Shader Techniques Guide
Shader Techniques Guide
technique CelmapFlat
{
pass P0
{
vertexshader =
asm {
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// Parameters:
//
// float4x4 BoneMatrices[52];
// float4x4 World;
// float4x4 WorldViewProj;
//
//
// Registers:
//
// Name Reg Size
// ------------- ----- ----
// BoneMatrices c0 208
// WorldViewProj c208 4
// World c212 3
//
vs_2_0
def c215, 0, 4, -1, 1
dcl_position v0
dcl_normal v1
dcl_color v2
dcl_texcoord v3
dcl_texcoord1 v4
dcl_blendindices v5
dcl_blendweight v6
dp4 r1.w, v6, v6
frc r0, v5
rsq r1.w, r1.w
add r0, -r0, v5
rcp r1.w, r1.w
mul r0, r0, c215.y
slt r3.w, c215.x, r1.w
mova a0, r0
mul r0, v6.y, c3[a0.y]
mul r1, v6.y, c0[a0.y]
mad r0, c3[a0.x], v6.x, r0
mad r1, c0[a0.x], v6.x, r1
mad r0, c3[a0.z], v6.z, r0
mad r1, c0[a0.z], v6.z, r1
mad r0, c3[a0.w], v6.w, r0
mad r1, c0[a0.w], v6.w, r1
add r0, r0, c215.xxxz
add r1, r1, c215.zxxx
mad r0, r3.w, r0, c215.xxxw
mad r1, r3.w, r1, c215.wxxx
dp4 r0.w, v0, r0
dp4 r0.x, v0, r1
dp3 r3.x, v1, r1
mul r1, v6.y, c1[a0.y]
mad r2, c1[a0.x], v6.x, r1
mul r1, v6.y, c2[a0.y]
mad r2, c1[a0.z], v6.z, r2
mad r1, c2[a0.x], v6.x, r1
mad r2, c1[a0.w], v6.w, r2
mad r1, c2[a0.z], v6.z, r1
add r2, r2, c215.xzxx
mad r1, c2[a0.w], v6.w, r1
mad r2, r3.w, r2, c215.xwxx
add r1, r1, c215.xxzx
dp4 r0.y, v0, r2
mad r1, r3.w, r1, c215.xxwx
dp3 r3.y, v1, r2
dp4 r0.z, v0, r1
dp3 r3.z, v1, r1
dp4 oPos.x, r0, c208
dp4 oPos.y, r0, c209
dp3 r1.x, r3, c212
dp3 r1.y, r3, c213
dp3 r1.z, r3, c214
dp4 oPos.z, r0, c210
dp4 oPos.w, r0, c211
nrm r0.xyz, r1
mov oT2.xyz, r0
mov oD0, v2
mov oT0.xy, v3
mov oT1.xy, v4
pixelshader =
asm {
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// Parameters:
//
// float3 Light1Dir;
// float Light1Intensity;
//
//
// Registers:
//
// Name Reg Size
// --------------- ----- ----
// Light1Dir c0 1
// Light1Intensity c1 1
//
preshader
neg r0.xyz, c0.xyz
dot r1.w, r0.xyz, r0.xyz
rsq r0.w, r1.w
mul c0.xyz, r0.w, r0.xyz
mul c1.x, c1.x, (1.08)
// approximately 5 instructions used
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// Parameters:
//
// bool AlphaPass;
// sampler2D DiffuseTextureSampler;
// bool DisplayTextures;
// float4 Light1Color;
// float3 Light1Dir;
// float Light1ShadowDepth;
//
//
// Registers:
//
// Name Reg Size
// --------------------- ----- ----
// DisplayTextures c2 1
// Light1Dir c3 1
// Light1Color c4 1
// Light1ShadowDepth c5 1
// AlphaPass c6 1
// DiffuseTextureSampler s0 1
//
ps_2_0
def c7, 0.75, -1, 1, -0.00999999978
def c8, -0.00999999978, 0.00999999978, 0.222222224, 0.800000012
def c9, 0.600000024, 0.300000012, 0.5, 0.639999986
def c10, 0.75999999, 0, 0, 0
def c11, 0.0599999987, 0.0599999987, 0.159999996, 0
dcl v0.xyz
dcl t0.xy
dcl t2.xyz
dcl_2d s0
dp3_sat r7.x, c0, t2
add r3.xy, t0, -c7.w
add r0.w, -r7.x, c9.y
add r0.xy, t0, c7.w
cmp r6.w, r0.w, c9.z, c9.w
add r2.xy, t0, c8
add r5.w, -r7.x, c9.x
add r1.xy, t0, -c8
texld r3, r3, s0
texld r4, r0, s0
texld r0, t0, s0
texld r2, r2, s0
texld r1, r1, s0
dp3_sat r5.x, t2, -c3
add r1.w, r5.x, c7.y
mov r6.xz, c7
mad r1.w, c5.x, r1.w, r6.z
mul r5.xyz, r1.w, c4
cmp r0.xyz, -c2.x, r6.x, r0
mul r0.xyz, r0, v0
mad r4.xyz, r0, r5, r4
mul r0.xyz, r5, r0
add r3.xyz, r3, r4
add r2.xyz, r2, r3
add r1.w, -r7.x, c8.w
add r1.xyz, r1, r2
cmp r2.w, r5.w, r6.w, c10.x
mul_sat r1.xyz, r1, c8.z
cmp r1.w, r1.w, r2.w, c8.w
cmp r0.xyz, -c2.x, r0, r1
mul r1.xyz, r1.w, r0
mad_sat r0.xyz, r0, c11, r1
mul r0.xyz, r0, c1.x
mov r1.xyz, c7.z
mov r1.w, r0.w
cmp_sat r0, -c6.x, r0, r1
mov oC0, r0
technique CelmapDetail
{
pass P0
{
vertexshader =
asm {
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// Parameters:
