.000000, -1.000000, -1.000000, 0.000000)
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mul r0.xw, r0.xxxx, r0.yyyz
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dp2 r0.y, r0.yzyy, r0.yzyy
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add r0.y, -r0.y, l(1.000000)
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sqrt r0.y, |r0.y|
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mul r1.xyz, r0.wwww, v5.xyzx
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mad r0.xzw, r0.xxxx, v4.xxyz, r1.xxyz
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mad r0.xyz, r0.yyyy, v3.xyzx, r0.xzwx
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dp3 r0.w, r0.xyzx, r0.xyzx
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rsq r0.w, r0.w
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mad r1.x, r0.z, r0.w, l(-0.350000)
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mul r0.xyz, r0.wwww, r0.xyzx
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mad o1.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
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mul_sat r0.x, r1.x, l(1.538462)
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mul r0.x, r0.x, gDynamicBakesAndWetness.z //cb5[3].z
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add r0.y, -globalScalars2.z, l(1.000000) //cb2[12].z
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mul r0.x, r0.y, r0.x
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mul r1.yz, v1.xxyx, globalScalars.zzyz //vertex.colour0, cb2[11].zzyz
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mul r0.x, r0.x, r1.y
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sample r2.xyzw, v2.xyxx, SpecSampler.xyzw, s3
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mul r2.xy, r2.xyxx, r2.xyxx
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mul r0.y, r2.w, specularFalloffMult //cb12[0].y
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mul r3.y, r0.y, l(0.001953)
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dp3 r0.y, r2.xyzx, specMapIntMask.xyzx //cb12[1].xyzx
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mul r3.x, r0.y, specularIntensityMult //cb12[0].z
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mad_sat r0.y, r0.y, specularIntensityMult, l(0.400000) //cb12[0].z
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mul r2.xy, r0.yyyy, l(0.500000, 0.488281, 0.000000, 0.000000)
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mad r0.y, -r3.x, l(0.500000), l(1.000000)
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mul r0.y, r0.y, r0.x
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mul r0.x, r0.x, wetnessMultiplier; //cb12[2].x
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mad r0.y, r0.y, l(-0.500000), l(1.000000)
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sample r4.xyzw, v2.xyxx, DiffuseSampler.xyzw, s0
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mul o0.xyz, r0.yyyy, r4.xyzx
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mul r0.y, r4.w, v1.w //vertex.colour0
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mul o0.w, r0.y, globalScalars.x //cb2[11].x
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add r0.y, wetnessMultiplier, l(-0.200000) //cb12[2].x
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mul_sat r0.y, r0.y, l(10.000000)
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mad_sat r0.z, v3.z, l(128.000000), l(-127.000000)
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mul o1.w, r0.y, r0.z
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mov r2.z, l(0.970000)
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mov r3.z, specularFresnel //cb12[0].x
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add r0.yzw, r2.xxyz, -r3.xxyz
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max r0.yzw, r0.yyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
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mad r0.xyz, r0.yzwy, r0.xxxx, r3.xyzx
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sqrt o2.xy, r0.xyxx
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|
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
|
|
|
|
*/
|
|
|