//
// float4x4 BoneMatrices[52];
// float4x4 World;
// float4x4 WorldViewProj;
//
//
// Registers:
//
// Name Reg Size
// ------------- ----- ----
// BoneMatrices c0 208
// WorldViewProj c208 4
// World c212 3
//
vs_2_0
def c215, 0, 4, -1, 1
dcl_position v0
dcl_normal v1
dcl_color v2
dcl_texcoord v3
dcl_texcoord1 v4
dcl_blendindices v5
dcl_blendweight v6
dp4 r1.w, v6, v6
frc r0, v5
rsq r1.w, r1.w
add r0, -r0, v5
rcp r1.w, r1.w
mul r0, r0, c215.y
slt r3.w, c215.x, r1.w
mova a0, r0
mul r0, v6.y, c3[a0.y]
mul r1, v6.y, c0[a0.y]
mad r0, c3[a0.x], v6.x, r0
mad r1, c0[a0.x], v6.x, r1
mad r0, c3[a0.z], v6.z, r0
mad r1, c0[a0.z], v6.z, r1
mad r0, c3[a0.w], v6.w, r0
mad r1, c0[a0.w], v6.w, r1
add r0, r0, c215.xxxz
add r1, r1, c215.zxxx
mad r0, r3.w, r0, c215.xxxw
mad r1, r3.w, r1, c215.wxxx
dp4 r0.w, v0, r0
dp4 r0.x, v0, r1
dp3 r3.x, v1, r1
mul r1, v6.y, c1[a0.y]
mad r2, c1[a0.x], v6.x, r1
mul r1, v6.y, c2[a0.y]
mad r2, c1[a0.z], v6.z, r2
mad r1, c2[a0.x], v6.x, r1
mad r2, c1[a0.w], v6.w, r2
mad r1, c2[a0.z], v6.z, r1
add r2, r2, c215.xzxx
mad r1, c2[a0.w], v6.w, r1
mad r2, r3.w, r2, c215.xwxx
add r1, r1, c215.xxzx
dp4 r0.y, v0, r2
mad r1, r3.w, r1, c215.xxwx
dp3 r3.y, v1, r2
dp4 r0.z, v0, r1
dp3 r3.z, v1, r1
dp4 oPos.x, r0, c208
dp4 oPos.y, r0, c209
dp3 r1.x, r3, c212
dp3 r1.y, r3, c213
dp3 r1.z, r3, c214
dp4 oPos.z, r0, c210
dp4 oPos.w, r0, c211
nrm r0.xyz, r1
mov oT2.xyz, r0
mov oD0, v2
mov oT0.xy, v3
mov oT1.xy, v4
pixelshader =
asm {
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// Parameters:
//
// float3 Light1Dir;
// float Light1Intensity;
//
//
// Registers:
//
// Name Reg Size
// --------------- ----- ----
// Light1Dir c0 1
// Light1Intensity c1 1
//
preshader
neg r0.xyz, c0.xyz
dot r1.w, r0.xyz, r0.xyz
rsq r0.w, r1.w
mul c0.xyz, r0.w, r0.xyz
mul c1.x, c1.x, (1.08)
ps_2_0
def c7, 0.75, -1, 1, 1.10000002
def c8, 0.800000012, 0.600000024, 0.300000012, 0.75999999
def c9, 0.5, 0.639999986, 0, 0
def c10, 0.0659999996, 0.0659999996, 0.175999999, 0
dcl v0.xyz
dcl t0.xy
dcl t2.xyz
dcl_2d s0
texld r0, t0, s0
dp3_sat r3.x, c0, t2
add r2.w, -r3.x, c8.z
dp3_sat r1.x, t2, -c3
add r1.w, r1.x, c7.y
mov r2.xz, c7
mad r1.w, c5.x, r1.w, r2.z
cmp r3.w, r2.w, c9.x, c9.y
mul r1.xyz, r1.w, c4
add r2.w, -r3.x, c8.y
cmp r0.xyz, -c2.x, r2.x, r0
add r1.w, -r3.x, c8.x
mul r0.xyz, r0, v0
cmp r2.w, r2.w, r3.w, c8.w
mul r0.xyz, r1, r0
cmp r1.w, r1.w, r2.w, c8.x
mul r1.xyz, r0, c7.w
mul r1.xyz, r1.w, r1
mad_sat r0.xyz, r0, c10, r1
mul r0.xyz, r0, c1.x
mov r1.xyz, c7.z
mov r1.w, r0.w
cmp_sat r0, -c6.x, r0, r1
mov oC0, r0
technique CelmapShadless
{
pass P0
{
vertexshader =
asm {
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// Parameters:
//
// float4x4 BoneMatrices[52];
// float4x4 World;
// float4x4 WorldViewProj;
//
//
// Registers:
//
// Name Reg Size
// ------------- ----- ----
// BoneMatrices c0 208
// WorldViewProj c208 4
// World c212 3
//
vs_2_0
def c215, 0, 4, -1, 1
dcl_position v0
dcl_normal v1
dcl_color v2
dcl_texcoord v3
dcl_texcoord1 v4
dcl_blendindices v5
dcl_blendweight v6
dp4 r1.w, v6, v6
frc r0, v5
rsq r1.w, r1.w
add r0, -r0, v5
rcp r1.w, r1.w
mul r0, r0, c215.y
slt r3.w, c215.x, r1.w
mova a0, r0
mul r0, v6.y, c3[a0.y]
mul r1, v6.y, c0[a0.y]
mad r0, c3[a0.x], v6.x, r0
mad r1, c0[a0.x], v6.x, r1
mad r0, c3[a0.z], v6.z, r0
mad r1, c0[a0.z], v6.z, r1
mad r0, c3[a0.w], v6.w, r0
mad r1, c0[a0.w], v6.w, r1
add r0, r0, c215.xxxz
add r1, r1, c215.zxxx
mad r0, r3.w, r0, c215.xxxw
mad r1, r3.w, r1, c215.wxxx
dp4 r0.w, v0, r0
dp4 r0.x, v0, r1
dp3 r3.x, v1, r1
mul r1, v6.y, c1[a0.y]
mad r2, c1[a0.x], v6.x, r1
mul r1, v6.y, c2[a0.y]
mad r2, c1[a0.z], v6.z, r2
mad r1, c2[a0.x], v6.x, r1
mad r2, c1[a0.w], v6.w, r2
mad r1, c2[a0.z], v6.z, r1
add r2, r2, c215.xzxx
mad r1, c2[a0.w], v6.w, r1
mad r2, r3.w, r2, c215.xwxx
add r1, r1, c215.xxzx
dp4 r0.y, v0, r2
mad r1, r3.w, r1, c215.xxwx
dp3 r3.y, v1, r2
dp4 r0.z, v0, r1
dp3 r3.z, v1, r1
dp4 oPos.x, r0, c208
dp4 oPos.y, r0, c209
dp3 r1.x, r3, c212
dp3 r1.y, r3, c213
dp3 r1.z, r3, c214
dp4 oPos.z, r0, c210
dp4 oPos.w, r0, c211
nrm r0.xyz, r1
mov oT2.xyz, r0
mov oD0, v2
mov oT0.xy, v3
mov oT1.xy, v4
pixelshader =
asm {
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// Parameters:
//
// float3 Light1Dir;
// float Light1Intensity;
//
//
// Registers:
//
// Name Reg Size
// --------------- ----- ----
// Light1Dir c0 1
// Light1Intensity c1 1
//
preshader
neg r0.xyz, c0.xyz
dot r1.w, r0.xyz, r0.xyz
rsq r0.w, r1.w
mul c0.xyz, r0.w, r0.xyz
mul c1.x, c1.x, (1.08)
ps_2_0
def c4, 0.75, 1.10000002, 0.100000001, 1
def c5, 0.5, 0.800000012, 0, 0
def c6, 0.0659999996, 0.0659999996, 0.175999999, 0
dcl v0.xyz
dcl t0.xy
dcl t2.xyz
dcl_2d s0
texld r0, t0, s0
dp3_sat r1.x, c0, t2
mov r1.w, c4.x
cmp r0.xyz, -c2.x, r1.w, r0
add r1.w, -r1.x, c4.z
mul r0.xyz, r0, v0
cmp r1.w, r1.w, c5.x, c5.y
mul r1.xyz, r0, c4.y
mul r1.xyz, r1.w, r1
mad_sat r0.xyz, r0, c6, r1
mul r0.xyz, r0, c1.x
mov r1.xyz, c4.w
mov r1.w, r0.w
cmp_sat r0, -c3.x, r0, r1
mov oC0, r0
technique CelmapTwoColors
{
pass P0
{
vertexshader =
asm {
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// Parameters:
//
// float4x4 BoneMatrices[52];
// float4x4 World;
// float4x4 WorldViewProj;
//
//
// Registers:
//
// Name Reg Size
// ------------- ----- ----
// BoneMatrices c0 208
// WorldViewProj c208 4
// World c212 3
//
vs_2_0
def c215, 0, 4, -1, 1
dcl_position v0
dcl_normal v1
dcl_color v2
dcl_texcoord v3
dcl_texcoord1 v4
dcl_blendindices v5
dcl_blendweight v6
dp4 r1.w, v6, v6
frc r0, v5
rsq r1.w, r1.w
add r0, -r0, v5
rcp r1.w, r1.w
mul r0, r0, c215.y
slt r3.w, c215.x, r1.w
mova a0, r0
mul r0, v6.y, c3[a0.y]
mul r1, v6.y, c0[a0.y]
mad r0, c3[a0.x], v6.x, r0
mad r1, c0[a0.x], v6.x, r1
mad r0, c3[a0.z], v6.z, r0
mad r1, c0[a0.z], v6.z, r1
mad r0, c3[a0.w], v6.w, r0
mad r1, c0[a0.w], v6.w, r1
add r0, r0, c215.xxxz
add r1, r1, c215.zxxx
mad r0, r3.w, r0, c215.xxxw
mad r1, r3.w, r1, c215.wxxx
dp4 r0.w, v0, r0
dp4 r0.x, v0, r1
dp3 r3.x, v1, r1
mul r1, v6.y, c1[a0.y]
mad r2, c1[a0.x], v6.x, r1
mul r1, v6.y, c2[a0.y]
mad r2, c1[a0.z], v6.z, r2
mad r1, c2[a0.x], v6.x, r1
mad r2, c1[a0.w], v6.w, r2
mad r1, c2[a0.z], v6.z, r1
add r2, r2, c215.xzxx
mad r1, c2[a0.w], v6.w, r1
mad r2, r3.w, r2, c215.xwxx
add r1, r1, c215.xxzx
dp4 r0.y, v0, r2
mad r1, r3.w, r1, c215.xxwx
dp3 r3.y, v1, r2
dp4 r0.z, v0, r1
dp3 r3.z, v1, r1
dp4 oPos.x, r0, c208
dp4 oPos.y, r0, c209
dp3 r1.x, r3, c212
dp3 r1.y, r3, c213
dp3 r1.z, r3, c214
dp4 oPos.z, r0, c210
dp4 oPos.w, r0, c211
nrm r0.xyz, r1
mov oT2.xyz, r0
mov oD0, v2
mov oT0.xy, v3
mov oT1.xy, v4
pixelshader =
asm {
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// Parameters:
//
// float3 Light1Dir;
// float Light1Intensity;
//
//
// Registers:
//
// Name Reg Size
// --------------- ----- ----
// Light1Dir c0 1
// Light1Intensity c1 1
//
preshader
neg r0.xyz, c0.xyz
dot r1.w, r0.xyz, r0.xyz
rsq r0.w, r1.w
mul c0.xyz, r0.w, r0.xyz
mul c1.x, c1.x, (1.08)
ps_2_0
def c7, 0.75, -1, 1, 1.10000002
def c8, 0.100000001, 0.5, 0.800000012, 0
def c9, 0.0659999996, 0.0659999996, 0.175999999, 0
dcl v0.xyz
dcl t0.xy
dcl t2.xyz
dcl_2d s0
texld r0, t0, s0
dp3_sat r1.x, t2, -c3
add r1.w, r1.x, c7.y
dp3_sat r3.x, c0, t2
mov r2.xz, c7
mad r1.w, c5.x, r1.w, r2.z
mul r1.xyz, r1.w, c4
cmp r0.xyz, -c2.x, r2.x, r0
mul r0.xyz, r0, v0
add r1.w, -r3.x, c8.x
mul r0.xyz, r1, r0
cmp r1.w, r1.w, c8.y, c8.z
mul r1.xyz, r0, c7.w
mul r1.xyz, r1.w, r1
mad_sat r0.xyz, r0, c9, r1
mul r0.xyz, r0, c1.x
mov r1.xyz, c7.z
mov r1.w, r0.w
cmp_sat r0, -c6.x, r0, r1
mov oC0, r0
technique CelmapOutline
{
pass P0
{
vertexshader =
asm {
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// Parameters:
//
// float Light2ShadowDepth;
//
//
// Registers:
//
// Name Reg Size
// ----------------- ----- ----
// Light2ShadowDepth c0 1
//
preshader
mul c215.x, c0.x, (0.002)
vs_2_0
def c216, -0, 4, -1, 1
dcl_position v0
dcl_normal v1
dcl_color v2
dcl_texcoord v3
dcl_texcoord1 v4
dcl_blendindices v5
dcl_blendweight v6
frc r0, v5
add r0, -r0, v5
mul r0, r0, c216.y
mova a0, r0
mul r0, v6.y, c0[a0.y]
dp4 r1.w, v6, v6
mad r0, c0[a0.x], v6.x, r0
rsq r1.w, r1.w
mad r0, c0[a0.z], v6.z, r0
rcp r1.w, r1.w
mad r0, c0[a0.w], v6.w, r0
slt r6.w, c216.x, r1.w
add r0, r0, c216.zxxx
mad r1.xyz, r6.w, r0, c216.wxxw
mad r4, r6.w, r0, c216.wxxx
dp3 r6.x, v1, r1
mul r0, v6.y, c1[a0.y]
mad r1, c1[a0.x], v6.x, r0
mul r0, v6.y, c2[a0.y]
mad r1, c1[a0.z], v6.z, r1
mad r0, c2[a0.x], v6.x, r0
mad r1, c1[a0.w], v6.w, r1
mad r0, c2[a0.z], v6.z, r0
add r1, r1, c216.xzxx
mad r0, c2[a0.w], v6.w, r0
mad r2.xyz, r6.w, r1, c216.xwxw
add r0, r0, c216.xxzx
mad r3, r6.w, r1, c216.xwxx
mad r1.xyz, r6.w, r0, c216.xxww
dp3 r6.y, v1, r2
dp3 r6.z, v1, r1
mad r2, r6.w, r0, c216.xxwx
dp3 r5.x, r6, c212
dp3 r5.y, r6, c213
mul r0, v6.y, c3[a0.y]
dp3 r5.z, r6, c214
mad r0, c3[a0.x], v6.x, r0
mad r1.xyz, r6, c215.x, v0
mad r0, c3[a0.z], v6.z, r0
mad r0, c3[a0.w], v6.w, r0
add r0, r0, c216.xxxz
mad r0, r6.w, r0, c216.xxxw
mov r1.w, c216.w
dp4 r0.w, r1, r0
dp4 r0.x, r1, r4
dp4 r0.y, r1, r3
dp4 r0.z, r1, r2
nrm r1.xyz, r5
mov oT2.xyz, r1
dp4 oPos.x, r0, c208
dp4 oPos.y, r0, c209
dp4 oPos.z, r0, c210
dp4 oPos.w, r0, c211
mov oD0, v2
mov oT0.xy, v3
mov oT1.xy, v4
// approximately 58 instruction slots used
};
pixelshader =
asm {
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// Parameters:
//
// bool AlphaPass;
// float4 LineColor;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// AlphaPass c0 1
// LineColor c1 1
//
preshader
neg r0.w, c0.x
cmp c0.x, r0.w, c1.x, (1)
cmp c0.y, r0.w, c1.y, (1)
cmp c0.z, r0.w, c1.z, (1)
ps_2_0
dcl t0.xy
dcl_2d s0
texld r0, t0, s0
mov r0.xyz, c0
mov oC0, r0
vs_2_0
def c215, 0, 4, -1, 1
dcl_position v0
dcl_normal v1
dcl_color v2
dcl_texcoord v3
dcl_texcoord1 v4
dcl_blendindices v5
dcl_blendweight v6
dp4 r1.w, v6, v6
frc r0, v5
rsq r1.w, r1.w
add r0, -r0, v5
rcp r1.w, r1.w
mul r0, r0, c215.y
slt r3.w, c215.x, r1.w
mova a0, r0
mul r0, v6.y, c3[a0.y]
mul r1, v6.y, c0[a0.y]
mad r0, c3[a0.x], v6.x, r0
mad r1, c0[a0.x], v6.x, r1
mad r0, c3[a0.z], v6.z, r0
mad r1, c0[a0.z], v6.z, r1
mad r0, c3[a0.w], v6.w, r0
mad r1, c0[a0.w], v6.w, r1
add r0, r0, c215.xxxz
add r1, r1, c215.zxxx
mad r0, r3.w, r0, c215.xxxw
mad r1, r3.w, r1, c215.wxxx
dp4 r0.w, v0, r0
dp4 r0.x, v0, r1
dp3 r3.x, v1, r1
mul r1, v6.y, c1[a0.y]
mad r2, c1[a0.x], v6.x, r1
mul r1, v6.y, c2[a0.y]
mad r2, c1[a0.z], v6.z, r2
mad r1, c2[a0.x], v6.x, r1
mad r2, c1[a0.w], v6.w, r2
mad r1, c2[a0.z], v6.z, r1
add r2, r2, c215.xzxx
mad r1, c2[a0.w], v6.w, r1
mad r2, r3.w, r2, c215.xwxx
add r1, r1, c215.xxzx
dp4 r0.y, v0, r2
mad r1, r3.w, r1, c215.xxwx
dp3 r3.y, v1, r2
dp4 r0.z, v0, r1
dp3 r3.z, v1, r1
dp4 oPos.x, r0, c208
dp4 oPos.y, r0, c209
dp3 r1.x, r3, c212
dp3 r1.y, r3, c213
dp3 r1.z, r3, c214
dp4 oPos.z, r0, c210
dp4 oPos.w, r0, c211
nrm r0.xyz, r1
mov oT2.xyz, r0
mov oD0, v2
mov oT0.xy, v3
mov oT1.xy, v4
pixelshader =
asm {
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// Parameters:
//
// float3 Light1Dir;
// float Light1Intensity;
//
//
// Registers:
//
// Name Reg Size
// --------------- ----- ----
// Light1Dir c0 1
// Light1Intensity c1 1
//
preshader
neg r0.xyz, c0.xyz
dot r1.w, r0.xyz, r0.xyz
rsq r0.w, r1.w
mul c0.xyz, r0.w, r0.xyz
mul c1.x, c1.x, (1.08)
ps_2_0
def c7, 0.75, -1, 1, 1.10000002
def c8, 0.100000001, 0.5, 0.800000012, 0
def c9, 0.0659999996, 0.0659999996, 0.175999999, 0
dcl v0.xyz
dcl t0.xy
dcl t2.xyz
dcl_2d s0
texld r0, t0, s0
dp3_sat r1.x, t2, -c3
add r1.w, r1.x, c7.y
dp3_sat r3.x, c0, t2
mov r2.xz, c7
mad r1.w, c5.x, r1.w, r2.z
mul r1.xyz, r1.w, c4
cmp r0.xyz, -c2.x, r2.x, r0
mul r0.xyz, r0, v0
add r1.w, -r3.x, c8.x
mul r0.xyz, r1, r0
cmp r1.w, r1.w, c8.y, c8.z
mul r1.xyz, r0, c7.w
mul r1.xyz, r1.w, r1
mad_sat r0.xyz, r0, c9, r1
mul r0.xyz, r0, c1.x
mov r1.xyz, c7.z
mov r1.w, r0.w
cmp_sat r0, -c6.x, r0, r1
mov oC0, r0
technique CelmapFlatTwoColors
{
pass P0
{
vertexshader =
asm {
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// Parameters:
//
// float4x4 BoneMatrices[52];
// float4x4 World;
// float4x4 WorldViewProj;
//
//
// Registers:
//
// Name Reg Size
// ------------- ----- ----
// BoneMatrices c0 208
// WorldViewProj c208 4
// World c212 3
//
vs_2_0
def c215, 0, 4, -1, 1
dcl_position v0
dcl_normal v1
dcl_color v2
dcl_texcoord v3
dcl_texcoord1 v4
dcl_blendindices v5
dcl_blendweight v6
dp4 r1.w, v6, v6
frc r0, v5
rsq r1.w, r1.w
add r0, -r0, v5
rcp r1.w, r1.w
mul r0, r0, c215.y
slt r3.w, c215.x, r1.w
mova a0, r0
mul r0, v6.y, c3[a0.y]
mul r1, v6.y, c0[a0.y]
mad r0, c3[a0.x], v6.x, r0
mad r1, c0[a0.x], v6.x, r1
mad r0, c3[a0.z], v6.z, r0
mad r1, c0[a0.z], v6.z, r1
mad r0, c3[a0.w], v6.w, r0
mad r1, c0[a0.w], v6.w, r1
add r0, r0, c215.xxxz
add r1, r1, c215.zxxx
mad r0, r3.w, r0, c215.xxxw
mad r1, r3.w, r1, c215.wxxx
dp4 r0.w, v0, r0
dp4 r0.x, v0, r1
dp3 r3.x, v1, r1
mul r1, v6.y, c1[a0.y]
mad r2, c1[a0.x], v6.x, r1
mul r1, v6.y, c2[a0.y]
mad r2, c1[a0.z], v6.z, r2
mad r1, c2[a0.x], v6.x, r1
mad r2, c1[a0.w], v6.w, r2
mad r1, c2[a0.z], v6.z, r1
add r2, r2, c215.xzxx
mad r1, c2[a0.w], v6.w, r1
mad r2, r3.w, r2, c215.xwxx
add r1, r1, c215.xxzx
dp4 r0.y, v0, r2
mad r1, r3.w, r1, c215.xxwx
dp3 r3.y, v1, r2
dp4 r0.z, v0, r1
dp3 r3.z, v1, r1
dp4 oPos.x, r0, c208
dp4 oPos.y, r0, c209
dp3 r1.x, r3, c212
dp3 r1.y, r3, c213
dp3 r1.z, r3, c214
dp4 oPos.z, r0, c210
dp4 oPos.w, r0, c211
nrm r0.xyz, r1
mov oT2.xyz, r0
mov oD0, v2
mov oT0.xy, v3
mov oT1.xy, v4
pixelshader =
asm {
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// Parameters:
//
// float3 Light1Dir;
// float Light1Intensity;
//
//
// Registers:
//
// Name Reg Size
// --------------- ----- ----
// Light1Dir c0 1
// Light1Intensity c1 1
//
preshader
neg r0.xyz, c0.xyz
dot r1.w, r0.xyz, r0.xyz
rsq r0.w, r1.w
mul c0.xyz, r0.w, r0.xyz
mul c1.x, c1.x, (1.08)
ps_2_0
def c7, 0.75, -1, 1, -0.00999999978
def c8, -0.00999999978, 0.00999999978, 0.222222224, 0.100000001
def c9, 0.49000001, 0.75999999, 0, 0
def c10, 0.0599999987, 0.0599999987, 0.159999996, 0
dcl v0.xyz
dcl t0.xy
dcl t2.xyz
dcl_2d s0
add r3.xy, t0, -c7.w
add r0.xy, t0, c7.w
add r2.xy, t0, c8
add r1.xy, t0, -c8
texld r3, r3, s0
texld r4, r0, s0
texld r0, t0, s0
texld r2, r2, s0
texld r1, r1, s0
dp3_sat r5.x, t2, -c3
add r1.w, r5.x, c7.y
mov r6.xz, c7
mad r1.w, c5.x, r1.w, r6.z
mul r5.xyz, r1.w, c4
cmp r0.xyz, -c2.x, r6.x, r0
mul r0.xyz, r0, v0
mad r4.xyz, r0, r5, r4
mul r0.xyz, r5, r0
add r3.xyz, r3, r4
add r2.xyz, r2, r3
add r1.xyz, r1, r2
dp3_sat r2.x, c0, t2
mul_sat r1.xyz, r1, c8.z
add r1.w, -r2.x, c8.w
cmp r0.xyz, -c2.x, r0, r1
cmp r1.w, r1.w, c9.x, c9.y
mul r1.xyz, r0, r1.w
mad_sat r0.xyz, r0, c10, r1
mul r0.xyz, r0, c1.x
mov r1.xyz, c7.z
mov r1.w, r0.w
cmp_sat r0, -c6.x, r0, r1
mov oC0, r0
technique CelmapFlatOutline
{
pass P0
{
vertexshader =
asm {
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// Parameters:
//
// float Light2ShadowDepth;
//
//
// Registers:
//
// Name Reg Size
// ----------------- ----- ----
// Light2ShadowDepth c0 1
//
preshader
mul c215.x, c0.x, (0.002)
vs_2_0
def c216, -0, 4, -1, 1
dcl_position v0
dcl_normal v1
dcl_color v2
dcl_texcoord v3
dcl_texcoord1 v4
dcl_blendindices v5
dcl_blendweight v6
frc r0, v5
add r0, -r0, v5
mul r0, r0, c216.y
mova a0, r0
mul r0, v6.y, c0[a0.y]
dp4 r1.w, v6, v6
mad r0, c0[a0.x], v6.x, r0
rsq r1.w, r1.w
mad r0, c0[a0.z], v6.z, r0
rcp r1.w, r1.w
mad r0, c0[a0.w], v6.w, r0
slt r6.w, c216.x, r1.w
add r0, r0, c216.zxxx
mad r1.xyz, r6.w, r0, c216.wxxw
mad r4, r6.w, r0, c216.wxxx
dp3 r6.x, v1, r1
mul r0, v6.y, c1[a0.y]
mad r1, c1[a0.x], v6.x, r0
mul r0, v6.y, c2[a0.y]
mad r1, c1[a0.z], v6.z, r1
mad r0, c2[a0.x], v6.x, r0
mad r1, c1[a0.w], v6.w, r1
mad r0, c2[a0.z], v6.z, r0
add r1, r1, c216.xzxx
mad r0, c2[a0.w], v6.w, r0
mad r2.xyz, r6.w, r1, c216.xwxw
add r0, r0, c216.xxzx
mad r3, r6.w, r1, c216.xwxx
mad r1.xyz, r6.w, r0, c216.xxww
dp3 r6.y, v1, r2
dp3 r6.z, v1, r1
mad r2, r6.w, r0, c216.xxwx
dp3 r5.x, r6, c212
dp3 r5.y, r6, c213
mul r0, v6.y, c3[a0.y]
dp3 r5.z, r6, c214
mad r0, c3[a0.x], v6.x, r0
mad r1.xyz, r6, c215.x, v0
mad r0, c3[a0.z], v6.z, r0
mad r0, c3[a0.w], v6.w, r0
add r0, r0, c216.xxxz
mad r0, r6.w, r0, c216.xxxw
mov r1.w, c216.w
dp4 r0.w, r1, r0
dp4 r0.x, r1, r4
dp4 r0.y, r1, r3
dp4 r0.z, r1, r2
nrm r1.xyz, r5
mov oT2.xyz, r1
dp4 oPos.x, r0, c208
dp4 oPos.y, r0, c209
dp4 oPos.z, r0, c210
dp4 oPos.w, r0, c211
mov oD0, v2
mov oT0.xy, v3
mov oT1.xy, v4
pixelshader =
asm {
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// Parameters:
//
// bool AlphaPass;
// float4 LineColor;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// AlphaPass c0 1
// LineColor c1 1
//
preshader
neg r0.w, c0.x
cmp c0.x, r0.w, c1.x, (1)
cmp c0.y, r0.w, c1.y, (1)
cmp c0.z, r0.w, c1.z, (1)
ps_2_0
dcl t0.xy
dcl_2d s0
texld r0, t0, s0
mov r0.xyz, c0
mov oC0, r0
vs_2_0
def c215, 0, 4, -1, 1
dcl_position v0
dcl_normal v1
dcl_color v2
dcl_texcoord v3
dcl_texcoord1 v4
dcl_blendindices v5
dcl_blendweight v6
dp4 r1.w, v6, v6
frc r0, v5
rsq r1.w, r1.w
add r0, -r0, v5
rcp r1.w, r1.w
mul r0, r0, c215.y
slt r3.w, c215.x, r1.w
mova a0, r0
mul r0, v6.y, c3[a0.y]
mul r1, v6.y, c0[a0.y]
mad r0, c3[a0.x], v6.x, r0
mad r1, c0[a0.x], v6.x, r1
mad r0, c3[a0.z], v6.z, r0
mad r1, c0[a0.z], v6.z, r1
mad r0, c3[a0.w], v6.w, r0
mad r1, c0[a0.w], v6.w, r1
add r0, r0, c215.xxxz
add r1, r1, c215.zxxx
mad r0, r3.w, r0, c215.xxxw
mad r1, r3.w, r1, c215.wxxx
dp4 r0.w, v0, r0
dp4 r0.x, v0, r1
dp3 r3.x, v1, r1
mul r1, v6.y, c1[a0.y]
mad r2, c1[a0.x], v6.x, r1
mul r1, v6.y, c2[a0.y]
mad r2, c1[a0.z], v6.z, r2
mad r1, c2[a0.x], v6.x, r1
mad r2, c1[a0.w], v6.w, r2
mad r1, c2[a0.z], v6.z, r1
add r2, r2, c215.xzxx
mad r1, c2[a0.w], v6.w, r1
mad r2, r3.w, r2, c215.xwxx
add r1, r1, c215.xxzx
dp4 r0.y, v0, r2
mad r1, r3.w, r1, c215.xxwx
dp3 r3.y, v1, r2
dp4 r0.z, v0, r1
dp3 r3.z, v1, r1
dp4 oPos.x, r0, c208
dp4 oPos.y, r0, c209
dp3 r1.x, r3, c212
dp3 r1.y, r3, c213
dp3 r1.z, r3, c214
dp4 oPos.z, r0, c210
dp4 oPos.w, r0, c211
nrm r0.xyz, r1
mov oT2.xyz, r0
mov oD0, v2
mov oT0.xy, v3
mov oT1.xy, v4
pixelshader =
asm {
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// Parameters:
//
// float3 Light1Dir;
// float Light1Intensity;
//
//
// Registers:
//
// Name Reg Size
// --------------- ----- ----
// Light1Dir c0 1
// Light1Intensity c1 1
//
preshader
neg r0.xyz, c0.xyz
dot r1.w, r0.xyz, r0.xyz
rsq r0.w, r1.w
mul c0.xyz, r0.w, r0.xyz
mul c1.x, c1.x, (1.08)
ps_2_0
def c7, 0.75, -1, 1, -0.00999999978
def c8, -0.00999999978, 0.00999999978, 0.222222224, 0.100000001
def c9, 0.49000001, 0.75999999, 0, 0
def c10, 0.0599999987, 0.0599999987, 0.159999996, 0
dcl v0.xyz
dcl t0.xy
dcl t2.xyz
dcl_2d s0
add r3.xy, t0, -c7.w
add r0.xy, t0, c7.w
add r2.xy, t0, c8
add r1.xy, t0, -c8
texld r3, r3, s0
texld r4, r0, s0
texld r0, t0, s0
texld r2, r2, s0
texld r1, r1, s0
dp3_sat r5.x, t2, -c3
add r1.w, r5.x, c7.y
mov r6.xz, c7
mad r1.w, c5.x, r1.w, r6.z
mul r5.xyz, r1.w, c4
cmp r0.xyz, -c2.x, r6.x, r0
mul r0.xyz, r0, v0
mad r4.xyz, r0, r5, r4
mul r0.xyz, r5, r0
add r3.xyz, r3, r4
add r2.xyz, r2, r3
add r1.xyz, r1, r2
dp3_sat r2.x, c0, t2
mul_sat r1.xyz, r1, c8.z
add r1.w, -r2.x, c8.w
cmp r0.xyz, -c2.x, r0, r1
cmp r1.w, r1.w, c9.x, c9.y
mul r1.xyz, r0, r1.w
mad_sat r0.xyz, r0, c10, r1
mul r0.xyz, r0, c1.x
mov r1.xyz, c7.z
mov r1.w, r0.w
cmp_sat r0, -c6.x, r0, r1
mov oC0, r0
vs_2_0
def c215, 0, 4, -1, 1
dcl_position v0
dcl_normal v1
dcl_color v2
dcl_texcoord v3
dcl_texcoord1 v4
dcl_blendindices v5
dcl_blendweight v6
dp4 r1.w, v6, v6
frc r0, v5
rsq r1.w, r1.w
add r0, -r0, v5
rcp r1.w, r1.w
mul r0, r0, c215.y
slt r3.w, c215.x, r1.w
mova a0, r0
mul r0, v6.y, c3[a0.y]
mul r1, v6.y, c0[a0.y]
mad r0, c3[a0.x], v6.x, r0
mad r1, c0[a0.x], v6.x, r1
mad r0, c3[a0.z], v6.z, r0
mad r1, c0[a0.z], v6.z, r1
mad r0, c3[a0.w], v6.w, r0
mad r1, c0[a0.w], v6.w, r1
add r0, r0, c215.xxxz
add r1, r1, c215.zxxx
mad r0, r3.w, r0, c215.xxxw
mad r1, r3.w, r1, c215.wxxx
dp4 r0.w, v0, r0
dp4 r0.x, v0, r1
dp3 r3.x, v1, r1
mul r1, v6.y, c1[a0.y]
mad r2, c1[a0.x], v6.x, r1
mul r1, v6.y, c2[a0.y]
mad r2, c1[a0.z], v6.z, r2
mad r1, c2[a0.x], v6.x, r1
mad r2, c1[a0.w], v6.w, r2
mad r1, c2[a0.z], v6.z, r1
add r2, r2, c215.xzxx
mad r1, c2[a0.w], v6.w, r1
mad r2, r3.w, r2, c215.xwxx
add r1, r1, c215.xxzx
dp4 r0.y, v0, r2
mad r1, r3.w, r1, c215.xxwx
dp3 r3.y, v1, r2
dp4 r0.z, v0, r1
dp3 r3.z, v1, r1
dp4 oPos.x, r0, c208
dp4 oPos.y, r0, c209
dp3 r1.x, r3, c212
dp3 r1.y, r3, c213
dp3 r1.z, r3, c214
dp4 oPos.z, r0, c210
dp4 oPos.w, r0, c211
nrm r0.xyz, r1
mov oT2.xyz, r0
mov oD0, v2
mov oT0.xy, v3
mov oT1.xy, v4
pixelshader =
asm {
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// Parameters:
//
// bool AlphaPass;
// sampler2D DiffuseTextureSampler;
// bool DisplayTextures;
// float3 Light1Dir;
//
//
// Registers:
//
// Name Reg Size
// --------------------- ----- ----
// DisplayTextures c0 1
// Light1Dir c1 1
// AlphaPass c2 1
// DiffuseTextureSampler s0 1
//
ps_2_0
def c3, 0.75, -0.100000001, 0.699999988, 1
dcl v0
dcl t0.xy
dcl t2.xyz
dcl_2d s0
texld r1, t0, s0
dp3_sat r2.x, t2, -c1
mov r0.w, c3.x
cmp r1.xyz, -c0.x, r0.w, r1
mul r0, r1, v0
add r2.w, r2.x, c3.y
mul r1.xyz, r0, c3.z
cmp r0.xyz, r2.w, r0, r1
mov r1.xyz, c3.w
cmp_sat r0, -c2.x, r0, r1
mov oC0, r0
technique XL_DetailShadlessOutline
{
pass P0
{
vertexshader =
asm {
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// Parameters:
//
// float Light2ShadowDepth;
//
//
// Registers:
//
// Name Reg Size
// ----------------- ----- ----
// Light2ShadowDepth c0 1
//
preshader
mul c215.x, c0.x, (0.002)
vs_2_0
def c216, -0, 4, -1, 1
dcl_position v0
dcl_normal v1
dcl_color v2
dcl_texcoord v3
dcl_texcoord1 v4
dcl_blendindices v5
dcl_blendweight v6
frc r0, v5
add r0, -r0, v5
mul r0, r0, c216.y
mova a0, r0
mul r0, v6.y, c0[a0.y]
dp4 r1.w, v6, v6
mad r0, c0[a0.x], v6.x, r0
rsq r1.w, r1.w
mad r0, c0[a0.z], v6.z, r0
rcp r1.w, r1.w
mad r0, c0[a0.w], v6.w, r0
slt r6.w, c216.x, r1.w
add r0, r0, c216.zxxx
mad r1.xyz, r6.w, r0, c216.wxxw
mad r4, r6.w, r0, c216.wxxx
dp3 r6.x, v1, r1
mul r0, v6.y, c1[a0.y]
mad r1, c1[a0.x], v6.x, r0
mul r0, v6.y, c2[a0.y]
mad r1, c1[a0.z], v6.z, r1
mad r0, c2[a0.x], v6.x, r0
mad r1, c1[a0.w], v6.w, r1
mad r0, c2[a0.z], v6.z, r0
add r1, r1, c216.xzxx
mad r0, c2[a0.w], v6.w, r0
mad r2.xyz, r6.w, r1, c216.xwxw
add r0, r0, c216.xxzx
mad r3, r6.w, r1, c216.xwxx
mad r1.xyz, r6.w, r0, c216.xxww
dp3 r6.y, v1, r2
dp3 r6.z, v1, r1
mad r2, r6.w, r0, c216.xxwx
dp3 r5.x, r6, c212
dp3 r5.y, r6, c213
mul r0, v6.y, c3[a0.y]
dp3 r5.z, r6, c214
mad r0, c3[a0.x], v6.x, r0
mad r1.xyz, r6, c215.x, v0
mad r0, c3[a0.z], v6.z, r0
mad r0, c3[a0.w], v6.w, r0
add r0, r0, c216.xxxz
mad r0, r6.w, r0, c216.xxxw
mov r1.w, c216.w
dp4 r0.w, r1, r0
dp4 r0.x, r1, r4
dp4 r0.y, r1, r3
dp4 r0.z, r1, r2
nrm r1.xyz, r5
mov oT2.xyz, r1
dp4 oPos.x, r0, c208
dp4 oPos.y, r0, c209
dp4 oPos.z, r0, c210
dp4 oPos.w, r0, c211
mov oD0, v2
mov oT0.xy, v3
mov oT1.xy, v4
pixelshader =
asm {
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// Parameters:
//
// bool AlphaPass;
// float4 LineColor;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// AlphaPass c0 1
// LineColor c1 1
//
preshader
neg r0.w, c0.x
cmp c0.x, r0.w, c1.x, (1)
cmp c0.y, r0.w, c1.y, (1)
cmp c0.z, r0.w, c1.z, (1)
ps_2_0
dcl t0.xy
dcl_2d s0
texld r0, t0, s0
mov r0.xyz, c0
mov oC0, r0
// approximately 3 instruction slots used (1 texture, 2 arithmetic)
};
}
pass P1
{
vertexshader =
asm {
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// Parameters:
//
// float4x4 BoneMatrices[52];
// float4x4 World;
// float4x4 WorldViewProj;
//
//
// Registers:
//
// Name Reg Size
// ------------- ----- ----
// BoneMatrices c0 208
// WorldViewProj c208 4
// World c212 3
//
vs_2_0
def c215, 0, 4, -1, 1
dcl_position v0
dcl_normal v1
dcl_color v2
dcl_texcoord v3
dcl_texcoord1 v4
dcl_blendindices v5
dcl_blendweight v6
dp4 r1.w, v6, v6
frc r0, v5
rsq r1.w, r1.w
add r0, -r0, v5
rcp r1.w, r1.w
mul r0, r0, c215.y
slt r3.w, c215.x, r1.w
mova a0, r0
mul r0, v6.y, c3[a0.y]
mul r1, v6.y, c0[a0.y]
mad r0, c3[a0.x], v6.x, r0
mad r1, c0[a0.x], v6.x, r1
mad r0, c3[a0.z], v6.z, r0
mad r1, c0[a0.z], v6.z, r1
mad r0, c3[a0.w], v6.w, r0
mad r1, c0[a0.w], v6.w, r1
add r0, r0, c215.xxxz
add r1, r1, c215.zxxx
mad r0, r3.w, r0, c215.xxxw
mad r1, r3.w, r1, c215.wxxx
dp4 r0.w, v0, r0
dp4 r0.x, v0, r1
dp3 r3.x, v1, r1
mul r1, v6.y, c1[a0.y]
mad r2, c1[a0.x], v6.x, r1
mul r1, v6.y, c2[a0.y]
mad r2, c1[a0.z], v6.z, r2
mad r1, c2[a0.x], v6.x, r1
mad r2, c1[a0.w], v6.w, r2
mad r1, c2[a0.z], v6.z, r1
add r2, r2, c215.xzxx
mad r1, c2[a0.w], v6.w, r1
mad r2, r3.w, r2, c215.xwxx
add r1, r1, c215.xxzx
dp4 r0.y, v0, r2
mad r1, r3.w, r1, c215.xxwx
dp3 r3.y, v1, r2
dp4 r0.z, v0, r1
dp3 r3.z, v1, r1
dp4 oPos.x, r0, c208
dp4 oPos.y, r0, c209
dp3 r1.x, r3, c212
dp3 r1.y, r3, c213
dp3 r1.z, r3, c214
dp4 oPos.z, r0, c210
dp4 oPos.w, r0, c211
nrm r0.xyz, r1
mov oT2.xyz, r0
mov oD0, v2
mov oT0.xy, v3
mov oT1.xy, v4
pixelshader =
asm {
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// Parameters:
//
// bool AlphaPass;
// sampler2D DiffuseTextureSampler;
// bool DisplayTextures;
// float3 Light1Dir;
//
//
// Registers:
//
// Name Reg Size
// --------------------- ----- ----
// DisplayTextures c0 1
// Light1Dir c1 1
// AlphaPass c2 1
// DiffuseTextureSampler s0 1
//
ps_2_0
def c3, 0.75, -0.100000001, 0.699999988, 1
dcl v0
dcl t0.xy
dcl t2.xyz
dcl_2d s0
texld r1, t0, s0
dp3_sat r2.x, t2, -c1
mov r0.w, c3.x
cmp r1.xyz, -c0.x, r0.w, r1
mul r0, r1, v0
add r2.w, r2.x, c3.y
mul r1.xyz, r0, c3.z
cmp r0.xyz, r2.w, r0, r1
mov r1.xyz, c3.w
cmp_sat r0, -c2.x, r0, r1
mov oC0, r0